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Wychmaster

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Posts posted by Wychmaster

  1. The GR Video will get you started, but it teaches the shooting part "wrong" when using modern MBTs. I used quotes here, because it is not wrong in the context of DCS, but the Lock-On mechanics are just a DCS mechanic that has nothing to do with how tanks aim IRL and can be turned off by the server host. In the latter case, you are screwed, if you don't know how to do it correctly. Fortunately, DCS also supports the correct way of aiming.

    You need three things for this:

    1. Mouse Axis mode or a Joystick

    2. Laser range finder key binding

    3. Tracking mode key binding

     

    For the hotkeys, you have to check your keybindings. I also can't tell you the exact names atm, since I didn't start DCS for a while now. However, the mouse axis mode enables your mouse cursor which is rendered as a red arrow that points away from the center of the screen. Your turret will now continiously turn into the direction of the arrow. The turning speed depends on how far the cursor is away from the center of the screen. This enables you to turn the turret with a constant speed. With this function, it is easy to keep reticle over a moving target. Alternatively, you can use a control stick to achieve the same.

    The laser range finder measures the distance to the target under your reticle and automatically sets the gun elevation. So if you want to shoot a static target, just bring the reticle above it, lase, and fire. Super easy, no lock on needed. Be aware, that the laser range limitations depend on the tank and vary between 3000 and 5000 meters.

    But how to hit moving targets? In this case, you need to enable "tracking mode". If active, you will see the words "tracking mode" blinking in green letters. If you now move the mouse and press fire, it will appear to you as if the gun goes crazy and fires at random places, but in reality, it calculates lead based on the current laser distance and rotation speed of the turret. If you maintain a constant rotation speed, lase, and press fire, you will see that that you reticle is more or less over the point of impact in the moment the projectile reaches its destination.

    So how do we aim with this? Simply move the reticle over a moving target, adjust the rotation speed, so that it stays over it and moves at the same speed. Then lase and press fire. 

    With some practise and some understanding how this method actually works, you can even shoot moving helicopters out of the air with slow moving heat projectiles. 😉

    I even managed to hit A-10s under "lab conditions"

     

    • Like 1
  2. When ED started adding more helicopters like the Hind and Apache to the sim, some of us started speculating that the ground units (and Combined Arms) will get some love again so that the action close to the ground gets more interesting for those who like to stay below tree top level. Some (me included) also hoped to get full fidelity vehicle modules in some distant point in the future. 

    According to this post, ED is finally starting to consider it:

     

     

    What do you think about it? How much would you pay for a FF Abrams, Leopard 2, T-72, you name it?

    Me personally, I think this would be a great addition to the sim and would also attract a new group of players. I also think, that the modules would/could/should be relatively cheap and fast to develop when compared to aircrafts. The systems aren't as complex and there is no complicated flight model that needs to be calibrated.

    Playing in a multi-crew capable tank (mostly gunner and commander) in VR would be totally awesome. However, I also think that you should have the option to control a full tank platoon and switch between vehicles via keybindings instead of going to the F-10 map or the "choose slot" menu because you will probably die faster and more often than in a jet or helicopter.

    So what do you think?

    • Like 7
  3. There are key bindings to increase/decrease the brightness and gain of the IR View. The default settings are garbage. You need to increase the gain by a significant amount and adjust the brightness acordingly. Then you get really nice results (not compareable to a real tank thermal, but decent enough). Used it last friday in a test and was able to spot enemy armor and Infantry really easy even though they were hidden in the tree lines.

    Only problem is the current auto-brightness that changes dependent on zoom level and elevation of the optic. You need to adjust the brightness pretty often.

    • Like 2
  4. vor 6 Minuten schrieb Gizmo03:

    Das ist irgendwie an mir vorbei gegangen. Ich habe nur im Januar einen Post auf FB gelesen, der irgendwie darauf schließen lässt, dass es da Gerüchte gab. Diese HiP Videos schaue ich persönlich nicht. Ich habe mir mal eines angesehen, aber weiss nicht, was ich davon halten soll.
    Ich weiss nicht, wie ich einzelne Beiträge von FB hier verlinken kann. Ich hab den Beitrag gefunden und mache das mal mit copy / paste:

    Beitrag vom 20.01.2023 auf FB:
     
    Let me clarify the following.
    Just to avoid speculations:
    The collaboration with RAZBAM is still active. The Coder has a new MAINJOB (!).
    One cannot assume that everyone has 98% of the time to take care of a module.
    The long lasting time has nothing to do with me or RAZBAM.
    These are a chain of negative events over which I and RAZBAM have no influence (!)
    We need to face that and make the best out of it 🙂
    That's life.
    Thanks
     
    Das da was eingestellt werden soll ist mir persönlich neu und zeigt mir wieder, weshalb ich diese HiP Videos nicht schaue 😉
     
    EDIT: ging doch noch. Hier zumindest der Link zum Beitrag, den ich meinte:

     

    Super, danke dir. Hatte noch einmal im englischen Forum hier geguckt und da war der letzte Eintrag, dass nach einem neuen Coder gesucht wird.

  5. Kurze zwischenfrage: Vor ein paar Wochen hieß es in einem HiP video auf Youtube die Arbeiten am Modul wären mehr oder weniger eingestellt. Bin grad sehr beschäftigt, sodass ich DCS grad nur sehr bedingt verfolge, aber heißen die neuen Bilder dass das ne falsche Info war?

  6. I would really love to help you guys out here, but for several month now I am lacking the time to play DCS or do anything related. So I hope someone else will be able to provide the data. The only thing I might be able to do is starting another well known SIM that specializes on those "beasts of steel" and see what happens there. Since it is also sold to professional customers, I guess they depicted it correctly. However, I think you want some "first hand" sources for understandable reasons.

  7. vor 4 Stunden schrieb Callsign112:

    Everything you mentioned though sounds like it would really help, but I wonder if the distance between vehicles isn't linked to way points and pathing? Would changing that introduce other issues with collisions/pathing?

    Well, instead of having 1 group of 4 vehicles you would have 4 groups of 1 vehicle. To make them drive in a formation you would have to give them the same waypoint list but with a slight offset to each other. The offset is the desired distance between the vehicles. One could add a radio menu item to adjust the distance between the vehicles on the fly. Then you need to constantly check the distances between the vehicles and adjust their driving speed to catch up or wait for the others. Pathfinding is still done by the standard DCS engine just for each vehicle individually instead of the whole group. For sure this might lead to odd behavior in some situations but I think it would be still better than the current state. Especially because we gain fine control over other things like target priority and firing zones.

    As I said, the scripting engine is quite powerful. A good example is the Skynet IADS script that let you setup a decent air defense network that isn't just a target range for Wild Weasels.

     

    vor 5 Stunden schrieb Callsign112:

    Regardless of the reason behind any given problem, DCS World needs more capable ground units to make Combined Arms missions more believable/workable. I am sure efforts like yours are greatly appreciated by the community as a whole. 

    Hope we will find someone else to help out. As mentioned before, If I do it all myself, I get distracted easily and everything will take ages.

    CA is a great module if you know how to use it and ED keeps improving it silently. Not as fast as some of us wish, but I see the progress. Yes, there are dedicated tank/ground combat sims out there that are more realistic and might have better graphics, but there is one reason why I prefer CA: In DCS I can drive a tank while someone else provides CAS in an A-10 or AH-64. Can't have this in any other serious sim.

  8. Am 1.10.2022 um 20:35 schrieb Silver_Dragon:

    ... but someone should at least put in some "building block" to start correcting this, either by adding Battle Drills and Tactical Movement ...

     

    Am 1.10.2022 um 22:16 schrieb Callsign112:

    ... it would be nice to see some of the improvements you mentioned make it into DCS World.

     

    Well, if 1 or 2 of you guys have some coding experience, we could at least create a lua-script using the DCS scripting engine. I already experimented a bit with it and most stuff should be possible to some degree.

    When I tested the capabilities of the scripting engine, I coded a pretty simple script for ground attack aircrafts to fly into a target zone, pick individual targets inside that zone using a priority list (air defenses first, then armor, supplies, etc.). They also picked suitable weapons, engagement vectors and heights so that they don't just fly into the target zone and get shot down by the AD systems in the backfield or nearby manpads.

    All this should also be possible for ground units with one minor difficulty: Ground units have just a single "brain". For planes and helicopters you can program the behavior of every group member individually. For ground units, this is not possible yet (probably to avoid overloading the CPU). However, we could code around this by introducing our own group system. For example, for a tank platoon, we would use 4 DCS groups with just a single tank and add them to an extra group in the lua script. Every command given to any of those tanks will be mirrored to the other platoon members. However, we would also need to add own movement scripts for formations because we couldn't use the DCS formations for obvious reasons, but that shouldn't be too hard. However, once that is done, it would come with the additional benefit that we would have "total control" over the formation and unit coordination.

    Here is a small list of things that would be possible (or at least I have ideas how to realize it with the scripting engine):

    - Firing zones for group members

    - Tanks can take a "hull down" position if ordered

    - Selecting different distances between group members inside of a formation

    - "Smart reactions" to threats

    - Control engagement distances (no more wasting ammo on targets that are too far away 😉 )

    - Platoon/group internal engagement maneuvers

    - coordinating IFVs to load/unload infantry as needed and to coordinate a combined advance and react to threats

    - multiple groups can perform coordinated attacks (different attack angles, kill zones, etc.)

    - smart artillery firing support

    - calling and coordinating CAS

    - some kind of automated mastermind for battlegroups

    and many more. The DCS scripting engine is quite powerful and I already have a private GitHub repo where I started implementing some things I need to create interesting CA missions, but it is not much yet (had a longer DCS break and a lot of other coding stuff to do). So if some of you have a bit coding experiences, we might be able to realize some of the mentioned features. Just let me know and I would invite you to join the repository. If I have to do all the stuff myself, advances would take ages. Working with others is always more motivating 😉

  9. vor 7 Stunden schrieb draconus:

    Unbelievable how many times devs take their time to try to pinpoint and reproduce reported "bugs" while the user forgot to remove the mods, smh.

    Well, thanks for reminding me to reread the FAQ.

    Found this helpful line:

    Zitat

    What we don't need

    ...    

    3. We don't need theories or opinions on other peoples reports. If you know its a duplicate you can flag the post and a moderator can merge it, but please don't chit chat or debate reports

    If there is anything else you want to tell me, please use a PM to avoid the also mentioned chit chat. Anyways, have a good day.

    • Like 1
  10. @Flappie Engine sound is still missing after the patch. You can neither hear them from the outside nor from the inside. Here is a video demonstrating this:

     

    The sounds that one can hear in the video is just the traffic ambient sound. I fired some MG rounds and and a main gun round at the end of the video. The corresponding sounds are played correctly. If the sounds are working on your version I guess it is already fixed but not yet released. I also attached a track and the requested log file.

     

     

    CA_No_Engine_Sound.trk dcs.log

  11. vor 19 Stunden schrieb Flappie:

    No such issue on my end. Please attach a track along with your dcs.log file ("Saved Games/DCS.../Logs/dcs.log").

     

    Saw that there will be a patch today. I ll wait for the patch. If the sound is still missing after the patch, I ll create a track + video

    • Thanks 2
  12. vor 20 Stunden schrieb NineLine:

    Not true, we have some tweaks and fixes coming through in the next patch, and other work behind the scenes. 

    We have had a number of AI ground forces fixes over the last few patches as well, and more on the way. Now its nothing big and flashy right now, but hardly abandoned for forgotten. It is still one of my favorite aspects of DCS missions. 

    Now you got me excited 🙂

     

    • Like 2
  13. vor 14 Stunden schrieb thhuni:

    i would pay   maybe  150   in bundle   maximum , when more expensive  i  buy the  cougars   , only  80 euro (2)

    I guess there is no need for you to wait. It is extremely unlikely that they would sell a bundle for 150 Euros if a single one will already costs 120 to 130. The cougars are mass produced. Therefore they are a lot cheaper.

    • Like 2
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