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Kah0tika

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Everything posted by Kah0tika

  1. No need to be condescending. I searched the forum but didn’t find anything. If you want to help then please at least point me the links.
  2. If you restart a hot aircraft you’ll definitely encounter this bug. What I meant was main/core module systems. But that’s not relevant to the subject. I’ve just noticed lately that ppl are not happy with the technical state of some modules, maps, etc. And are more interested in having bug fixed and features implemented than having new products.
  3. I've been coming back to DCS lately and really enjoy some of their advanced modules. Nevertheless I've also noticed that some core system bug has remained unfixed for many years. One of them that concerns me being left aside for more than 7 years now. I think there's a general tendency of the userbase to request less content now and to focus more on fixing and improving the core system of the engine and of some modules.
  4. I guess there's an internal bug tracking list but I was wondering if you could publish what is in the pipelines so we know if a known bug affecting us is being investigated or not. Or perhaps publish some sort of bug fixing roadmap?
  5. It always comes down to resources vs returns.
  6. Trust me. Nothings impossible. There might be limitations. Noting a good coder couldn't work around.
  7. Would be indeed nice to be able to edit track in order to just select the relevant part.
  8. While testing different ballistic profiles I've noticed the GBU31 and potentially other bombs are not following the set UFC profile. Here's a video where I'm having a blast making them go supersonic and where we can clearly see that they seem to remain on a default 60° profile instead of the 35° inserted in the the bomb data via the UFC. supersonic GBUs31.trk
  9. I had a question while flying in DCS: Could gravity accelerate a GBU-31 past the sound barrier? The answer is yes definitely! I’ve been experimenting with various ballistic profiles and extrapolating results to create reference data for different altitudes, all to achieve the fastest possible ground impact. In this example, I dropped two GBU-31s from 33,000 ft. I was maintaining Mach 0.85, and the impact angles of the GBUs were set between 35–40°. Then came the magic Although the impact angle was not achieved, two crisp sonic booms confirmed the success of this test. Perfectly synced with the strike, followed by twin detonations and a shockwave rippling across the ground. To anyone watching from below, it would sound like four bombs hit the ground instead of two. That’s the kind of detail that makes DCS so addictive. Here’s a video I made where you can witness the insane accuracy of this effect. Enjoy!
  10. Would the "CODE" error prevent you from lasing the target or is it just an advisory without consequences? Note to ED. It would be nice to have Ai flying in close formation and dropping GBUs on command so we could buddy lase them and use Ai as bomb trucks.
  11. Helicopter_Gods.trk Can't find the original report anymore. But it had something to do with the radar not tracking stuff going at less than 100kts.
  12. The issue is you can't get a usable lock on helicopters unless you go to their altitude or lower and less than 3 miles away from them. At this distance they will snipe you. It's an old known DCS bug that hasn't been fixed to this day... In fact I thought the BMPs where sniping me while in fact it was these undetected Mi28s.
  13. Target assignment really needs some improvements, particularly with the introduction of DataLink and TGP. As of today, many modules are able to send DataLink targets to wingmen. Unfortunately Ai doesn't target them and simply responds to general commands via the Com Menu. As the title says, I would really like to be able to dispatch (precise targets via DataLink and trigger the attack via the Com Menu or an equivalent system.
  14. Outside the sarcastic tone, the job has been done and that's a good point. In the end we all want to improve our favourite sim. We are lucky to have such a direct communication with your team and and that's what makes this sim the best to this day IMHO. Keep up the good job!
  15. I've watched the interview and he indeed talks about that. I hope they come with some improved damage simulation soon as it's really part of the core system. They don't necessarily need to go full x ray simulation yet but at least come with come simplified working models.
  16. As far as I understand the FMU-140 radio alt antena does correct the slat range error within normal release parameters. Errors should only arise outside of standard parameters (extreme angles). This seems to be a bug.
  17. With AP rounds the crew would get killed by shrapnel as you mentioned. The engine and other mechanical parts would get damages. They could implement a simplified"crew kill" that would prevent the BMP to shoot back once hit. With SAPHEI rounds it would eventually catch fire. It would just take more rounds to go through. I hope this damage system gets improved as it would solve the GBU99s, guns and rockets issues at the same time and make it far more realistic.
  18. I might be wrong but I think it would definitely go through the side, the top and the rear of a BMP. Only the front might resist a little better to a single impact but not much more. They are designed to survive 12.7 not 20mm canon. Furthermore coming at a 35-45° angle almost guaranties some hits on the top just like in the YouTube vid. I definitely hope the damage models could be improve to reflect the reality and reward real tactics.
  19. Interesting. I initially thought the bomblets were not powerful enough to do any damages so I decreased the burst height to 300 in order to have a more concentrated effect but actually had worse results. So if it works as intended it seems these bombs are quite under powered. That might indeed be part of the problem. I think there might be a hit detection system/damage model issue on some vehicles. When I go for a gun run sometimes it destroys or realistically damages some BMPs. But sometimes I can send 200 rounds on the side of the target with zero effect. In this case it's the BMP3 which seems to be stronger than a tank. I've notice the same issues with rockets. Something is definitely wrong. And I suspect it's the same issue that is affecting the GBU99s. Here's a youtube clip that illustrate the issue. In the Debrief windows we can see it registered 153 direct hits...but zero damages. Now I wouldn't expect a BMP to survive a 20mm canon direct hit on the side and on the top. Even a tank would take substantial damages with repeated hits in the back or on the top. Hit_detection_test.trk
  20. Thank you for the answer. I should have mentioned in my edit that I did have better results with a 1500ft airburst and above. Yet it's still extremely difficult to damage light armoured vehicles with it. Usually it take one precise direct hit and seems in inflict no damages to other nearby vehicles and objects. In CCIP on moving targets I can visually see the area of impact being clearly on top of the vehicles but doesn't do much more than a cloud of dust. I'll test a little more and come back with additional results.
  21. EDIT: After further testing here are my conclusions: Adjusting burst height to 1500ft slightly improve the GBU99's effectiveness (still very underwhelming). Best results were achieved on static vehicle in CCRP mode with an attack angle of 30° or more. UFC settings: 4 bombs in pairs with 50ft intervals. CCIP give extremely random and unreliable results. The damage model/system of some vehicle seem to be involved as well and has been highlighted. In this case the BMP3 seems to be unrealistically resistant to GBU99s submunitions and 20mm rounds (and possibly rockets). Still testing with other light armoured vehicles. In fact some tanks are more vulnerable than light armoured vehicles. Finally the dispersion effect doesn't reflect the actual sub munition spreading resulting in a visual discrepancy between the visual effect and the actual impact. CBU99_Bug.trk
  22. I can confirm this is still very true to this day. It seems to affect BMPs and tanks as well. Maybe it has something to do with the AI's rank? For helicopter I think their flares are more effective against heat seeking missiles because their engines run way cooler than a jet. Yet in order to evade them they should be able to see it coming and that's where it's not very accurate as they detect the missile every time. I think they use the same logic as the BMPs and tanks with 360° visibility. And that's how you end up being downed by an helicopter while flying at 500kts in a FA18.. Another thing I've noticed is the cluster ammunitions seems to deal minimal to zero damages on anything else than trucks. I think I've managed to drop 4 bombs on a BMP and nothing happened at all. Same with rockets and Gun.
  23. Not only this bug has not been fixed for 7 years but also with the last update it got worse as now trying to restart a "hot" plane will generate the LEF bug compared to before where it would only happen if you'd try to restart a cold aircraft.... This is really irritating.
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