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Wychmaster

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Everything posted by Wychmaster

  1. yes, that is the suggestion, since those keys have currently no real use when those modes are active and I guess it would feel natural.
  2. +1 As a small side note regarding the details: I think the Syria map is already detailed enough to have a lot of fun on the ground. There is some other ground vehicle simulator out there which is considered to be the most realistic one and in my opinion DCS Syria is much more detailed an versatile than the maps of the other sim. It might have denser ground triangle meshes (I don't know) but the overal detail level in new DCS maps is better (in my opinion). So no need to wait for maps with higher LOD.
  3. I am frequently using the autopilot and cruise control features to focus on other stuff than driving my vehicle. However, if I want to change the movement speed, the current implementation is not as straight forward as it could be. In autopilot, I need to go to the F-10 map and click the slider, which can be dangerous in high threat areas. This is especially a problem when I want to advance slowly while using the "g" key to dynamically assign a route. Everytime you use it, the speed is set to max and you need to turn it down again via the F-10 map. In cruise control mode, it is not that problematic but still annoying. You need to accelerate or decelerate manually to the desired speed and reactivate cruise control. But if you are using the keyboard, you do not have really good control due to the fast accelerations at lower speeds. I regularly end up fiddling around with cruise control for several seconds to get the correct speed that I want. My suggestion: When cruise control or the autopilot is on, the already existing keys to accelerate or decelerate adjust the set speed of those modes. (IIRC they currently do nothing in AP and automatically cancel CC). Additionally, an UI indicator should be shown that presents the target speed of those modes. In autopilot, speed changes would of cause only work if you are the group leader same as the "g" key commands to set new waypoints. Alternatively, we can get new keybinds for this, but I think reusing the existing ones here is more intuitive.
  4. Just saw the new subforums. Thanks a lot for that ED
  5. Not sure what exactly you mean? Can you describe it a bit more? Don't forget that the gunsight already has a 3x magnification before you zoom in to 13x.
  6. Wouldn't say "no" if they can give us those too But let's see if we get anything at all.
  7. didn't notice that... that's really funny
  8. @NineLine@BIGNEWY Is it possible that we can get a wishlist subforum for Combined Arms like most newer modules have? I know there is a wishlist thread, but I think it would be better to have a own subforum where wishes can be discussed separately. Think this would also help to figure out what the important topics for active CA players are, and which features might be nice to have, but not urgent.
  9. In DCS, several tanks (western ones) use HEAT-MP-T rounds (see image below). The T at the end stands for tracer, but all HEAT round types in DCS currently have no tracer effect. While this might be correct for other HEAT ammunition (don't know about the russian ones), it is certainly wrong for this specific type. Track added below, where I shot two sabot and two HEAT rounds. Abrams heat no tracers.trk
  10. I noticed, that the coaxial machine guns of several tanks that had tracers before are now missing them since one of the recent patches. Can't tell which patch exactly is responsible for this. Here is a list of tanks, that are affected: - M1A2 Abrams - Leopard series - Challenger 2 - Merkava I guess the reason why other tanks are not affected is that all the named ones use a 7.62mm coax, while the others have a .50cal coax. Example track for the Abrams added Abrams coax no tracers.trk
  11. I do it quite frequently using Nav-Ranging to fire while staying in cover.
  12. In coop mode the TADS is designating the target. Think of the LOS cross of being your helicopter and the I-beam the target. So you need to turn the helicopter accordingly to move the cross over the I-beam. The nice thing in coop mode is, that it does not matter where you look, the relation between LOS cross and I-beam is only influenced by the helicopter movement and the target location. This means that you can look anywhere without seeing the target and all you need to do is to "fly the cross over the I". Then pull the trigger. If you are a multi-tasking genius, you can work on the MFDs while killing some stuff with rockets "on the fly"
  13. Hope we get new recruits. We need more boots on the ground
  14. Took some time to get it done (video editing is hell ), but as promised:
  15. Make sure that the MFD render resolution is set to something with "every frame". If not, you have to restart DCS after setting it, otherwise you won't see a difference. For me the problem was that the PNVS update rate had an extremely low FPS. It seems like it is affected by this setting. Now, everything is fine.
  16. @Callsign112 Thanks for sharing the video I abused the active pause and regular pause today to test what I mentioned earlier. So I could do all myself without forcing anybody to join me in multiplayer. The test was successful. Neither the Apache nor the Abrams had to expose themselves to get a hellfire onto a T-90s forehead. I made a small video that I will edit a bit before I share it. This could be a total awesome use of combined arms in conjunction with the Apache on a multiplayer server... They will never know what happened
  17. Tacview says it was more like 60kts (GS: 61, IAS:67). But it doesn't really matter. Even with 160kts those IFVs will kill you if you fly towards them. The only variable for them to consider is the bullet drop. Look at around 22:40. Two of your helicopters get shot at by some tanks at a similar (even closer) distance while passing them. The tanks fired multiple MG bursts but none of them hit, because they are not flying directly towards the tanks. From the Tacview data, I can only see obvious changes in the flight parameters (turn rate, roll rate) less than a second before the bullet impacts you. That's not nearly enough time to dodge in a slow moving helicopter. You should start dodging the moment you see the muzzle flashes. But as I said before, keep your distance and never fly directly at them. IVFs are no targets for gun runs. Everything with an autocannon will murder you if it hits you.
  18. Had a look at your track. Do not own the chinese assets pack, but from googling "zbd04a" I learned what I already suspected. It is an IFV with a 30mm autocannon. This is not what I consider to be "small arms fire". The definition of an autocannon is that it fires grenades instead of projectiles. So don't expect to survive a direct hit to the face. You were flying directly towards it at a range of a bit more than 1 mile. Don't want to debate accuracy of AI units here, but flying towards an IFV equipped with 30mm and probably a modern targeting system at this distance is more or less suicide in DCS (no clue how it is in RL, but I guess similar). Never fly straight at your target and keep your distance (4+ km) unless you have no other choice. The hit rate drops drastically if you fly not directly towards them. My experience is that actual small arms fire (7.62mm), does not really cause much damage. We have played some fun missions with targets adjusted for cannons and rockets only and took several hits by small arms doing more or less nothing. Again, IFVs are no easy targets. I find them actually to be more dangerous to a chopper than tanks due to their high rate of fire autocannons and the fact that they often also shoot you with ATGMs. You need to adapt your tactics.
  19. ^^^ This What I need to test if I get the opportunity: Get an Apache into cover 6km away. Drive an Abrams close to the target behind a hill and peak over it using the JTAC function. Send the rough MGRS coordinates to the Apache and let him fire a LOAL Hellfire from cover. Lase the target for terminal guidance. The enemy will never see you...
  20. @NineLine Wow, thanks a lot for your effort. Really appreciate it.
  21. You need to extract the controller from the group using getController and then use the setOption function. Here are the relevant links to the Hoggit documentation: https://wiki.hoggitworld.com/view/DCS_func_getController https://wiki.hoggitworld.com/view/DCS_Class_Controller https://wiki.hoggitworld.com/view/DCS_func_setOption https://wiki.hoggitworld.com/view/DCS_option_alarmState Good luck
  22. It is easy to test. Place a vehicle and start the mission. Then watch it with F7. In red state, you hear a running engine, in green state you hear nothing. However, regarding the FLIR image, all static vehicles in red state start in a condition where they just turned on their engines. So it takes some time for them to warm up until you see a nice FLIR image.
  23. Thanks for your response. Since it is not accurate, we can consider this to be a bug and maybe a mod can move it to the bug section. It doesn't really bother me, since the way to the second detent is rather long. I was too lazy to look into the manual and thought I can figure out myself if the set number refers to single rockets or pairs. Then I was wondering why I sometimes fired the set amount of rockets and sometimes twice as much. Now I know where I need to pay attention to. But since it is not the correct behaviour, it should be fixed. Knowing a bit about coding, correcting this shouldn't be much of an issue.
  24. I am using a Thrustmaster Warthog stick that has a 2 stage trigger. So I bound the first and second detent to it. When I pull the trigger to the second detent, I noticed that sometimes twice as many rockets are fired as selected on the weapons page. After some testing I figured out, that a salvo is fired when I use the first detent. If I advance to the second detent, another salvo is fired if the first salvo is already out of the launchers. In case the launchers are still firing, no additional salvo is triggered. So depending on how quick you advance to the second detent, you fire either one or two salvos. Track is attached. What you see is the following: I fired multiple salvos with the quantity set to 4. First I pulled the trigger really slow to the second detent, then a bit faster and finally quick enough that just one salvo was fired. I repeated it multiple times. So my question is: Is this the correct behaviour or a bug? I mean it could certainly be useful to have some kind of mechanism to double the volume of rockets you want to fire without messing with the MFDs, but I am not sure here. Rockets - trigger detent test.trk
  25. An alternative tactics: If you can manage to store the location and the Tunguska is stationary, you can try to bombard it with rockets using nav ranging. However, this requires that you get even closer (4-5 km). The benefit is that you can stay in cover after you stored the location. Even when firing the rockets, but you might want to do a quick popup to check where they impact. Of cause, this isn't a reliable tactics, due to the imprecise nature of rockets, but if you have enough cover, its low risk. Also, if you fire 20 rockets at once, chances are good that you hit with one or more.
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