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B25Mitch

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Everything posted by B25Mitch

  1. You're mistaken. A fireball may not happen with every explosion, but they do occur frequently with large bombs. I'm willing to give Hollywood the benefit of the doubt* in this case. * one notable exception is with Hollywood frag grenades, which really shouldn't make fireballs, ever.
  2. I think one of the main issues is a lack of debris - most of the explosions seem very sterile. Here is a shot from a recent Norwegian missile test. The warhead was 125kg. Full clip: http://www.dbtv.no/?vid=2435279307001 Fireballs are not an exclusively 'Hollywood" phenomenon - they occur regularly with larger explosions (500lb bombs and greater), and are particularly visible when a hard target is hit, as there is less obscuring dust. In this case, the fireball was visible for 4-5 seconds in broad daylight. Notice how hazardous the airspace surrounding the ship has become. Any aircraft flying within a few hundred metres of the impact would likely be hit by fragments of steel, or even large pieces of the target. This is a factor that is completely absent in DCS World.
  3. The reason movies are filmed at 24fps, and still look smooth and fluid, is due to one simple factor: motion blur. Motion blur, when done properly, fills in the missing information between frames and creates the illusion of continuous movement. Since we obviously don't have motion blur in DCS, we need much higher framerates to compensate for the disjointedness between frames. In film, the camera records all the photons entering the lens in that 1/24th of a second, which is why the resulting image conveys movement much better than our unedited screenshots do.
  4. I imagine this is high priority already, but in case it hasn't been reported - the large bridges near Sochi have a very bad collision shell - anything flying under them explodes in midair. This is completely infuriating when it happens to you after flying for half an hour to get to the target area.
  5. Bought last night. Pretty easy to fly compared to most of the helicopters and VTOL jets I've built in Kerbal Space Program. The miniguns are a lot of fun, and the Huey is surprisingly agile and forgiving when performing combat manoeuvres. Once you learn to apply left rudder and cyclic when increasing collective, it's a breeze.
  6. I believe it was somewhere between 40 and 60 (GTX 570 1.25gb). Try it on your system - I think you'll be pleasantly surprised. In my experience the new smoke effects have never caused a significant impact on framerates, and nor should we expect this, assuming they've been competently coded. It's a real shame that Combat Flight Simulator 3, a game released 11 years ago, still has better looking aerial particle effects than DCS. I'll be happy to see that cease to be true.
  7. If you want to see what the effect looks like, just set a ship on fire in the current version - all those effects are in the sim already - they're just not being used to their full potential.
  8. If this clip is anything to go by, we're going to finally see those great looking fire and smoke animations not only on the ground, but in the air too. Perhaps we'll never see cylindrical fire again!
  9. The sad thing is they're not even using the new smoke effect introduced with DCS World. It's the old particle effect from DCS A-10 that's causing this problem.
  10. Multiplayer CA is much more interesting than single player, you should try it! It's especially fun in a competitive match against another CA player, with other players flying aircraft. Try joining a public server with a Battlefield Commander slot available.
  11. I just had this happen to me in a multiplayer session - the HUD didn't come back online after repair. I also lost the audible warning tones from 'IAS max' and 'Low rotor RPM'.
  12. Unfortunately I don't think it's balanced well enough for pure, symmetrical strategic matches. Russia currently has a huge variety of ground vehicles, almost all of which are superior to their USA counterparts. Russia has 4 types of MBT, and 3 of them outclass the Abrams due to their missiles. The BMP 3 is vastly better than the Bradley, the Shilka is more potent than the Vulcan, and the Osa, Tor and Tunguska are far more deadly than the Avenger. I don't see this being practical until the US units are able to perform considerably better than they currently do.
  13. I've found that CA makes a huge difference to online play, especially in head-to-head matches. There's no-one in the game who has more power to change the course of the battle than the ground forces commander, but without air support you will almost certainly lose. So it's a great way to learn coordination with your team mates, and it makes the pilots feel that their job is more important when they know they're clearing the way for ground units controlled by another player. CA also helps prevent missions from degenerating into A2A skirmishes by ensuring the ground units are active and moving towards the mission goal. A good CA player can keep the whole army moving towards its objective so fast that it is hard to defend against without being overrun.
  14. Vapor trails are definitely broken in the latest build, along with sparks during runway belly landing. The vapor trails never looked very good in the first place, but the sparks did.
  15. If this is one of those missions where Red team is meant to lose, be warned - I obtain great pleasure from joining the Red team and completely turning the battle around, until the Blue airbase is overrun. If you intend Blue to win, you'd better make sure there are no Battlefield Commander slots for Red.
  16. If you're talking about the match I think you are, then I was the Su-25T pilot. The mission was, in my opinion, poorly designed. F10 view showed aircraft on both sides, the airbases had no air defence, and the terrain was completely flat, which made the Ka50's very vulnerable. I'd never flown the Su-25T before. Earlier that day I'd looked up a youtube clip on how to use the R-60 and R-73 missiles, so I decided to give it a try online. I typically join the side that's losing and attempt to turn the game around, however in this case it resulted in the Ka50's becoming frustrated and dropping out of the game, or switching to fighters.
  17. ^Shame it's all fireworks.
  18. I am a Ka50 Black Shark. I hug the ground, flying low and slow, bracing myself for the sound of a laser warning, or the flash of a missile launch, or the silhouette of an enemy vehicle. I am agoraphobic. I spend every flying minute putting obstacles between myself and the enemy, whether that enemy is on the ground or in the air. I peek out from behind those obstacles just long enough for my weapons to do their job. But what am I to you? How do you, the supersonic fighter jet, experience me? How do I appear on your radar? What tactics do you employ when you spot me, or fail to spot me? What is the thing I can do that most frustrates you? What is the thing I can do that makes me the easiest target? Put plainly, I'm looking for some insight into how you FC3 players detect, respond and interact with us Ka50 pilots in multiplayer matches. Some screenshots or videos of radar displays would be particularly appreciated!
  19. Trim bump is not an issue. The issue is the autopilot over-correcting during trim, illustrated in the following 8-second clip: See how the 'trim bump' is barely noticeable even on the input graph. Meanwhile the autopilot exaggerates the trim by a full ten degrees.
  20. First of all, I don't understand why having a FFB stick or not is even relevant to the discussion. The forces your hand applies to the stick(the input) should be exactly the same in all cases - whether you have a FFB joystick, a spring stick or a force-sensing stick like the X65f. Of course a FFB stick is going to more accurately represent the motion of the real Ka-50's cyclic, but that's beside the point. Apart from that fraction of a second it takes for a spring stick to return to centre after trimming, the inputs are identical. Now to what we should be discussing: the OP provided a link to a post by Brainless, in which he said that trimming resets the autopilot to hold your current orientation, and this is what causes the 'overreaction' when you hit the trim button. So you're fighting the autopilot, holding the aircraft at an angle, and then when you trim the autopilot is neutralized, resulting in you overshooting your desired orientation. It equates to something like this: Want to pitch down 20 degrees? Pitch down 10 degrees and trim. Want to turn 30 degrees to the right? Turn 15 degrees to the right and trim. There's a constant exaggeration in the controls, and from the sounds of things, this is caused by the way the autopilot is reset by the trimmer. I didn't discover the Flight Director override button until I'd been playing for almost a year, but when I did, the first thing I thought was "now this is how trimming SHOULD work!".
  21. Like the sparks on the runway, this is one of those effects that has been broken. For a list of effects and their status, check http://forums.eagle.ru/showthread.php?t=97241&highlight=particle+effects+thread
  22. The next CA update, expected mid-January, will reportedly feature improved turret stabilization for MBT's, which should let you fire accurately while moving at speed. Until then, I'd practice static gunnery and controlling units from the map view.
  23. Sounds like you want to cut the plane in half, eg. saw off the cockpit and everything in front of it. I imagine that would take some serious modding skills!
  24. Well, if you're really desperate you could check out Strike Fighters 2. I doubt you'll find it half as good looking as DCS World in every other respect, though. http://simhq.com/forum/ubbthreads.php/topics/2699376/79.html
  25. Thanks for the suggestions all, I've added contrails the list and a couple of effects that appear to be broken.
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