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Henchman14

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Everything posted by Henchman14

  1. I think you can hit break lock (c, china hat aft short) and it should come back to facing around the middle of the hud. At least, this works in AG mode.
  2. Thanks! So nice to be able to actually understand what my wingman is trying to say.
  3. Lol, woops! Yeah, I meant the cyclic. :p
  4. Hey guys, been experimenting. Good news for those who want to carry A2A weapons on the Ka-50. So far, all the player can do is mount the R73. You can't lock or fire it. BUT, your wingmen CAN! Just watched my wingie engage and shoot down an F14! The second one got him, but it was good fight. So if you want to arm your wingmen against other heli's or jets, you can!
  5. I don't think much consideration was ever given to the Ka-50 in terms of bomb or submunition release. There's not even a proper bomb sight. Funnily enough though, if you switch to bombs and then dive about 85 degrees, you'll see a CCIP indicator swim onto the hud. :p Pretty worthless though, considering your already vertical.
  6. If all else fails, on the weapons board just above the collective are four switches. The left most one says auto or manual. If you can't fire, flip it to manual and the computer will stop analyzing whether it is realistic to fire at the target or not. Sometimes, I think the computer itself gets a little unrealistic. Especially with the rockets and cannons.
  7. Lol, no, its just a scam. They haven't cracked it YET.
  8. Lol, you can try, but you'll never beat em.
  9. Well, if your pitot is iced over, you may be going a lot faster than 5 km/h. The pitot is your airspeed measurement instrument, among other things.
  10. It sure does in the sim! I can attest to that! :D That sucker has picked me off like 6km away. And I was going fast, sideways to it. But in close, at about 2km, that thing is deadly with its 30mm. It doesn't miss. Not in sim.
  11. Well, I think a lot of early russian and modern chinese tech was stolen from the U.S. and modified by said countries for there own purposes.
  12. If all else fails, there's a switch on the panel in front of the cyclic with auto / manual on it. Flip to manual, and your vihkrs won't wait for auth. Good for emergencies. They may or may not make the laser guide tunnel. And if its a real emergency, and your out of everything else, flip the switch near the vihkr eject to "armed", then "eject" some vihkrs at the target. Good for taking out the ZU-23 at 10 paces thats tearing you apart. :cry:
  13. Yeah, hard diving can rip up your rotors if you give it a lot of collective during the dive. I drop my collective in a hard dive, which flattens the rotors and keeps them safe.
  14. Lol, probably is FireBirds. That was a cool movie. But other nations do field the tech (as the Japanese pics above show). And thats all I'm really interested in.
  15. Yeah, I just ignore all the wrong statements. Hmm, looks like an AMERICAN Apache in the Nevada desert.
  16. Probably has something to do with smaller rockets, and thus less gas, but we do fire them in volleys. Unless there's an explosive charge that punches them out a few feet before the main rocket motor engages. Have to research it.
  17. A few bugs, but heli wise, this is the best simulator made yet. Works perfect on my w7 64.
  18. No, for the extra vihkrs he was talking about. But yeah, I forgot about the gas ingestion. How do the S-8's get away with it then?
  19. Well, if you really want to know. There was a guy named LongPoke in Crysis, who showed us all just how he could penetrate any server with code injection and system hooks. He could kill everyone on the server with one shot and make tanks fall out of the sky. He actually released his code. About 300 pages of tight assembler code. Must have taken him FOREVER to write it. Total egghead. Some people have the time and knowledge. So this mod is already out there and its very hard to stop. Some coders on crymod did write some checks to stop it though. On your server, you could just say, ok, a heli just shot a missile. Is it a missile that is allowed on a heli? NO! Destroy it!. Thats basically what the anti-hackers did in Crysis. Works good. But of course, I'm sure that can be hacked too! Its a no win situation. And actually, vikhrs on all rails is easy, just one CLSID add in, in the .lua, if I'm not mistaken. LIke I mounted an R-73 on a rail ( though I can't lock or fire it ). Not realistic though, unless they put in moveable inner stubs, which I could see. Actually, if the copter could carry the weight, I don't see why they wouldn't. 12 more easy armor kills from a distance. Probably something to do with cost. *cough*cough* :music_whistling::D
  20. Wow! He must have NanoSuit 3.0! :D But I agree, everything's starting to look like COD now. Not to mention, everything looks even more faded out than Arma 2! I didn't think that was possible!
  21. Nice mod. But did you give the warhead more fragmentation? I really don't want to change what ED has modeled unless something is really wrong. And about the fragmentation - while there is fragmentation on the sleeve of the vikhr warhead, what really takes out the plane or heli that it is aimed at is the blast of molten copper at 1 million atm pressure. And of course, there are two blasts on the vihkr (dual warhead). Thats why the trigger is set to detonate at about 3 meters from the target, and also why it is more effective this way. Instead of the very concentrated, pencil thin jet used to punch through a tank skin, the blast spreads in a cone, forming a shotgun blast by the time it reaches the target. This is what is used to kill the jet/heli, etc. The fragmentation sleeve is really meant to take out personnel and unarmored vehicles that may be around the tank as sort of a bonus kill. Why waste a good explosion? So in the end, the fragmentation sleeve is going to burst mostly around the missile while the copper shotgun blast is going to go forward at the plane / heli. I can see some of the edges of the frag burst might still hit it. Its going to hit anything to the sides of the missile, thats for sure. I'm not an expert on the AIM-9. I think the older ones used fragmentation to kill, but the newer ones are designed not to fly into the nozzle of the jet to kill the engine, but to fly just beside and beyond it, and they carry a loop of folded wire that unfolds in the explosion, and actually saws through the engine as it unfolds. I know the newer Iglas, while using fragmentation, also are designed to pull up just past the nozzle. Not sure how they know how to do this. Just a bunch of stuff I read. What I'm really curios about, since I haven't delved much into the .lua files is, do the missiles in the code actually detonate at 3 meters or such when you set them to AA / proximity on the WCP? Or is the code messed up, and they still detonate at zero when they hit the target? Because it does seem when I have followed the missile in, it did not detonate before hitting the target. As for the shkval, as you say, it near impossible to lock a target at times. Try locking up an F-18 flying slow. You can't get a lock at all, even though its moving slowly. Doesn't matter though. The vihkr simply can't turn fast enough in the laser tunnel to follow the jet. The tunnel ends up moving faster than the missile, and the missile fly's out, losing lock. I've never been able to get a 6 O'clock shot at one, so I don't know how that would work. Another problem I think there is with the sim, is that the lod is set to low. We need to find out how the change the draw distance of objects. Too many invisible Apaches at times. They get so close I can hear their rotors, but you can't see them anywhere in the sky. And my FOV is very close, to make the hud more realistically sized, so I should be able to see them. Suddenly, they pop in. And of course, by that time, they're in gun range. I know someone talked about how to change it somewhere. I'll have to find it again. This is strange, because sometimes, I can pick them up on the shkval at like 8 km (x23 mag). So I'm not sure if there is a difference between the lod on the shkval and normal sight. Seems somethings wrong. One of the reasons I want Iglas for when they "pop in" at me at 1 km. I'm not even sure my AI wingman sees them, cause when I can't see them and tell him to engage bogies, half the time he says "Nyet!", like theres nothing there. Yet I can see them about 3 klicks out on my map. And don't even get me started on the AI damage models! I've seen them take 3 times the damage I could from .50 tank rounds, then just fly away. Maddening. That's why they can take two or three vihkr hits sometimes.
  22. Total Console Port. Talk about a company that lied through its teeth for the last 3 years.
  23. Well, theres plenty of pics, but you really can't trust any of them. And most of them are tiny / ugly. Me, personally, I really don't care. I'm a mercenary type. I just wanted to make sure it could be done. That and the controls for it in the cockpit are good enough for me. Looks like HungaroJet did a mod for the Apache to carry stingers. Maybe he'll do one for the Ka-50 and R73/Iglas. Most pics and articles talk about a third rail under the flare dispenser, both for Igla and R73. Not sure whether the pics are mock up or real. Probably some are real as much experimentation has been done with the heli. No one can or will confirm. Now, I'm just waiting for a mod. Unless I ever manage to figure out how to do it myself.
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