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Hotel Tango

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Everything posted by Hotel Tango

  1. Had the same issue with the Spitfire on a multiplayer server. All assists off.
  2. Hi Flappie, can you take a look again? Here's a video showcasing the issue:
  3. Hello! Yes, I think I didn't make it clear in the OP. My bad. It should be 800 ready rounds in coaxial, plus another 1.400 rounds for reloading, making a total of 2.200 rounds.
  4. The Bradley in DCS currently has 800 rounds of 7,62mm, with no reload. It should have, instead, 800/1400 rounds of 7,62mm. Source: http://afvdb.50megs.com/usa/m2bradley.html
  5. The LAV-25 in DCS currently has 210 rounds of 25mm with no reload, 440 rounds of 7,62mm on the coaxial gun + 220/880 rounds of 7,62mm for the gun pintle mounted. It should be, instead, 210/420 rounds of 25mm (150/300 HE + 60/120 AP), 400 rounds of 7,62mm on coaxial, 100 rounds on pintle mount. Now, from my unterstanding, there are another 1.100 rounds of 7,62mm for rearming in the vehicle, but I'm not sure if they are used on both guns or not. One option is to give the coaxial one reload of 400 rounds and the remaining ammo goes for reloading the one on top of the turret. Either way, the total ammo is different from what we have now. If someone with better knoledge on the matter is here to help, please do. Sources: https://international.gdls.com/english/products/LAV/LAV-II.pdf , https://weaponsystems.net/system/1479-LAV-25 , http://afvdb.50megs.com/usa/lav25.html , https://www.military.com/equipment/lav-25-light-armored-vehicle
  6. How to reproduce: With a Leclerc unit in the map, go to AMMO tab, edit the loadout as such: First tab full to the right, second to the left, third to the right and fourth to the left. This doubles your ammo count, carrying 40 APFSDS and 40 HE rounds. Leclerc ammo bug.miz
  7. Hi @Silver_Dragon! Yes, I'm aware of that effect. But it was only triggered by damage caused to the vehicle. What I have in mind is something like "Press G to Smoke Grenade", and you have a smoke screen in front of you for a couple of seconds. As for only the Commander being able to use it, if we got the ability to share command on the same vehicle, sure. But at the moment, the player is doing all tasks simutaneously (minus reloading). It would be amazing, thou, to have that option (ie one player as driver, one as gunner and another as commander).
  8. I'd like to suggest the implementation of smoke grenades for armored vehicles capable of using them. They work as a smoke screen for the MBT/IFV/APC to retreat to a safe position, or to break line of sight from the enemy. IR weapons can lose track if one vehicle uses this, and optically guided ATGMs have a hard time hitting one target behind the smoke screen. Example:
  9. I'd like to suggest that this feature is added to Combined Arms. It's very needed and works towards realism in the DCS enviroment. Neutral Steering is when the 2 tracks are moving in oposite directions, turning the tank in place. Example: Pivot Steering is when one track is moving, while the other is stationary. This moves the tank in the direction of the stopped one, working basically as a pivot. Example: (15 seconds to 28 seconds)
  10. The ammo count for the Marder-1 20mm gun in DCS today is 417 HE rounds and 118 AP rounds, with no reload, for a total of 535. The 7,62mm has in DCS 200/3800 rounds. It should be, instead, 1.250 rounds (330/550 HE + 170/200 AP), while the 7,62mm should have 500/4500. Source: https://fighting-vehicles.com/tracked-afv/marder-1-infantry-fighting-vehicle/, https://weaponsystems.net/system/753-Marder, https://tank-afv.com/coldwar/West_Germany/Marder.php Also, should be noted that the effective range for ground targets using the 20mm is listed as 2.500 meters, while in DCS the maximun range for the rangefinder is 1.500.
  11. Hi @Flappie! Any news on issue 2?
  12. The ammo count for Leopard 1A3 in DCS today is 200 rounds of 7.62, with no reload. It should be, instead, 230 rounds in 20 boxes, for a total of 4.600 rounds. Source: https://bdex.eb.mil.br/jspui/bitstream/1/1541/1/ip1782.pdf - page 13 (use google translate). - It's a Leopard 1A1 manual, and there's no reason to believe that the upgrades made for the A3 would remove ammo. If there's a better source, please share it here.
  13. Please, increase the range! It's very annoying to see the grass and rocks literally growing 250 meters from your vehicle!
  14. Not being able to see the F-5E remastered in MV was a deal breaker for me. Hopefully they change their mind.
  15. It's not. The turret is overshooting by a lot the target, sometimes doing almost a full 90º turn from the point of the release of controls. As of today, 20th jan patch, this issue still persists.
  16. It represents no version at all, but somehow they can't add the Air Refueling Probe because "it's not acurate". They should split the F-5 into diferent versions if they want to be accurate about the Aggressors/ Swiss or export versions (pointy nose and tigershark nose too), but we know that this is not going to happen. Aerges aproach to the same issue is, in comparison, very comprehensive for the player. Minor details on the external model can be changed with arguments from the description.lua file, and they already have 3 versions on top of it (CE, EE and BE), with one more in the works (F1M).
  17. I'll provide one on Caucasus, since this one was on Syria. Edit: Track attached @BIGNEWY. There's also the F10 infobar bug in the screenshot bellow, as reported by me before. sloped terrain.trk
  18. How to reproduce: With any drivable vehicle, while driving on a slope, you can gain and exceed the maximum speed of said unit. This issue was fixed for some time, but it now appears again.
  19. How to reproduce: take control of any drivable unit, go to the gunner sight. The F10 information bar should appear, and you can't hide with Crtl+Y. To hide it, you need to switch view to F10 then go back to the gunner view.
  20. With the newest patch, I'm unable to use Spotlight (TMS Up long) in TWS. Works on RWS mode.
  21. Tavarish is doing some god's work here, fellas.
  22. @Lord Vader Sorry for the ping. Here is a similar issue, on the Mirage F1, with a similar solution as pointed out by Alpiinoo: Thanks in advance!
  23. Thanks Marzzz. I'm aware of this other report, but due to that report assuming that TMS right don't work with DL, I had to create another one. In my understanding, the problem lies in the symbology blocking any changes in state of the detected target, creating the confusion. I hope ED can confirm this as well, as the thread is now in the "Investigating" phase.
  24. How to reproduce: Any mission with an enemy airplane that you can detect + AWACS. First, engage TWS, when your radar detects a return, it should put a "Unknown" yellow symbol on top of Datalink "Enemy" symbol. However, the "Unknown" symbology blocks your "Search Target" icon, and it doesn't change when that target gets promoted to "Track Target". Here are a couple of screenshots to help ilustrate the problem: 1 - This is the moment my radar first picks the enemy plane If I filter off the Datalink (using IFF IN/OUT switches), it clearly shows the "Search Targets" detected by the FCR. 2 - After a couple scans, there are NO CHANGE in symbology to indicate that a Search Target was promoted to Track Target, as the "Unknown correlated symbology" blocks that. Again, I turn off DL symbology in FCR to show that those returns are now "Track Targets", and therefore should be able to be upgraded to System targets and Bugged targets with TMS Right. The "Unknown" blocks any other symbology underneath it. ______________________________________________________________________________________________________________ There is a video that shows that issue pretty clearly as well: Thanks in advance.
  25. After further testing, I can confirm it's an issue that is related to both Mip maps and AA method. MSAA has the issue, while TAA and DLAA don't show the issue. In this screenshot, I'm using DLAA.: Again, please investigate it by passing the texture files of those liveries by a .dds export tool, like Intel's one. You then need to set it to create mip maps automatically, and the issue is no more present in any of the antialiasing methods. Thanks
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