Jump to content

imac12

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by imac12

  1. Thanks! I really appreciate the interaction the dev team puts in with us common folk :thumbup:
  2. Noticed the same thing earlier today. Wingman had taxied to the end of the ramp to rearm after a mission, opened his canopy and poof, he was no longer sitting in the cockpit.
  3. Is it just me or has the graphics load gone up significantly in 0.8? I've had to drastically alter my in-game settings to get the game to what I consider a smooth playable experience. Just doing some rough testing this morning I averaged a 30 fps drop when turning on the MAV display on the MFCD and between 10 and 20 additional frames with the TGP. I can go from 60fps to 15 with the flick of two switches. I used to lose about 20 total in 0.7. Is there a way to disable the additional graphical features (like tree shadows) in a .lua somewhere?
  4. I noticed the same thing. Cold start and the HUD didn't default to DTS.
  5. Two issues. First, has anybody else noticed the radio menus, specifically re-arm, are about worthless now? Every sub menu has its parent menu referenced, I.E., the Anti-Armor menu list says 1. Anti Armor - 6*AGM-65D... 2. Anti Armor - 2*CBU-97... It makes it so every line is truncated beyond belief and you really have no way to read it. Not sure if this is system specific, but both my wingman and I noticed it last night. I'm running at 1900x1200. Also seems like the onscreen font and font size for the radio menu has changed... or am I completely crazy? Second, and I realize this is kind of broad, but my system took a massive FPS hit when I turned on the TGP last night. It went from ~40 to 15 with that sole action. A few units on the TGP, a couple of smoke plumes, but nothing I hadn't seen before. GTX580, i7-930, etc etc. Plenty capable system and I never noticed this big of drop in 0.7.
  6. I disagree. Its a problem with the target type not being modeled appropriately. They way I understand it today, each target, be it a building, tank or troop, has a specific hit point value. There is no differentiation between each target type.
  7. My mistake, I meant the 2003 invasion. I think the 20,000 referred to the BDU-108s, not a 97 or 105.
  8. You mean as in... ever? 6 SFW total? I was reading something yesterday (having the damndest time finding it right now) that something along the lines of 20,000 were used in 2003 invasion of Iraq.
  9. Is there a flag to separate different object types? I.E. - Vehicles, static objects, personnel, etc etc? What I'm getting at is with this method, would just any object trigger it?
  10. I dont think the beef is with its performance of the weapon against MBTs or armor at all... it's about different targets. Ships, buildings, etc etc.
  11. I was under the impression that this game was long since past that point... hence the need to make a concession (which obviously already was) somewhere. Just trying to think out loud if there is a better way to model it within the confines that are presented today. So today it's modeled as an explosive weapon, when in reality, it's a direct impact, but you have no way to model 40 direct impact weapons searching out targets and prosecuting them. EDIT: What OutOnTheOP said. Seems like a good idea to me. Is every round from the cannon modeled or is it a percentage of what is fired? If it's every round, it doesn't seem like too much of a leap to model 40 submunitions. But shoudlnt target type come into play? An EFP is going to do vastly different damage depending upon what it strikes, right? If we just model damage numbers (while simplifying the modeling, yes) doesn't that lead to skewed results, as we have now? Feel free to dismiss me at any time, as I'm not attempting to argue/complain, but really just trying to find a way to make this even better than it already is.
  12. Modeled incorrectly was not the proper statement, knowing the limitations that currently exist. And perhaps you're correct, other hit point values should be re-thought, especially those of buildings. What about the simulated splash/blast damage? There should be very little for an EFP weapon such as the 97. Personnel effects should be minimal at any sort of range (30 feet? 50 feet? Not knowing the composition/amount of the blast charge that fires the penetrator, it's hard to tell, but one could fancy a guess because of its size) and damage to buildings/structures, whether a direct hit or not, should be almost minimal... unless you were to hit a tin shack filled with Chinese fireworks. Is all damage in the sim modeled as a result of explosive power and not kinetic energy? I'm guessing not because of the GAU-8 projectiles, but maybe I'm completely off base here.
  13. Set one for a HOF of 3000 and drop it over the center of a city and tell me you don't think its over powered.
  14. I've had zero problems with mine. Couldn't imagine flying without it now. It just makes the game that much better. I went from a crappy TM HOTAS-X to the Warthog and havent looked back. It's so much more natural and intuitive to use the buttons/hats/switches on the WH then to try and remember what keys you mapped it to on the keyboard or other HOTAS setup. I would recommend it to anybody looking to actually get into the game on a level more than just flying around and smoking the occasional tank.
  15. http://www.digitalcombatsimulator.com/en/downloads/documentation/dcs_a-10c_flight_manual_en/
  16. This is exactly what happens to me too. I can be inbound on a target area, find a bunch of targets with my TGP, mark them using TMS rt sht. Then I flip over to Mark mode on the cdu and all I have is Waypoint 0. If I create another mark point, the previous ones will then show up. I'd say this happens at 50% of the time for me. I always thought it was something I was doing incorrectly until I saw this thread.
  17. But then what would they have to bitch about? :)
  18. And... (since I keep getting errors trying to edit my post) All that being said, I've come across a couple of good players, be it either on the =IA= server or just opening up my own to all comers. But so far, the bad easily outweigh the good. It's rather annoying to watch your RWR light up with multiple missile launch warnings in a known SAM environment just to find out its dickhead 1-1 blasting off all six of his Mavs at the first target(s) he sees, regardless of mission objectives.
  19. I think it's pretty simple really... People don't open their games up for a number of reasons, but tonight was a pretty good example of it. Fired up a game and had 9 people in it before I finished spinning the aircraft up. A couple of them proceeded to line up on the runway for a formation take off and sat there for 5-10 minutes. Then they proceeded to blow up (in formation naturally), blocking the majority of the runway. Four or five additional wrecks on the runway later, they left. Another guy got in, started up, taxied to the end of the runway and proceeded to sit there bitching about how he couldn't figure out why his game was doing x and y, all while another guy was trying to land. His solution to the problem was to bitch some more and tell the guy to land in front of him. All the time I'm trying to fly and manage the aircraft I'm also trying to talk to people and give them a hand if I can. Add on top of that just managing the server and I probably spent 20-30 minutes at the beginning of the mission just in lazy left circle instead of prosecuting targets. So yeah, there's a good chance I'll just keep my server locked up and give the passwords to people I know and want to fly with. The other thing? Nobody seems grateful that you actually do open your server up for public use. I'm not asking for praise or a medal, but don't come in and bitch because I won't help you figure out why you can't rearm your plane while I'm trying to fly. /rant
  20. Impressive. Looking forward to being able to try some of this out. No mention of TGP FLIR fidelity improvements?
  21. 5 months of learning little by little. Identify a problem you have during a mission, research it, set up a small practice mission if you want and practice that task/situation/operation until you feel like you have it down. Rinse, repeat. It's really a combination of flying, reading and just repetitions.
  22. Never mind the decoy that his wingman flew for him through the canyon, drawing all that AAA fire =)
  23. So, after not being able to create an MP server last night (never would show on list... never had this problem before), my buddy and I jumped into the 75th's server that they had up. It was on Operation First Strike, a mission I hadn't played yet... After I got through the briefing, I was pretty interested as I saw 3 different flights had to work together to take out numerous different targets. We decided to take the Tusk flight, mostly because nobody else had up to that point. We fired up, did a nice tandem formation take off and flight through the first eight or nine waypoints (which other players kept commenting on, LOL), then both of us proceeded to get wiped out by a manpad in the valley. Ok, no big deal, shit happens. We were low (~250-500 AGL) in the valley and actually got shot down on from a guy on top of a ridge in one case. So we say eff this, let's just cruise up the coast and make a hard right to our IP. We climb up to 15k and roll inbound towards the IP. The SA-6 has been lighting me up for a good 2 minutes, but I figure I'm still outside his engagement envelope as he hasn't launched on me yet. I look over my left wing, admiring the ocean and what not and ask my wingman "Hey, is that a lake down there or the smoke trail off a missile?" Not seeing a launch in either of our RWRs, we both figure it's the glare off of a lake. Then, all of a sudden, the lake disappears. At this exact moment I think to myself, well, if it was a missile I'll kno... Wham! Smoked. Eff me. Shortly there after my wingman obliterates himself trying to evade another SA-6 missle. Does the SA-6 missile not show up as a launch on the RWR? Was it too far outside my RWR range for it to pick it up? So we say screw it, let's try Dodge flight and smoke the SA-6, since nobody else seems willing... (the Dodge flight assclowns were just rolling in and taking out all the soft targets, completely ignoring their objectives.) We fire up, cruise through the valley, get to the ridge just before the SA-6 and WHAM! Another manpad from a ridge top. Again, super low level NoE flying, and again, crushed by a manpad. My question is this... what are the appropriate tactics/maneuvers in this situation? We're screaming through a valley just off the deck... if we go high to avoid the manpads, we get annihilated by the SA-6. We go low through the valleys to avoid the SA-6 (as the flight plan dictates), we get smoked by the manpads. There isn't a ton of maneuvering to be done in the valley... some of those walls are pretty close. I'm kind of at a loss here... any ideas?
  24. Whoops... wrong place to post this. Please delete.
×
×
  • Create New...