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Creampie

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Everything posted by Creampie

  1. Telling red enjoyers that lack of information is why you can't give them a su30, j10 or any of the sort is completely out the window... But will still never happen. F35 when?
  2. Pilots and the airframe in itself not being able to consistently pull 12g+ manuevers without damage or blackouts is not an opinion.
  3. I don't think having a concern of an airframe consistently being able to manage 15 & 18G pulls correlates to someone being under the impression that a module should just fall apart. It does correlate to expecting blackouts, INS failures, module damage a little more than 10% of the time. No matter the opinion of how anyone thinks it should be, This is performance is just incorrectly implemented.
  4. This really needs adressed.
  5. As compared to what exactly?
  6. What was the purpose of this? These units already have a hard time tracking & turning. Even outside of that, they don't even shoot 20% of the time.. null Weapons. SA-2. V-750 missile. Decreased G-limit from 17 to 6. Weapons. SA-3, 5V27 missile. Decreased G-limit from 16 to 6. Decreased counter-countermeasures level. Change liquid motor smoke tail to solid fuel. Decreased size of motor smoke plume. Weapons. SA-5, 5V28 missile. Slightly decreased G-limit from 12 to 10. Slightly decreased counter-countermeasures level. Decreased second stage smoke transparency.
  7. Seems to be a CTLD specific issue
  8. @uboats Thoughts?
  9. You are correct about the A2A radar. However the point of this is not to find helicopters as there is a multitude of ways to do exactly that. That inherently is just a benefit of it. Having a feature to highlight targets moving at jogging and running speed just not only seems like an absolute waste of resources, R&D and implementation to its actual platform. You could just use ground radar at that point, they're basically sitting still. I can only assume that the intention of H/L, L being UP TO 70, H being UP TO 150... Obviously sheer speculation only because 7 & 15 knots just does not make sense. The average speed of a modern tank in just a traveling format is 30 knots/33mph/50(ish)kph I don't know if I should put this in bug report because I just don't know if it is working as intended or not. It's really quite hard to say.
  10. I was sent this by a friend on mine. I wonder if they are talking standard JF measurements where as 1=10? So 7=70 & 15=150 I don't think the H/L would be 7 & 15, So 8mph & 17mph. At that point it wouldn't even be a feature. In the real world or DCS
  11. Kiowa/Apache & Mi24 all share the same results on the above post; CTLD all seem to be spotted via GMTI at max speed on both H & L. The H should be displaying these helis going at the higher speeds but does not seem to be working?
  12. After doing some testing, it doesn't seem to change anything Scenario; I chose to use a heli because its the most consistent with speed & using GMTI for finding them works as intended I ran 4 sets of tests. A head on, a 45 degree offset, a 90 degree offset & a rear aspect (All tests started at 30nm and flew until 5nm) Altitude 2,000, Heli Altitude (scraping the floor lol) 150 KNTS; Can't be seen on H or L 140 KNTS; Can't be seen on H or L 130 KNTS; Can't be seen on H or L 125 KNTS; Can't be seen on H or L 120 KNTS; Can't be seen on H or L 118 KNTS; Can be seen on both H & L but only what seemed to be every other radar sweep 115 KNT; Can be seen on both H & L (and all speed lower than this) In theory, The unit should be able to be spotted using H at speeds between 120knts & 150knts Not sure if this needs to be put into bug reports or not. I will continue testing them with the fastest CTLD units & other variations of helicopters later in the week and post them here Units to test; CH47 CTLD Avenger; CTLD Technical; Kiowa; Apache; Mi24;
  13. Does anyone know if the speed gate is actually modeled in? Swapping it between H/L specifically in A2G GMTI seem to have no differences
  14. It absolutely matters. I am not sure with other modules, but the JF17 it certainly does
  15. I don't exactly feel like repeating myself anymore, But I will speak to a wall once more.. You are not opening a door to alter a game outside of the server owners discretion to magically alter a game. Server owners do not use mods like current hill because for the 14th time, There is absolutely ZERO support for them. No server owner wants to have some hyper complex process (for the majority of people) of finding the server, then finding their discord, downloading their mods, hoping you did it correctly. Most people will just get discouraged and turn away. What is so complex to understand? This is just wanting to add support for mods that have things they would like to use in their servers without having to go through a single process besides the person joining and deciding if they want to have the mods or not via prompt.
  16. I also do not think its a Syria specific issue (now) I heard it happening on PG as well. I will try to gather up a track when I get home, Zero mods.
  17. It's not up to ED for unofficial mods to work. It is up to the mod creator for them to work on new builds & keep them updated. It is up to the server owner to decide what mods are best for their server & which are most likely to break when a new build is released. I am not sure what point you are trying to make here, but the point seems pretty misunderstood. All I am trying to say is mod support that could be extremely beneficial to not only ED, but its community, it's non-existent here. Again... Obviously every mod can't be accepted for use by ED as it could have implications on people actually buying modules.
  18. Full GC alignment & turn on HNS.
  19. Again... A perfect example is the currenthill stuff.... something people want to use and would add a lot of options for SP & MP with no real hassle. Most games who allow mod support in fact make their games better, Because like ED they need that help. Modding communities for the above games have not only excelled those games & kept their head above water they when an update to the build comes, they adjust accordingly. You join a server, it shows you the list of mods the server uses, If you don't want them to install, you don't join the server. But instead, we live in the stone age, Each individual player has to manually find and install the mods themselves rather than giving the option for it to be automatic, under user discretion. Say for example if one of the bigger MP servers wanted to use 1 asset from currenthill or any mod creator for that matter, each player has to install them, hope they did it correctly, Closing the door for it even being an option for servers trying to have a MP base. It's really not some miracle work for fixing the game but it will certainly open a lot of doors for it & it's really not even asking a lot or putting people at any sort of risk. Very few servers use unofficial mods, because it in its current state is extremely bad.
  20. To join any multiplayer server with mods you 100% download them when you go to join the server, in every other game. This is not an abnormal thing for most games with mod support.
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