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Everything posted by Psifire
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w.i.p Ground units too accurate vs air targets
Psifire replied to schurem's topic in Ground AI Bugs (Non-Combined Arms)
Honestly it's not really an issue anymore, and I'm not sure I don't like it this way. The only thing I have noticed is that sometimes when making fairly fast passes with an aircraft (not so fast that they stop firing at you, but fast enough that you are a hard target) you get plinked with a couple of AK rounds. It's definitely no longer the sniper AKs dumping half a mag into the engine of a Mustang on a low pass at 200 knots. The updated AA behavior is a massive improvement, and I tested this after the improvements were done by completing a 40 mission low intensity COIN campaign in an MB-339 without a single airframe lost. This was a highly randomized campaign that I built in which you wouldn't run into anything more formidable than an S-60, or a ZSU-23, and mostly would be dealing with technicals, infantry, some fixed machine gun positions and in rare instances some light armor (BRDMs, and BTRs and that one artillery asset with a defensive 7.62mm machine gun.) Before the updates, it was too hard. This campaign is built to be an operational flying challenge, not an intense combat challenge. If you are killed once, restart the campaign. The entire point of it was to be survivable. Before the update I would inevitably get pilot sniped by a BTR a few missions in. Now it works as intended in the MB-339 and I'm guessing that will translate to the other light attack aircraft. I haven't run a helo campaign yet so I'll have to try to run it in the Huey next. Congrats to Eagle Dynamics on a job well done. Now please add light AA positions. I'd love a fixed sandbag emplacement with a choice between a light MG or a heavy MG. I'm sick of watchtowers, and right now they are the only way to put a fixed 7.62mm AA position in a mission. Also, add a Red light machine-gun infantry unit please. The variety of the infantry units in general could be greater. They represent the best AA assets for light helos to tangle with and there is a lack of variety that makes mission creation less interesting. Maybe I should just make you a list... Seriously though ED, it's amazing that you are as responsive to the community as you are. This is a night and day improvement, you fixed the game. -
This also means that I can't use any aircraft that don't have a profile uploaded in SimAppPro, so if someone could upload any crappy profile that has Rx and Ry mapped to throttle for the aircraft that don't have any profiles uploaded that would help me out a ton. I need the following: F-86F (Full Fidelity, not flaming cliffs) I-16 Sa-342 (All variants) MB-339 (Not sure you can upload this on SimAppPro, it doesn't even show up for me in aircraft.) Mosquito (Same, doesn't show up in aircraft list for me in SimAppPro.) Before someone mentions it, I just want to state that I wouldn't use prebuilt profiles if I didn't have to. To reiterate, I can't map Rx and Ry to anything, but I can use it if it is already mapped in a profile. I need these SimAppPro Profiles that have thrust mapped to Rx and Ry. I'm going to remap everything else.
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Ground units too accurate vs air targets
Psifire replied to schurem's topic in Ground AI Bugs (Non-Combined Arms)
That is huge. They used to be waaaaay too effective against air targets. HOWEVER, they shouldn't be able to shoot them above about 30 degree elevation at all. If you point an RPG in the air and fire it you are likely to lose your legs. The backblast is serious. During the battle of Mogadishu they fitted aluminum shields that redirected the backblast. That was how they were able to shoot down Blackhawks with RPGs. Standard RPG shouldn't be capable of being fired at high elevation at all, or at least without damaging the unit. -
Ground units too accurate vs air targets
Psifire replied to schurem's topic in Ground AI Bugs (Non-Combined Arms)
I have been struggling with this too, and have come up with a few similar methods. Specifically I'm trying to figure out how to tell British Type 42 destroyers and Type 22 frigates not to perfectly target A-4s with SAMs when they pop over the hills of Falkland Sound. Rectangular moving trigger zones that will stop a destroyer from firing Sea Dart if a ship passes between them and the direction of most likely attack, and random triggers for weapons safe are about the best I can do. Recreating the Falklands scenarios without heavily changing the behavior of the British combatants leads to every fighter getting shot down before they can get close to dropping bombs on warships. What would help with that would be a system where you can set a percentage chance that a system will fail when it is used, then a set percentage chance that they will get it up and running again after 15 seconds. Have it check every 15 seconds against the Restoration Probability until it is restored. That would allow me to simulate the chaos of trying to lock a low flying aircraft and utilize a system at the edge of it's capabilities. Grim Reapers replaced the Type 42s and 22s in one of their recent scenarios with less capable ships just so they could try to run a historical scenario. Running the actual scenario against the actual historical ships present at the battle produces a result that differs greatly from historical results. That's a problem. -
Ground units too accurate vs air targets
Psifire replied to schurem's topic in Ground AI Bugs (Non-Combined Arms)
I think there is still an issue with accuracy of non-AA units, (I get plinked in passes by rifle fire too often) but overall there has been some substantive improvements on this. That is really good to see, and more than I expected when I started this thread. -
Hello all, I just purchased an Orion 2 Navy Ace throttle, and I can't map the throttle axis. I can map everything else, and the throttle works for aircraft that already have it set as default in their profile, but unless it is set as default, I can't map Rx or Ry to any controls. I have tried this both with SimAppPro running, and with it shutdown, and I get the same results both ways. I have tried a game repair. I know the game can see it, I know it registers the axis, but for some reason it just will not register when I try to map it. Winwing support wasn't much help, and honestly I'm not surprised. This seems like a DCS issue. Anyone ever run into this before? More importantly has anyone ever fixed this before? Please tell me how.
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Just had to reapply this fix after forgetting about it and running into this issue again. If you are using a Sidewinder FFB 2 this is still relevant, and the .dll still fixed the issue for me. Remember to add this .dll file to the DCS World\Bin-MT folder as well if you are applying this to a newer build
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Hey all, There is a unit that is not listed among the assets for the WW2 asset pack and will cause any missions you create using it to require the WW2 asset pack. It's the Concertina Wire. ED's own entry for the WW2 Asset pack omits it. It should be in the list of assets added by the pack, but I couldn't find it on any list online. This made it very frustrating to figure out which of the several hundred assets I had placed in a mission was requiring the pack. Thought I would post what I found so that others might not have to deconstruct their mission to find it. Also, ED, please add this to the list of units included in the WW2 pack. I went through my mission's unit list trying to figure out what was triggering the mission to require the pack. Or better yet, just make it a basic asset. No one is buying the pack for barbed wire, but it's nice to have as an option for mission building. I'd be fine with either one, but it honestly didn't occur to you that mission creators might want an accurate list of what was included in the pack so that they could remove it? I mean, I know an 88 is a WW2 asset, but concertina wire? Was I supposed to remember that that structure wasn't available for me to build with before I got the WW2 pack? It's bad enough my buddy wouldn't be able to play any mission that I add WW2 assets to since he doesn't own the pack, but making it this hard to find and remove those assets just sucks. Could have fixed this in five minutes if the listing on your own store page was accurate. Thanks for the headache.
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Ground units too accurate vs air targets
Psifire replied to schurem's topic in Ground AI Bugs (Non-Combined Arms)
Uh oh, did Multi-threading support on the new Beta make this worse, or was I just really unlucky? After the 3/10 update, I got shot down first 3 missions in a row by ridiculous unguided AA fire. 1st time was a Bushmaster shot at about 2 miles in an F-16 flying at a pretty sharp angle. The last time, a guy with an AK-74 shot down my P-51. I just got done removing all the S-60s from my missions because they are too accurate, do I have to take out AK-74s too? So now the only ground resistance I can put in my missions are bolt action rifles? Thank god I have the WW2 pack. -
Ground units too accurate vs air targets
Psifire replied to schurem's topic in Ground AI Bugs (Non-Combined Arms)
This could all be easily fixed by creating a skill level below Average that has much less effective aim for AI anti-aircraft fire. There would be no need to debate. People who think it is too accurate could set their missions up with below average assets, and people who think it is fine the way it is could keep it at Average and above. What really makes me mad about this is that by making the minimum skill level so accurate, I can't fix it in mission editor. If I had the option to set AI level so that they don't snipe a helo flying perpendicular at 90 knots, 450 yards away using an AK-74, I would take it. Other players could keep their missions the way they are, but I would be able to use it, and I would choose to use it because I've fired a rifle before so I know how ridiculously hard it is to hit moving targets.