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maturin

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Everything posted by maturin

  1. Uh, where? I mentioned that a large part of the idea is retroactive. It would be hard to retrofit hundreds of forest polygons with collision boxes (of the sort that exist as astoundingly simplistic and performance-efficient features of other engines) NOW. But the decision not to implement something like that in the beginning was a mind-boggling oversight, not an unavoidable tech limitation. Maybe it would have required a hit in graphics quality and nice reflecting water and heat blur on afterburners. But this is a sim, damnit, and essential gameplay realism comes before eyecandy. Then again, currently ED managed to design an autocannon that requires a 64 bit system, so should I be surprised?
  2. You can crash into buildings, if that's what you're asking. But there are a lot more trees than buildings, and they have more complex geometry.
  3. You would just tie the distance tracking to the rendering of the actual trees. When the GPU says it's time to draw the green stuff, the distance script kicks in. Since most people have trees invisible out past a few kilometers, and each forest would be one object, that's a performance hit of roughly zilch. Like three objects, and the distance measurement wouldn't even need to be remotely accurate (contrast this to the hundreds of weapons and flight control variables that actually slow down your CPU), since precision only matters when you are very close to one particular object. I think we're all willing to accept a lot of limitations and workarounds in order to at least get a working prototype. Who cares if AI fly through a tree every now and then? 'A few other issues' is something that a patch should deal with, and if a tree solution can prevent ground units from looking through foliage, it will resolve a truly existential threat to the gameplay of both Black Shark and Combined Arms. In my opinion, that's a priority.
  4. I know that performance is an issue, but it doesn't need to be. The engine shouldn't even need to track trees as objects. Source Engine has volumetric triggerzones that are just polygons with xyz coordinates. It can't be too hard to make forests generate their own custom-sized trigger zones that collide only planes and (possibly) missiles. The engine already has to draw these forest shapes on your map, and a complementing trigger zone would simply be that shape applied along the ground surface with a uniform height value, somewhere a meter or so below the highest trunks. For windbreak trees along roads, they could have built the maps with long linear rows of trees that have their own 2D trigger zones attached. And none of this geometry needs to matter in the engine except when each player's plane is near a forest object. One player and a few of his missiles, keeping track of one object, only in close proximity. There are obvious limitations by which individual trees in town detail zones would be left out, and the collision would not be perfect. Dip your wing into the collision zones or fly between two trees, and you will die, but real forests are denser and have branches that go unnoticed. And vehicles could drive through perfectly well. But it's not that hard or resource intensive this way. It could have been done from the start, and now it might be too late.
  5. If a 3rd Party dev can fix it, ED should be ashamed for not doing so themselves. As if crude selective collision boxes aren't ancient technology.
  6. With respect, that's not an answer that has anything to do with gunpods. There is no possible reason for one simple weapon out of dozens to require gigabytes of RAM. If so, it's a glitch.
  7. Sure it's not a skin for some unit?
  8. Already did that. If I didn't the game wouldn't even run. (You guys should really put 64 bit in the Minimum Requirements)
  9. The explosions are all cartoon-style, with little resemblance to actual HE going off. Then people complain, and they make them still cartoony, but more complex, and FPS goes down into the toilet. Ideally, they would scrap all the fire-colored ketchup that's all over the place and start over. There must be some cheap way to make sprites of rising dust plumes. Anything smaller than a 500 pound bomb should only have a brief flash of flame and light. (The new cannon effects are overdone for most weapons, but rather nice.)
  10. Dxdiag ------------------ System Information ------------------ Time of this report: 11/27/2012, 16:49:06 Machine name: MICHAEL-PC Operating System: Windows 7 Professional 32-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Language: English (Regional Setting: English) System Manufacturer: Hewlett-Packard System Model: HP EliteBook 8530p BIOS: Default System BIOS Processor: Intel® Core2 Duo CPU T9400 @ 2.53GHz (2 CPUs), ~2.5GHz Memory: 4096MB RAM Available OS Memory: 3036MB RAM Page File: 1422MB used, 6165MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: 96 DPI (100 percent) System DPI Setting: 120 DPI (125 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: ATI Mobility Radeon HD 3650 Manufacturer: ATI Technologies Inc. Chip type: ATI display adapter (0x9591) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_9591&SUBSYS_30E7103C&REV_00 Display Memory: 1514 MB Dedicated Memory: 252 MB Shared Memory: 1262 MB Current Mode: 1680 x 1050 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: unknown Monitor Id: SEC3846 Native Mode: 1680 x 1050(p) (59.997Hz) Output Type: Internal Driver Name: atiumdag.dll,atidxx32.dll,atidxx64,atiumdva.cap,atiumd64,atiumd6a,atitmm64 Driver File Version: 8.14.0010.0678 (English) Driver Version: 8.632.1.3000 DDI Version: 10.1 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 9/7/2010 15:48:34, 3105280 bytes WHQL Logo'd: Yes WHQL Date Stamp: Device Identifier: {D7B71EE2-D6D1-11CF-2A71-ED10A1C2C535} Vendor ID: 0x1002 Device ID: 0x9591 SubSys ID: 0x30E7103C Revision ID: 0x0000 Driver Strong Name: oem51.inf:ATI.Mfg.NTx86.6.1:ati2mtag_M76:8.632.1.3000:pci\ven_1002&dev_9591&subsys_30e7103c Rank Of Driver: 00E60001 Video Accel: ModeMPEG2_A ModeMPEG2_C Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY D3D9 Overlay: Not Supported DXVA-HD: Not Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled ------------- Sound Devices ------------- Description: Speakers (SoundMAX Integrated Digital HD Audio) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_11D4&DEV_194A&SUBSYS_103C30E7&REV_1004 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: ADIHdAud.sys Driver Version: 6.10.0001.7255 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 5/18/2009 16:32:58, 381440 bytes Other Files: Driver Provider: AnalogDevices HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: No, No I3DL2 Listen/Src: No, No Sensaura ZoomFX: No Description: Digital Output (SoundMAX Integrated Digital HD Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_11D4&DEV_194A&SUBSYS_103C30E7&REV_1004 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: ADIHdAud.sys Driver Version: 6.10.0001.7255 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 5/18/2009 16:32:58, 381440 bytes Other Files: Driver Provider: AnalogDevices HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: No, No I3DL2 Listen/Src: No, No Sensaura ZoomFX: No --------------------- Sound Capture Devices --------------------- Description: Microphone (SoundMAX Integrated Digital HD Audio) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: ADIHdAud.sys Driver Version: 6.10.0001.7255 (English) Driver Attributes: Final Retail Date and Size: 5/18/2009 16:32:58, 381440 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF Description: Line In (SoundMAX Integrated Digital HD Audio) Default Sound Capture: No Default Voice Capture: No Driver Name: ADIHdAud.sys Driver Version: 6.10.0001.7255 (English) Driver Attributes: Final Retail Date and Size: 5/18/2009 16:32:58, 381440 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF Description: Stereo Mix (SoundMAX Integrated Digital HD Audio) Default Sound Capture: No Default Voice Capture: No Driver Name: ADIHdAud.sys Driver Version: 6.10.0001.7255 (English) Driver Attributes: Final Retail Date and Size: 5/18/2009 16:32:58, 381440 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF -------------- System Devices -------------- Name: Mobile Intel® 4 Series Chipset PCI Express Root Port - 2A41 Device ID: PCI\VEN_8086&DEV_2A41&SUBSYS_30E7103C&REV_07\3&33FD14CA&0&08 Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7601.17514 (English), 11/20/2010 07:30:06, 153984 bytes Name: Intel® ICH9 Family USB2 Enhanced Host Controller - 293A Device ID: PCI\VEN_8086&DEV_293A&SUBSYS_30E7103C&REV_03\3&33FD14CA&0&EF Driver: C:\Windows\system32\drivers\usbehci.sys, 6.01.7601.17586 (English), 3/24/2011 21:57:58, 43008 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.17586 (English), 3/24/2011 21:58:07, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.17586 (English), 3/24/2011 21:58:37, 258560 bytes Name: Intel® ICH9M-E LPC Interface Controller - 2917 Device ID: PCI\VEN_8086&DEV_2917&SUBSYS_30E7103C&REV_03\3&33FD14CA&0&F8 Driver: C:\Windows\system32\DRIVERS\msisadrv.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:43, 13888 bytes Name: Ricoh R/RL/5C476(II) or Compatible CardBus Controller Device ID: PCI\VEN_1180&DEV_0476&SUBSYS_30E7103C&REV_BB\4&1B4D66AC&0&4DF0 Driver: C:\Windows\system32\DRIVERS\pcmcia.sys, 6.01.7600.16385 (English), 7/13/2009 20:19:03, 180288 bytes Name: Mobile Intel® 4 Series Chipset Processor to DRAM Controller - 2A40 Device ID: PCI\VEN_8086&DEV_2A40&SUBSYS_30E7103C&REV_07\3&33FD14CA&0&00 Driver: n/a Name: Intel® ICH9 Family USB Universal Host Controller - 2939 Device ID: PCI\VEN_8086&DEV_2939&SUBSYS_30E7103C&REV_03\3&33FD14CA&0&D2 Driver: C:\Windows\system32\drivers\usbuhci.sys, 6.01.7601.17586 (English), 3/24/2011 21:57:56, 24064 bytes Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7601.17586 (English), 3/24/2011 21:58:07, 284672 bytes Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7601.17586 (English), 3/24/2011 21:58:37, 258560 bytes Name: Intel® 82801 PCI Bridge - 2448 Device ID: PCI\VEN_8086&DEV_2448&SUBSYS_00000000&REV_93\3&33FD14CA&0&F0 Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7601.17514 (English), 11/20/2010 07:30:06, 153984 bytes Name: High Definition Audio Controller Device ID: PCI\VEN_1002&DEV_AA20&SUBSYS_AA201002&REV_00\4&C570E3&0&0108 Driver: C:\Windows\system32\DRIVERS\hdaudbus.sys, 6.01.7601.17514 (English), 11/20/2010 04:59:29, 108544 bytes Name: Intel® ICH9 Family PCI 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  11. I have no mission or track to upload because it would be a waste of time. The CTD occurs in all missions, even a blank map with a single Su-25T, where the only (and I mean only) buttons I press are 7, C, Ctrl-Space, Ctrl-Space, Spacebar. The bare minimum to fire the four pods. You already have the crash logs, so here's me.log.
  12. No improvement with latest patch.
  13. We have armed houses, so shouldn't we have 12.7mm machine gun nests, recoilless rifles and especially ATGM tripods as well?
  14. Listen to this guy. Not only does it sound like he's seen the stuff firsthand, but it makes good sense and conforms to almost everything I've found by researching the subject as an internet armchair ballistics expert.
  15. Red Baron, a WWI game. It probably wasn't realistic at all, but man was it awesome and man, was I young then.
  16. Actually, they crash in normal mode as well. I hadn't even depressed them yet.
  17. On the other hand, wouldn't rocket fuel in Mavericks and Hydras be more likely to react with incendiary impacts?
  18. Whenever I try to strafe a target using the gunpods, autopilot and shkval, I CTD. The crash occurs the instant I press the trigger. I can't provide a track because it doesn't record when I CTD, but it is a textbook strafing arrangement for practicing with the pods. Crash dump: # -------------- 20121122-055846 -------------- C:\Program Files\Eagle Dynamics\DCS World\bin\edObjects.dll # C0000005 ACCESS_VIOLATION at 719B6670 01:00025670 # # EAX = 5491A9C8 # EBX = 5491A9C8 # ECX = 00000000 # EDX = 66573068 # ESI = 5F058CA0 # EDI = 00000018 # CS:EIP = 001B:719B6670 # SS:ESP = 0023:0014F4FC EBP = 0014F6DC # DS = 0023 ES = 0023 FS = 003B GS = 0000 # Flags = 00010202 719B6670 0014F6DC 0001:00025670 C:\Program Files\Eagle Dynamics\DCS World\bin\edObjects.dll ?QueryEditor@viLight@@QAEPAVLight@Graphics@@XZ()+0 719B6670 0014F6DC 0001:00025670 C:\Program Files\Eagle Dynamics\DCS World\bin\edObjects.dll ?QueryEditor@viLight@@QAEPAVLight@Graphics@@XZ()+0 015DEA45 0014F7F4 0001:0026DA45 C:\Program Files\Eagle Dynamics\DCS World\bin\dcs.exe 71CC7EB8 0014F858 0001:00006EB8 C:\Program Files\Eagle Dynamics\DCS World\bin\World.dll 0165607E 0014F910 0001:002E507E C:\Program Files\Eagle Dynamics\DCS World\bin\dcs.exe 0165031B 0014F938 0001:002DF31B C:\Program Files\Eagle Dynamics\DCS World\bin\dcs.exe
  19. The S-300 paints you with both Search radars (this keeps changing in patches), and only turns on the Tracking radar when the missile is launched. It only needs a TR and one SR to kill you, so unless you kill both search radars (pretty much impossible to do if defended properly), you need to wait to be fired upon in order to hit the TR. And then there's the Buk, whose launchers can engage at shorter range even when the search radar is destroyed. And no site can operate if the Command unit is dead.
  20. Can this be installed with DCS World only?
  21. I my Kh-58s will blow up in mid air if their target is destroyed and stop transmitting. Maybe there's a locality problem in MP.
  22. For the love of all that is holy, yes! Makes seat-switching a terrible experience. At least let us interrupt it with our own zoom commands.
  23. ArmA can simulate hundreds of AI with vastly more fidelity than DCS' basket cases. They need to find some way to scale things. When a convoy is doing nothing but driving along a straight road for 30mins, the CPU load should be equivalent to a game of minesweeper. But what was your FPS when the MLRS wasn't firing? If it was fine, then I retract what I said, and ffs use howitzers instead.
  24. Brtitchot: Your choice of the S-25Ls is curious to me. I find them so enormously useless, being little more than a heavy Vikhr. Unless you're going after buildings and bridges, I'd prefer S-13s or even OFP S-8s for more ammo.
  25. What the heck do they need a track for? No on has ever seen a Tor launch on a missile ever. It's just not a feature of the game, and making your own repro is faster than downloading someone else's with something so simple.
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