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LorenLuke

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Everything posted by LorenLuke

  1. What's the status on this capability?
  2. 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.
  3. Old, but still +1 for visibility.
  4. That being said, the gameism may be going away soon. From: https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.16.27869/
  5. Despite patch notes (fig 1), duplicate inputs still exist (fig 2). Additionally, the CPG weapon selector positions cannot be individually bound to a HOTAS (fig 3) like the pilot's can (fig 4).
  6. Apologies, that was for the Su-25. Su-25T armaments page is here: null
  7. We have the KAB-500Kr bombs, but not the laser-guided versions. From the resource I have found, the SU-25T seems capable of carrying them. http://www.buran.ru/MH17/SU-25.pdf null
  8. 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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  9. 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.
  10. Additionally, perhaps 'toggle' binds for the switches as well.
  11. 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:
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