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Impact

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Everything posted by Impact

  1. First I heard about that. How will they be different? If there wont be any graphical changes, shouldnt this only be a change of a number? Why is that so difficult?
  2. So there is no chance and I have to reset it every time? How annoying.
  3. Is there a way to change the standard loadout without using the mission editor? I prefer to have a different loadout and I would like to have 40 chaff 40 flares set as my standard. It is annoying to take off and then notice that the loadout is again 60 chaff 30 flares. Is there a standard setting in a lua file that is used when placing hornets on missions?
  4. Crash after finished mission I started a campaign with version 2.0 of Liberation, but after finishing a mission I get this error. Did I do something wrong? It seems to not be able to write, do I have to start it with administration rights?
  5. We got the doctors and medical personal of the whole wide world working on this.
  6. Wouldn't taking a day of Thursday make more sense? They might release it late in the evening on Wednesday, and then you wasted that day for vacation.
  7. If your argument is that, why do you think people would pay for a subscription?
  8. More and more modules are added to DCS, which makes navigating the module section to have an overview of all the modules difficult. Maybe add new categories like eras, so WW2 modules assets and maps are under that, and have modern planes in the modern categories. It took me too long to look for WW2 assets.
  9. Shouldnt the Laser Warning System be at this location?
  10. Doesn't this depend on ammunition rather than the cannon?
  11. https://www.digitalcombatsimulator.com/en/news/2019-07-12_KA50/ Isn't it supposed to be a free update?
  12. The shell_table.lua has these values. This means the dispersion is dependent on the ammunition, and not the gun itself or the rig. What this leads to is every plane using the M61 will have these spread patterns. I looked around the forum and the issue seems to be for the F15, too. I have read a report on how these clamps have not been used in combat, so shouldn't the Hornet get the stock clamp, that is widely used?
  13. https://www.military.com/video/guns/machine-guns/m61-vulcan-20mm-cannon-on-f-106a/3732679073001 The M61 Vulcan 20mm cannon, an electrically fired gatling gun, is tested on a US Air Force F-106 fighter-interceptor in October, 1969. Don't you think the government would sue the manufacturer if the advertised dispersion is wrong?
  14. Then you have to change the guns of the russian aircraft. And then you would have to make new kinds of ammo for the M61 used by static defenses like Close-in weapon system of every US ship M167 M163 VADS which should have the 8 milliradians diameter dispersion. Otherwise it isn't consistent.
  15. It won't be fixed, as this issue seems to be known for serveral years. Even though the fix is as easy as changing a variable in a lua file.
  16. Any vehicle that uses the M61 with this ammunition types: M61_20_HE M61_20_HE_INVIS M61_20_AP Which would mean (F14 is made by Heatblur and uses the correct values) F15 upcoming F16 will have it too F/A-18 Close-in weapon system of every US ship M167 M163 VADS If there will ever be a ED developed Phantom or Thunderchief, these will also have the same issue.
  17. So any update on this? Fixing this would be as easy as changing a number in a file.
  18. As other planes are using the M61, the F15 might have the same problem. I found a thread concerning this: https://forums.eagle.ru/showthread.php?t=198157
  19. The M61 doesn't use increased dispersion either. https://www.gd-ots.com/armaments/aircraft-guns-gun-systems/m61a1/ Where do you get the information about clamps for different dispersion patterns? I can't find anything. I can find something about the 30mm GAU8 having different dispersion patterns depending on the ground attack mission. In case there are presumably soft targets and for supression of enemy troops a wider disperion is used (but only 16 mil). For a 20mm cannon which is used for air-to-air combat it just doesn't make sense to have a wider spread.
  20. Then why is the M197, a rotating multiple barreled gun, still having only 0.0010 while the M61, also a rotating multiple barreled gun, having 0.0022? And you didn't address the point why the F14 of Heatblur is allowed to have the better and seamingly correct settings?
  21. There are other ammunitions like the 2A42 cannon of the BMP, and technical documentation hints at a dispersion of 4 mils (https://thesovietarmourblog.blogspot.com/2016/05/bmp-2.html : "Alternatively, a figure of ∼3 meters at a distance of 1000 m can be expressed as a dispersion of 3 mils. This matches the dispersion of 3-4 mils as claimed by technical literature.") And in the file we have these settings: This seemed to be correct, so I tried it out for the M61. 0.008 > 0.0022 so the dispersion is 4 times as large, so it should be 0.0008. It just feels right, I have flewn other simulators over the year including Falcon 4.0, Janes F/A-18, Graphsims Hornet titles, F/A22 Total Air War, and they all feel like they have a similar dispersion. Try playing these and you will notice the difference. edit: I checked out the M197 (https://www.gd-ots.com/armaments/aircraft-guns-gun-systems/m197/) and its' dispersion is the same as the M61 at 8 milliradians. And in the file it is 10 milliradians, which is okay for a gun that was used in combat. If the M61 gets 22 milliradians, why doesn't the M197 get the same treatment? So why did they allow the F-14 from Heatblur to have the correct settings? Why is the GSh-30-1 of the MiG29 and Su27/33 allowed to have 5 mils? If that is truly the reason, why even make a simulator? Why should they fix the radar issues, they could simply say "Let the radar stay broken, we don't want anyone to know how to use it if they somehow get their hands on an F/A-18C without a contract with the government of the USA".
  22. [iNVESTIGATING] M61 Dispersion The gun of the Hornet seems to dispersing too much. So I did some research and came upon this video: The dispersion should be at 8 mil so the value inside the files of DCS seems to be much higher. In ..Eagle DynamicsDCS World OpenBetaScriptsDatabaseWeaponsshell_table.lua we can see that for each shell, the value is at 22 mil (Da0) which is significantly higher and leads to the high dispersion. I changed this to 0.0008 and now it seems to work just like in reallife. But this can't be used for multiplayer as the integrity check kicks me out. Please fix this.
  23. But it does, you just have to enable user curve and slider and you can set the throttle activation of the afterburner after the detent. My settings are: local diff = { ["axisDiffs"] = { ["a2005cdnil"] = { ["changed"] = { [1] = { ["filter"] = { ["curvature"] = { [1] = 0, [2] = 0.04, [3] = 0.08, [4] = 0.12, [5] = 0.17, [6] = 0.24, [7] = 0.39, [8] = 0.55, [9] = 0.71, [10] = 0.86, [11] = 1, }, ["deadzone"] = 0, ["invert"] = false, ["saturationX"] = 1, ["saturationY"] = 1, ["slider"] = true, }, ["key"] = "JOY_RZ", }, }, ["name"] = "Throttle Left", }, ["a2006cdnil"] = { ["changed"] = { [1] = { ["filter"] = { ["curvature"] = { [1] = 0, [2] = 0.04, [3] = 0.08, [4] = 0.12, [5] = 0.17, [6] = 0.24, [7] = 0.39, [8] = 0.55, [9] = 0.71, [10] = 0.86, [11] = 1, }, ["deadzone"] = 0, ["invert"] = false, ["saturationX"] = 1, ["saturationY"] = 1, ["slider"] = true, }, ["key"] = "JOY_Z", }, }, ["name"] = "Throttle Right", }, }, } return diff
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