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Everything posted by whitehot
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Hello.. I was playing around in the editor, trying to set up a mission featuring an insurgent command post built in a remote mountain area, and a russian strike package trying to destroy it. My idea was, to have a SU-24 MR with recon pods trying to pinpoint its location and transmit it to a command vehicle at Beslan, which in turns vectors a strike package of SU-25Ts to the HQ area. To make it short, I was looking for a way (triggers?) to define if a unit "sees" another one (in this case, the 24MR with the HQ), so I can disseminate its coordinates between other units. Another issue could be dynamically create waypoints for the strike package, although I reckon that should be easier. Can anybody shed some light on this? thx and good simming all
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they all have the same expanding rod warhead, as most soviet AAMs afaik
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A-10C Formation Flight Fundamentals Training
whitehot replied to AFAlinebacker42's topic in DCS: A-10C Warthog
nice -
Many thanks, really impressive work
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:D ha ha nice
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Yeah I have the impression that the erratic pipper behaviour is due to some glitch in the laser rangefinder. Although I wouldn't be completely sure that is a glitch; this phenomenon seem to happen only at very low altitudes and shallow dive angles. The Klen rangefinding equipment on the Su-25 has been designed in the 60s/70s, so one could reasonably think it could be some effect which has been willingly modeled in the sim. The devs and testers of DCS would know abt that though and as far as i remember, no mention is made of this in the manual. About the rockets and angle of attack, don't know if it's a problem, in fact sometimes rockets like the S-13 are launched (specially by helicopters) from a slight positive pitch angle, to maximize range. DCS seems to correctly simulate this feature
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as a sidenote I reckon that in this sim, said rockets are modeled only in HE-FRAG warheads. Seems to me that the only rocket to have a dedicated anti-tank warhead in DCS is the S-8-KOM, the larger ones should only be used on soft targets (bar the S-25L). It would be nice if more warhead types could be modeled. I read that one variant of the S-13 for example, has a serious concrete penetration capability, it can in fact destroy hardened aircraft shelters by making somehow its explosive charge go off inside of them. They should also have some serious capability in disabling runways
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Well, officially I guess it's been like that. I would hardly believe that though, in fact if the Iranians let the Soviets into their Tomcats, or give them a Phoenix to tinker with, it wouldn't had been in their best interests to publicly reveal the feat. From what I read, the USA gave Tomcats/Phoenix to Iran while said country was governed by the Shah, who was one of the best friends of the Americans. After the 1979 Islamic coup, America became the worst of all enemies of Iran, along with Israel (the governing monks calling the USA "satan"). Yet apparently the AIM-54 was so expensive that live rounds were rarely fired in training. Also, its performance was acceptable only against large, sluggish targets (in fact it was designed to hit Soviet long range bombers before they could fire their cruise missiles at US task forces). The disappearance of the threat from soviet naval aviation really eliminated any justification for the presence of the cats and their primary weapon aboard US carriers.
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Thanks for the reply, the above works! I just have to adapt the times a little it to fit the scenario being considered. ENO, the idea for the mission is the following. It's night and an Abrams tank has had an accident or a breakdown. Its crew fear that the tank may fall into insurgents hands or something and for some reason its not possible to destroy it with an airstrike and all. So the local commander decides to dispatch a couple of technicians with spare parts aboard a Chicken to assist and repair the unit, maybe also to fend off some insurgent patrol approaching the area. The player, that pilots the Huey, only knows the general location of the tank. So basically i wanted the infantry near the tank (its crew) to start popping flares to guide the heli only when the Huey is at a certain distance from them. No problem with that, but the way I did it, the crew shoots flares in endless bursts, as long as the Huey is in the trigger area. Being that unrealistic, and dangerous, I was looking for a way to pop one flare every 10 seconds or more. I had figured that the "time since flag" condition could be useful, but couldnt get around the fact that it checks only since the flag is set to true.
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I know it's a noobish question, but went through the manual and the forums without being able to find a definite answer. I'm trying to set-up a simple mission in which one flag gets switched between true and false every a given, fixed time of elapsed seconds, when the player units stays inside a trigger zone. I get that the "Time More" and "Time Less" conditions count seconds in an "absolute" way,from mission start, and don't seem to be practical in this situation. Any ideas? Thanks in advance
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Ok, we don't have many examples of usage of ASMs in real combat. We do know for sure however, that the destroyer HMS Sheffield (around 4200 tons displacement) has been sunk by a single shot from an Exocet missile, which apparently didn't even explode. The SS Atlantic Conveyor, 14900 tons, sunk after being hit by two Exocets. There is also the case of the israeli Eliat in 1967, which was abt 1710 tons but sunk after being struck by three SS-N-2 Styx missiles. The american frigate USS Stark survived a hit from an Exocet in 1987, but was badly damaged and rendered inoperational. All in all, only looking at the said examples, i find it hard to believe that a Grisha class, displacing 980 tons could survive a single hit even from the lightest ASMs like the Penguin, lest alone take multiple hits and keep steaming on like nothing happened, as I tested in the simulator. I also looked at the tables provided by grimes and noticed that the above ship class is absent so maybe a bug related only to that object? I'll try with other ships and missiles.
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naah. CIWS wouldnt even open up 9 times out of 10. The missiles hit correctly at the waterline, but it seems they don't explode - they just raise a column of water. Besides we are talking abt a Grisha, no Aegis cruisers or similar apparently all the other missiles don't do any damage. I would expect a single hit from a harpoon or a KH-31A to literally snap a Grisha FFL in two - or to sink the ship somehow
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This morning i was messing around with the editor and set up a simple mission with a grisha frigate wandering about and a couple of AC with ASMs to attack it. I initially tried with SU-30s with Kh-35s. Missiles launch correctly and follow a sea-skimming profile, abt 10 mts altitude and 830 kmh. At about 2kms from the target, they climb and then dive to hit the ship in the hull, more or less at the waterline. To my dismay, the shots were regularly logget as hits, but they didn't do any damage at all. So I tried again with different missiles, launching platforms and targets and sadly drawn the following conclusions: all the subsonic, sea-skimming missiles follow an identical profile (KH-35, harpoon, kormoran. The Sea Eagle just travels a little slower, at 790 kmh). all of them don't cause any damage to the targets. The supersonic KH-31A correctly follows a straight line from its launcher to the target at abt. mach 2.5. In this case, again the missile hits but no damage. The only missile actually causing real destruction was the KH-22, which has a unique flight profile (it climbs at very-hi altitude after launch, travels at abt. 3500 kmh then gradually decelerates while diving, hitting the target at abt 3200 kmh). Now, even considering that the flyable planes in DCS have practically no ASuW missions, and that ships still haven't a big role in DCS, it's a little disappointing. If I remember correctly, ASMs worked correctly in FC2
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What are these markers on the IAS Gauge?
whitehot replied to BTTW-DratsaB's topic in Su-25 for DCS World
nice pics. I thought this kind of gauges had a glass or something over them -
thanks!
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don't forget that the most impressive thing about the cobra is the ability of the engines not to stall at a velocity around 0 knots also, i dont understand why some ppl talk about the cobra "being modeled in the simulator". When there will be a DCS-level SU-27, it would have full AFM. That alone should mean that said maneuver will be possible - being its parameters inside the flight envelope of the AC. I remember that in FC1 there was a keybind especially destined to the cobra, but the result looked kinda "scripted" to me. With the present flight model / phisycs, I guess it's gonna be just a matter of disabling the AoA limiter and abruptly pull the stick downwards, while staying inside certains flight params.
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DCS: MI-8MTV2, What do You Think?
whitehot replied to H-var's topic in DCS: Mi-8MTV2 Magnificent Eight
ya, something like DLCs for single modules. Would be nice. And i think it's a win-win for both devs and users. Having the main model finished, it's not a great deal for them to make some change to systems, weapons, engines and so on. The Ka-50 with thermal imaging for example, would require only some minor changes to both cockpit and 3d model, and could allow players to fight effectively at night -
i just tried a quick mission in the editor and the results are disconcerting. Put down a little skirmish with no more than 15 units in total. Tried the KMGU dispenser, and when the munitions hit the ground and explode, the fps go to maybe 3-4. This issue has been around since they put the new explosions effects into the simulator and sadly, the only thing I've read on this forum about it from the devs is that they are aware of the problem. ED pls do something about this, I wouldn't mind getting back the old explosions if fps get back to normal. Area effect munitions (and auto-cannons) are an important feature of the DCS battles. It is very frustrating to pass from pretty decent fps to a slideshow, at a time in which you are either egressing from target (which is a delicate situation, where you need to be able to deploy countermeasures and maneuvering timely,to twarth any possible incoming fire from the ground); or when lining up your A-10 to fire your cannon (situation in which you need all the precision you can get). In MP I already lost several aircraft because of this; the only solution being not to use area munitions at all anymore, which is in itself denying players the usage of many of the weapon systems modeled in the sim. Besides, the slideshow occurs when other players use these weapons aswell, so at times you get down to 4 fps for no apparent reason. If that happens while landing or air-refueling well, no further comment needed.
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I agree to the fullest!
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many thanks, i was rly eager to have a mfd display on my tablet. gonna try it and let ya know how it works. i have a asus tf300
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I had in fact complained with that. I prefer to have radio messages in the language the AC Im flying belongs to. Although since they had forced english language on russian planes I suspected this feature would cause complains either way. Probably one of those things which would be better left at user discretion with a nice little button in the misc preferences.
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i can do both systems
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The one I played the most has been SH4, because I'm not into german U-boats and, like you prefer the Pacific Theater. It would had been interesting if they ever made an expansion, or a mod with other scenarios. For example, the British submarines in the Mediterranean against German/Italian convoys, or maybe again against the Japanese in the Far East colonies. One nice feature of these sims is that you can appreciate how different nations invested their resources in researching different components of the under-water war machines. For example, Germans had torpedoes which were much more complex and advances than the American ones (in WW2, the torpedo has always been the weak-point of US made Subs); nonetheless American boats were fitted with systems which German captains only could dream of; specially, in the field of aids to calculate the firing solution. In the end I like the US boats more, but it's just personal taste. I feel anyway that this particular kind of war has received too little attention from sw houses, and most of that has gone in the usual commercial direction that mostly assumes that WW2 sub warfare = german uboats
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Russian voice comms pack for DCS World
whitehot replied to Mustang's topic in Utility/Program Mods for DCS World
yes, I 'm using it right now.