-
Posts
358 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Night Owl
-
@Mr_sukebe Absolutely agreed, I don't think heavy AAA would have been used at all for lone fighters. Barrage firing was a tactic, but they definitely also fired on target though, at least the Germans. But then clearly at large formations and not single aircraft. However, I find the changes made in November last year for the German 88 guns make it okay, they will fire at you, which gives a nice effect, but are very easy to avoid if you do ever so slight manoeuvres. We have plenty of 88 battteries on the server and normally never get hit because they take time to walk their shots in, and when you then start doing slight turns their aim gets thrown off. My main issue at the moment is that these changes were not applied in a similar way to the Allied counterpart. Those will hit you with the first salvo, and even if you do slight turns they will still continue to hit you. If the same changes as for the 88s were applied there too, I believe they would be okay to deal with.
-
Side-by-side comparison reveals substantial differences in the accuracy and damage caused by German 88 mm flak guns and their Allied counterpart, the QF 3.7 in guns. These differences are: - much higher accuracy for QF 3.7 in guns vs. 88 mm flak guns - shorter time to become accurate for QF 3.7 in guns vs. 88 mm flak guns - higher splash damage for QF 3.7 in guns vs 88 mm flak guns In November last year, changes were made to the heavy AAA guns accuracy and damage caused to reduce their effectiveness against fast flying fighters (DCS 2.7.8.16140 Changelog 18-11-2021). These changes had the desired effect to make heavy AAA moire realistic against fighters. However, it seems like at least some of these changes were only applied to the German 88 mm flak guns and not to their Allied counterpart. See the attached track file for a comparative testing. The first planes to fly through flak are set to immortal to look at the spread of the brusts, the next two planes are not immortal and show the damage caused. flak_comparison_allied_vs_axis_.trk
-
Re: Rucqueville I believe it means to represent B-7 with official name Matragny, named Rucqueville in some sources. But it is actually at the wrong position in the map, the one in the map is somewhat in-between real B-7 Matragny and B-6 Coulombs
-
Earlier this year, an option to set the min and max engament altitudes has been added to ww2 AAA units. This is very helpful for fine tuning the air defense unit's behaviour to make it more realistic. I am therefore asking if the same option could also be added for the searchlights (Flakscheinwerfer 37). Searchlights were used primarily for guiding heavy flak and night fighters for the defense against night bombing raids. They would not have been able to track single fighters flying fast on the deck. Thus, having a min engagement altitude option for them would enable us to make more interesting and realistic night missions. For example a low level Mosquito raid flying past the flak and searchlight emplacements deep into enemy lines.
-
This would be nice indeed. For me it would be historical airraid sirens when ww2 bomber raids show up
-
Make removal of trees by invisible FARP optional
Night Owl replied to Night Owl's topic in DCS Core Wish List
Yeah I tried playing with the distance, didn't really work. Also because it does not remove trees every time consistently, but with repeated running of the mission it will, which makes it quite difficult to test. No I just don't really see the point of it, as there is already a "remove map objects" trigger action that does the same thing, I believe most mission makers would prefer to have more control over tree removal by using this customisable function than automatic removal by the FARP. Or as someone else has suggested, two FARPs would be awesome, one that does remove trees and one that doesn't. -
+1 Making tree removal optional is a required feature of making realistic missions
-
The concept of the invisible FARP is great, especially now with the implementation of WW2 vehicles as support vehicles. However, because of the automatic removal of trees, FARPs are still kind off useless for realistic WW2 missions. I see the main usage for FARPs in WW2 missions as camouflaged roadside bases, and this usage is impossible to achieve if all trees within the rearming/refueling range of the FARP get removed. It would be great if the tree removal function could be made optional.
-
Dear ED, I have just discovered a bug that appeared with the recent update. The WG-21 rockets in the Anton don't have a time-fuse anymore. When fired in air-to-air mode they should explode after either 600 or 1200m in reality, and this was also the behaviour before the update. Now they don't explode at all anymore. Might be related to the new fuse system? Here is a short track of it: FW190 A-8_WG21_bug.trk
-
I just tried to give you a track, but weirdly enough I also can't reproduce the missing impact sounds in single player. Can it be that it only happens in multiplayer? Or only on large missions maybe with many ground units?
-
+1 This feature is critical for the FW190 A-8 and should be included
- 68 replies
-
- 3
-
-
- gimme dat boost
- 1.58ata
-
(and 4 more)
Tagged with:
-
I often get painted by the radars of Mig29, Su27, Su33, or Su34 AI aircraft that are more than 200 nm away. I am no expert on the capabilities of aircraft radar, however, this range seems totaly excessive, considering that even the long-range interceptor F-14 with it's massive radar can only detect fighter-sized aircraft at 100-120 nm. It would be nice to have this fixed to more realistic ranges, since it kind of destroys the immersion in single-player missions if you already know where the enemy aircraft are long before they get detected by an AWACS.
-
Thes mods look fantastic, thank you very much for your effort Hawkeye 60 and Markindel! Some things I noticed in the Yamato while creating epic battles between the Iowa and the Yamato class battleships: 1. The Yamato class has lower life value than the Fletcher destroyers making it extremely underpowered => fixed that by changing GT.life to 6000 2. The Yamato only achieved 14 kn, which is too slow => fixed by changing GT.max_velocity to 13 and GT.race_velocity to 12 3. Only the large guns are firing => unable to fix, related to the next point 4. In the weapon system subsection of Yamato.lua there are 5 main turrets, but they are all classified as beeing SK_C_28 cannons, which refers to the secondary 150mm batteries. I believe the annotation of the turrets is still the same as in the Fletcher destroyers that served as template. Because of that, the large guns fire at a crazy rate of 7.5 rounds per minute, and even though 3 rounds are fired, there is only 1 muzzle flash at the position where the Fletcher's single barrel would be. I was unable to change the classification to SK_C_34 in the lua, this just prevents the ship from firing. I suppose the issue lies deeper within the .edm files, which is way above my skill level to mess with. I did, however, a dirty workaround, in which I reduced the firing rate of the SK_C_28 cannons to better resemble 18 inch guns. If someone is interested, I attached the modified Yamato.lua and Musashi.lua. Be sure to create a copy of the original lua files in an other directory if there would by any problems. These mods are creative property of Hawkeye60 and Markindel. I hope that you guys don't mind me messing with them. bb_Yamato.lua bb_musashi.lua
-
I was wondering if anyone (developers or users) had any luck with modding the shells fired by the 16 inch guns? I tried desperately to edit the lua files following the approach that ED uses in some of its core mods to add new shell types, but whenever I change the shell type in Iowa.lua, the ship disappears from the missions. What I did was: in Entry.lua => dofile(current_mod_path..'/Iowa_Ammo.lua') in Iowa_Ammo.lua add an entry for 406mm shells with the appropriate explosives etc. in Iowa.lua change the shell type in the description of the large guns to my custom shell name Result: No Iowa anymore