

LorenLuke
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Everything posted by LorenLuke
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So, the reason for that is if you do that at night, it auto picks the head mounted sight used. There's the sight which can cue the Shkval, or the NVG Monocle. These can be switched out by the ground crew OR set as specifically one or the other in the mission editor. What I'm referring to is not any sort of night vision via light amplification, but straight up Black/White thermal cameras for the Shkval.
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With the updating of the module, would it be possible to update the laser logic, or include an editor option to enable cross platform laser codes. Seeing it be able to interface with the FC3 Russian aircraft, or with NATO aircraft die to the lack of Russian full fidelity modules, an option for setting the platform as buddy lase capable, as well as if the laser is soviet capable or set to preset NATO codes for Shark laser settings 1, 2, and 3.
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We already have the Iglas added as part of a what-if/FrankenHelo scenario for what the Ka-50 would have been (and these options for those who want super-serious, hyper-accurate, realistic Black Sharks can deselect the relevant boxes in the mission editor), there exist the Black sharks, namely the N/Sh variants that both have FLIR systems and in the case of the N variant, a radar, which appears to be similar to the Ka-52's radar, and in various other versions, a Radar Warning Receiver. Granted, the sordid history of the Black Shark makes for the interesting scenarios of various models having a particular capability and not the other, and the fact that it really never entered full production to have a 'standardized' model, we see the hodgepodge of capabilities that it could have had, but doesn't (at least in DCS). Because of these things, and because we've progressed to the point of hypothetical extrapolation with the addition of Iglas and the whole 'third pylon' business, having these features included would expand the hypothetical capability of the platform, while still being built upon platforms and systems that were confirmed to have been joined to the Ka-50 platform at some point in its development. It would give Redfor a capable night attack potential for its helos, and would align the Black Shark much closer to the current iteration of the Ka-52, which the 50s were originally designed to work with in a 'wolf pack' anyway.
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Russian Precision-guided munitions -PLEASE
LorenLuke replied to Grodlund's topic in DCS Core Wish List
Hell of a necro, but they can carry them, and I think we should have them. -
KH-25 Engine Shutdown on Missile Launch
LorenLuke replied to ThePLAYGUE's topic in DCS: Ka-50 Black Shark 3
If I had to guess, it's probably due to missile smoke ingestion. Have you tried it in 120kph forward flight? -
Any and all things for datalink points (NOTE: not the constant stream of aircraft locations that an AWACS gives) would be nice, as far as any of the following for the mission editor/script/events/etc. The ability to create a datalink target, for a specific target/frequency/whatever for a target (or target coordinates), with a couple of sub-variables for things like type, label, etc.; given the range of datalink systems available, some API or universal reference for what may correspond to what may need to be used. An event listener for all of the above, including the sending aircraft. With the above this could create the following: Event related tasking via link16 JTACs for appropriate platforms. Additional tasking from AWACs or other units, including possibility to handle assigning points as a force commander or game master using map markers and an interpretation script to convert the map point into a datalink location. Datalink integration cross-platforms to create stopgap links (albeit fictitious ones) between incompatible platforms to fulfill roles that otherwise would take place with platforms not in DCS (e.g. an AH-64 serving as a ka-52 stand-in command and search helicopter for a Black Shark wolfpack)
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What's the status on this capability?
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Here's hoping that this will be a beast. From other mods we've seen API available for: Radar FLIR/SHKVAL RWR Multicrew With the above, the iglas, possible MWS, and (I hope), the capabilities to interact with black shark laser channels and data link, we can finally give some more love and expanded capability to the shark with this thing.
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Old, but still +1 for visibility.
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Edit bomb laser code in flight, f18 feature or gameism?
LorenLuke replied to Fulcrumkiller31's topic in Wish List
That being said, the gameism may be going away soon. From: https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.16.27869/ -
Add KAB-500L bombs for Su-25T inboard stations (5, 7)
LorenLuke replied to LorenLuke's topic in Su-25T (Free with DCS World)
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Particularly for VR players, but just in general, the usage of the Raduga sight taking the camera perspective and shoving it towards the optic whenever it's used can be very disorientating. Please include a checkbox in the 'Specials' tab for the Mi-24 to simply have the screen 'fade to black' before transitioning to the sight view instead, without moving the camera as it transitions to/from the Raduga sight.
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Currently there exists the very rudimentary control of artillery via side's commander unit, allowing for the addition of a target, and then the artillery unit waits a few minutes, and then fires. Alternatively, a player can hop in the vehicle and fire on the target themselves, using a relatively simple display for distance to aim. What I ask for to improve gameplay and enjoyment of utilizing these features is as follows- If it's not present already- skill-based dispersion and artillery working times for AI units. A well trained crew should be able to calculate faster and have less spread for rounds on target. Special ammunition capability (and a loadout dropdown for it)- Currently weapons only have HE rounds. but the ability to utilize ammunition like Krasnopol, Copperhead, and/or Excalibur munitions for extra precision or additional Forward Observer utility (as well as with helis and the like), with ability for a player to enter in Laser Code/GPS information. Additionally, sensor fuzed weapons (logic/models available from the CBU-97), cluster munitions (CBU-87 and others), smoke rounds, and more. Advanced Fuzing for impact, delay, and near-surface-burst HE, and for adjusting height of function for timed release munitions like smoke and cluster bombs. Angles of Fire and Propellant Charges- Add the ability to specify low/high angles of fires, and allow players to prepare ammunition with a particular propellant charge value (selected prior to reloading, and requires unloading/firing and reloading to change value). Additionally, possibility of Multiple Round Simultaneous Impact missions for certain platforms. Firing tables/Improved angles- Currently only distance to the nearest hundred meters (for low angle fires) and the most imprecise of horizontal aiming (an azimuth tape with an arrow and 5 degree increments) are included for players. The addition of a higher-precision azimuth display (to the nearest 6400 mil, or to nearest hundredth degree), an elevation angle display (in similar units), range to the nearest meter (in both low AND high angles), and a pop-up GUI rangetable as potential toggleable options would be beneficial for players trying to use these platforms. Map-Marker/FO/FAC-A integration with AI Artillery- The ability to direct or transmit, somehow, an artillery mission via the F10 map using map markers as aiming points, the F10 menu to list/read off MGRS/Lat-Long coords (or even transfer them via SPI), and control fire-missions from the menu or some sort of interface, including guiding in rounds with a laser designator (as notated above), with either ground or aerial forward observation components. Possible integration of digital fires systems for advanced platforms, should they exist. I feel that the addition of these features would enable artillery (and even the Combined Arms module) to flourish within DCS, and improve player experience overall by adding additional tools to mission makers, additional interactions between CA and dedicated module players, and new dynamics to the battlefield for interaction.
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Additionally, perhaps 'toggle' binds for the switches as well.
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I can happily use the multi-position switch on my HOTAS for the pilot to select the weapons system in the Hind via a direct input (as seen), but this option is greyed out for the gunner. Could you please extend the functionality that the pilot has to that of the gunner, as the other commands (in orange, immediately below) are bugged, as stated here: