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Everything posted by peachmonkey
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also, one thing to take into consideration is in reality, during the ww2, the airfields or any critical object was protected by multiple of tens or even hundreds of heavy/light flack batteries. Imagine you approach an airfield and there's 50 or 60 of these light flack guns opening up on you trying to shoot you down. And in DCS a max of 3 of 4 of them needed to deliver the same efficacy of the AA. the above is for a single AC survivability only. Obviously, if you have a group of fighters attacking an af the chance of you getting hit is much lower due to the 'distraction' factor. Nevertheless we are talking about the aimbot issue here, not DCS tactics.
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the simple answer is ground AI fire in DCS is aimbot. The game always knows the speed of your aircraft and can calculate an arching shot in milliseconds. The same calculation mechanic is used by ALL units on the ground, be it a soldier on foot with a submachine gun, half-track, light flak, heavy flack, bmp, etc etc. So we end up with this mind boggling ridiculousness and ED has no interest in fixing it. The only more or less safe approach to the ground AI units I found to be 'purposing'. I.e. you need to continuously pump your stick aft/forward so your AC is approaching in a 'wave' like formation. It reduces the chance of being hit in the face by .50cal, 20mm, 40mm, and heavy flack by approximately 50-60%. It's idiotic. But hey, there's nothing else we can do.
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try increasing your Gamma to 2.0 in graphics options, yours may be set too low...
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Cinematic from our mission last Saturday.
peachmonkey replied to GR00VYJERRY's topic in Western Europe 1944-1945
oh, that would be super lovely! either have the trains/convoys as missions spawns (requests via f10), or just some random spawns every 20-30 minutes. People love hitting such targets, I know I do!! cheers, @GR00VYJERRY ! -
Cinematic from our mission last Saturday.
peachmonkey replied to GR00VYJERRY's topic in Western Europe 1944-1945
great, vid, @GR00VYJERRY ! I'm glad the track file was useful and you were able to stitch up this great footage! I have a question, maybe sort of a request: are you going to keep running the current Normandy map as it is or there are some changes in the working? I noticed we had a lot more engagements (air and ground) when the contest area was smaller. So i wonder if you could split the current map into 2 missions: West (as you had it pre N2) and East (near Paris, etc). In the current mission, it seems to me, the eastern zone usually stays quiet and there's barely any engagement there, so it's rare when I see people flying there. It's just some feedback, keep on doing what you're doing. I love your server! -
shh, we don't talk about corsair here...
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Can someone possibly give me a TL;DR on engine management?
peachmonkey replied to Tree_Beard's topic in DCS: P-47 Thunderbolt
if you're coming from IL2 (since you mentioned %) then there are no engine timers in DCS, there's a full thermodynamic simulation of cooling and mechanical systems in each engine. With P47: - don't go above 52" of manifold pressure. You can occasionally overboost for 5-10 seconds, but make sure you bring that MP down to below 52". It doesn't matter whether you're using Throttle only, or Throttle+Turbo linked. - if you need more power and must go above 52" you need to turn the water injection on. At which point the engine can boost up to 64" MP for 10-15 minutes. 64"is the max on water, if you go above it the engine will start to degrade very quickly (30-50 seconds) due to rising temperature and other factors. - the Max MP in either of above cases is best achieved with the RPM set to 2550/2600 (continuous max) or 2700 (military max 15mins). Anything above 2700 will kill the engine within 30-60 seconds. - there are additional detrimental cases such as pushing 52 or 64" MP with much lower RPM (2000-2400) at which point the engine starts to experience detonation and will die within 1-10 minutes. - make sure the Oil temperature is always in the green, using the oil cooler shutters. If they are fully open and the oil temp is climbing into red zone then lower MP and RPM's, or the engine will die in 1-5 minutes. - forget about all % settings/read outs, they don't really serve as good indicators of the engine's health. Watch the gauges and remember the above mentioned limits, that's where it's at. It's not an easy bird to dogfight with due to all the lever action / gauge watching -
already reported Sniper BTR80/82's ??
peachmonkey replied to Phantom_Mark's topic in Ground AI Bugs (Non-Combined Arms)
now imagine how ridiculous it is to do AG missions in a WWII bird. The ground aimbot of ANY asset with a gun (including infantry) is such a downer it spoils basic enjoyment of this simulator. -
where do you "place" it? In ME? Did you set the proper settings for the AI plane ahead of you, such as heading, speed, altitude, waypoints ?
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make sure you're running DCS Open Beta.
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Although, it was quite the opposite with the previous terrain release of Normandy 2.0. The download worked flawlessly, however the licensing was all screwed up. But I'm not complaining, using Steam beats those multi-hour downloads with stand-alone. On steam I get 100MB/s downloads, those gigs of data mean nothing to me!
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I suggest you move/report this in P51 bug section: https://forum.dcs.world/forum/203-bugs-and-problems/ and tag @NineLine
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can you possibly share a link to it? I've searched thru Steam Store, DLC's, Modules/campaigns.. can't find it .. never mind, I'm blind sometimes it's right there on the first page!
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thank you for the update! btw, the link is throwing 502 error.
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Possible to have ALL weapons fire with single key press?
peachmonkey replied to chris455's topic in DCS: Fw 190 A-8 Anton
there isn't such key, unfortunately. It can only work if you have a grip with a 2-stage trigger. For example, on my VirPil WW2 grip the main trigger is two-stage, so I assign inner cannons/rifle to first trigger stage (button X), and outerwing cannons to the 2nd stage (button Y). So, when I press the main trigger all the way then both stages are engaged = all guns are shooting. -
yes, there are plenty of inconsistencies/bugs in DCS. However, one thing I'd like to point out: these deficiencies are module/AC specific. I.e. if Spitfire presents a certain bug in certain damage scenario, it means this bug applies only to Spit and its damage model. This is due to individual modeling of each AC component, the code between models isn't re-used, there is no 'generic' damage model that is shared across the frames. What this means, and it's highly encouraged, when you observe a certain 'bug' or unexpected operation to save the track and submit it into a respective AC bug section of the forum, so ED can properly evaluate the behavior, reproduce it, and finally fix it. Welcome to the DCS WWII club, I hope you'll enjoy your stay
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it is a bit strange, but to make sure you at least got the proper license do a fly over Paris or London and look at the buildings. If they are missing textures (naked/empty) facades then it's still a licensing issue, however if the facades are present then the license is OK and it's some gfx issue on your machine..
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I believe you need to: - uncheck al 3 Normandy items (Normandy 1944 Map, Normandy 2.0, and Normandy 2.0 Full by Ugra), the map will be removed/deleted from your computer disk. - Shutdown Steam. Restart it. - Go to the DLC list, and re-check the 3 items again (enable a check mark), and it'll be re-downloaded/activated. I think that's what I did to make it work 2 months ago.
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indeed it's an interesting topic, hence why there are countless discussions about it. As far as the reacquiring the targets training, there was a post a while back how FPS shooters help the real life marines/army soldiers to train on object tracking in reality. I.e. the subtle differences in the shades of gray/black allow the young troops to hone in their skills in target identification in the dusk/dark conditions. Obviously, FPS are a different genre from the flight-sims, but as far as one can deduct from the above mentioned report it still comes down to the 'shades of gray' differentiation, i.e. just pure ability for the eye to recognize the difference against the backdrop. If there is no difference then it's pretty much invisible. Obviously you'd need to conduct a qualitative analysis of human's ability to see the different shades of gray within a certain setting, however in general there's no 'magic' to spotting objects, i.e. it's all about how much contrast there is between the object and the background. i'm enjoying this discussion, but if you feel we are just spinning wheels i'll put it to rest. Cheers, mate.
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you keep making this statement and I really don't understand what your baseline is. Inattentive blindness? I agree with you on all other points, except for generalizing VR players into a single category of "VR players see better than you", which isn't true. VR is split into the same two camps as 1080p potato quality (1st gen VR hardware, Oculus civ1, Original Vive) and 2k/4k (HP G2,Varjo, Pimax), with the latter group having exactly the same spotting issues as the monitor players. Nobody is arguing that it should be hard tracking objects, i.e. the realism due to the lack of attention. However, what we are arguing is how hard it is to re-acquire the target after it's lost. I can be tracking a freaking Ju88, being 1nm behind him/higher than him, I turn away my head for a split second, and when I try to reacquire the target it simply vanishes in front of my eyes, i.e. fully blending in with the surrounding colors, and that is the problem that I'm trying to point at.
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it's in c:\users\userusername\savedgames\DCS\ search for debrief there.. can't remember if it's in \DCS or in one of the subfolders
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Speaking from the WWII point of view, it's an interesting new feature, but its implementation is extremely basic, which I think is why I don't particularly find it immersive. The tall thin black smoke emanating from the target just looks a bit .. well.. ridiculous, like some sort of a 10 meter black spire raising up at 90 degrees. In VR it looks like some sort of a graphical artifact (on 2800x2800 per eye Varjo headset mind you). I realize that if there's wind/turbulence at the ground level they won't be showing straight up, but even with the wind there's no visible difference in this smoke between targets, just looks like a cookie-cutter arcade scene from the 90's. If ED can add some variation to the smoke, make it shorter and vary between 2 targets next to each other so it looks believable, then I'd say it's a cool effect. Otherwise it actually takes away from the immersion completely.
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Turbosupercharger Use: 7000ft? 12000 ft? 3500 ft?
peachmonkey replied to Istari6's topic in DCS: P-47 Thunderbolt
see if you can re-calibrate the boost lever axis ? Visually, looking at the boost gauge, when in 4k-10k range the boost gate (?) isn't very effective/efficient, i.e. the boost lever mus be pushed way too forward for it to start affecting the MP. And higher you go the more you gotta back off the lever to avoid overboosting. Maybe the boost lever in your HOTAS is missing some finer calibration at the forward position? I've flown P47 with X55, X56, Warthog, and now Virpil Throttles, and I have no problem with the fine control of boost at any altitude. There are no curves/saturation on my boost axis either, it uses the default settings.