

maturin
-
Posts
468 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by maturin
-
-
I couldn't replicate it in the track either, although the loadout and units were the same. If it's not actually a consistent result, I won't worry about it.
But maybe the AI will dump all their weapons if a helicopter opens fire on them from 5km with an anti-tank missile? That would be a problem.
-
Surely you don't need to jettison all your rockets and missiles (effectively mission-killing yourself) just to fire an R-60 at a pesky chopper.
Because when the only enemy air on the map is a M-24, and I order my wingman to Engage Bandits, he goes into dogfighting mode and loses all his weapons.
Wingmen should only jettison weapons when they are engaging planes, not choppers.
-
I can understand why the infantry simulation is very limited in DCS. Infantry combat is appallingly complicated, and it's a slippery slope of implementation for little real relevance to aerial combat.
However, adding heavy weapons like recoilless rifles, HMGs, AGLs and above all ATGMs should take very little work. They can function precisely like the current Zu-23 nests.
In almost every mission I make, I want to be able to blunt enemy vehicle attacks with blocking positions of entrenched infantry. It makes the routes the enemy takes more believable, and would give A10s in particular a good 'clear the way' task.
-
Dream on. The first game to look that photorealistic will be a corridor shooter, not a flight sim that renders whole countries.
-
In 1.2.1, the yellow cockpit cursor (or small white cross), which has no purpose other than flicking switches the Frogfoot does not have, is now permanently displayed on my screen. It distracts me when changing view and breaks immersion. How do I get rid of this brightly colored little annoyance? It never showed up in the first version.
-
On the other hand, the fact that the default unit country is USA, and that the selection sticks to the (invalid) A10 after switching the country to Russia IS a problem. The menu filter is incomplete.
-
The editor isn't terribly user-friendly. Look forward to a variety of quirks.
-
Because;
You can't fire another vikhr cause as the targeting system is concerned there is still one in flight, and thus its firing a narrow beam.
But there ISN'T one in flight. Is the FCS not capable of realizing when it no longer has laser contact to a missile? If the Shkval can track a helicopter, why can't it track its own Vikhr?
-
True, but given the fact that the vikhr is a laser BEAM RIDING missile it is (was) highly unrealistic. And thus things changed for the better.
One step forward, two steps back.
Because by restarting the laser I can double up my Vikhrs just like old time, and there is zero reason for a cooldown between launches when the system is clearly capable of near-simultaneous ripples.
-
Surely it's easy with radar guided SAMs anyway, just look for the diamond???
I just don't take the Phantasmagoria pod. It seems sort of gamey to dual-role SEAD and ground attack.
Or rather, I need the space for KH-29s and KH-25ML because the #(&$@*^$(&% Vikhrs drop straight into the ground every third shot and can't be relied upon to take out large numbers of vehicles.
Where's that patch?
-
Speaking of Georgian Oil War, is there any way to skip missions through cheating or modifying files?
I spent over an hour flying an exhausting, victorious defense of Ochamchira, only to have the next mission (to chase routing units) crash to desktop and magically reset time to the prior mission.
And this time I can't find my crash dumps either. Anyone know where they are?
-
:lol:
so I think our best bed is to learn how to interpret/use the SPO-15 "Beryoza" Radar Warning Receiver (RWR) and respond with some counter measures and maneuvering...
But the RWR is just going to tell me what I already know... the vague location of AAA. It's not going to help me overfly the air defenses or know when to pop chaff when I'm trying to use those cluster bombs the mission gives me by default... right?
-
The thing about the campaign is that you never have SEAD (although there is nothing bigger than an Osa on the map and no hostile air), and there is often too much AAA to take out.
I play the game pretty cheap, using F7 and F6 to track units and missiles, but I would still die if I started doing bomb or gun runs.
-
I've died three times, but have pushed the Georgians out of Abkhazia while learning to fly in this definitely-not-tutorial campaign.
And I was wondering how experienced flyers handle the series of attack/defense missions.
With my standoff weapons, I tend to simply circle around over my own lines at 2000m, launching Vikhrs and rarely getting into range of their AAA. It gets boring, sometimes.
And yet the mission gives me cluster bombs, which I cannot imagine ever successfully using and getting out alive. Not only do I suck with bombs (were they made more inaccurate since LOMAC?) even with the superior FCS of the Su-25T, but I don't know how you are supposed to stand up against SAMs without using the cheap F6 views and psychically evading the missiles. You can't very well hug the deck because so many of the Frogfoot's weapons don't work well at low altitudes.
Do players with the experience and good joysticks pull this sort of stuff off?
Edit: And come to think of it, was this campaign designed for the Hokum and just dropped into DCS: World?
-
Yes, it does help the DCS crowd. There are usually significantly more sales of simpler things than more complex things.
Seems like A10C made a significantly bigger splash than FC2 or World.
-
I should note that I'm talking exclusively RHAe vs KE, though...
Oh.
-
Yes, and the IS3 had around 120mm average on turret sides. You're only quoting TURRET dimensions; hull thickness tends to be less
And the RHA equivalency of the T-72 is actually LESS than the physical thickness of the turret.
Even the most advanced modern tanks tend to have fairly thin, relatively unsophisticated armor to the sides: compare with the much heavier Abrams, which STILL (by all sane assessments) has only ~250mm RHAe for the turret sides, and 50-150mm RHAe for hull sides.In that case I've never seen a sane estimate. Or at least, parts of the side turret are up around 300-500mm on all the estimates I've seen.
-
I think it's a common issue.
-
I think it is but it has the same affect on visibility.:)
The dust from moving tanks makes them dramatically easier to see, and has no effect on your ability to lock them with the Shkval or other missile requiring laser contact and computer recognition. It's an anti-smokescreen.
-
BTW being on the recieveing end of a T55 ain't pretty if you do not have an anti-armour weapon.:music_whistling:
No argument there, but ANY anti-armor weapon will do against something as old as a T-55.
If you bill yourself as an MBT-killing monster, you don't go up against obsolete MBTs, any more than you test your SAMs on Cessnas.
-
The A-10 in the Gulf war got 1000 tank kills and some of those are no doubt from using the gun as well. The AH64 got 500 tank kills, the A-10 is the best tank killer.
So the IED is a better weapon than the AK47, and the Blackhawk is a better weapon than the Raptor? There's higher kill ratios!
Of course it has nothing to do with the usage of each weapon, according to situation. Sending helicopters after tanks in enemy territory is risky business.
Also, how many of those tanks were T-55s with only 150mm of frontal armor anyways?
-
Or a Dead Sea full of it.
-
Armor estimates are easy to find, but rear and top armor is a pretty big mystery. The most detailed estimates are for the professional tank sim Steel Beasts.
Ain't no auto cannon getting through that side armor, except to pick at that tiny spot in the hull.
http://www.steelbeasts.com/sbwiki/index.php/Image:M1A1_HA_frontLOS.jpg
On the other hand the commander's hatch looks quite vulnerable, once you close within 1000m.
http://www.steelbeasts.com/sbwiki/images/3/30/M1A1_HA_sideLOS.jpg
The T-72's top armor actually looks like a pretty tough nut.
http://www.steelbeasts.com/sbwiki/images/3/34/T72Barmour.jpg
Now let's refer to the coloring book, which claims that the top armor of the hull is too thick to penetrate. And it also mentions that trying to track a tank with what is technically just a big firearm is a dumb idea.
-
I'm not terribly skeptical about Russian claims of new ERA effectiveness against KE rounds. That stuff is getting advanced, with radar-controlled pre-detonation and such.
The Israelis say that their ADS systems can knock down sabot rounds, after all.
But this is rather moot, since ERA will be next to useless against the GAU-8, which is going to hit dozens of times, finding the gaps in coverage and hitting blocks twice.
Su-25T wingman dumps weapons when ordered to engage helicopters
in AI
Posted
A Vikhr or Hellfire, however, should be treated more as a deterrent or annoyance than a lethal threat. If a chopper engages a jet, it's to dissuade them from an attack, and the jet shouldn't freak out and abandon its ground attack mission.