

159_Archer
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Everything posted by 159_Archer
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I don't think Ukraine will have operated the MiG-21 as such; as part of the CCCP they would have worn the red-star, and upon the break up of the union and formation of the Ukraine it would have been flying later aircraft.
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Oh -DCS Saturn V! Will this be out this year?
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This is the latest version I know of (it's one adjusted by SG in our squad). http://www.mediafire.com/download/cm11g2t3ce1m168/Pitsunda_perils.V8.2.(NIGHT).miz
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OK -I'll put it somewhere for you to DL shortly.
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Diveplane -you after a specific version of the PP mission? There have been several versions and alterations of the original by myself, -and a couple of our squad-members have made versions also. You can have which-ever ones you require, -just let us know, and someone can send you a copy off our server, or I will if the one you want ain't there now. BTW; important to note that Ajax's troopdrop script isn't working with the 1.2.8 beta as things stand.
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Yeah -what Cruiser said -as you get to 40kph you need to work the collective to make up for loss of forward lift. You might find the helo judders a bit but once the speed goes the lift isn't coming from your forward movement and thus more collective is required. If you watch any youtube vids of helos on approach, you'll see the pilot watching his instruments like a hawk -you need to also!
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new player looking for some starter advice
159_Archer replied to Gary Hall's topic in DCS: Mi-8MTV2 Magnificent Eight
It's important -if you're flying the Hip in sim mode- to realize that the Mi-8 is programmed to be as real as possible, and no one would sensibly jump into a RL helo and fly it. So to fly in sim mode you really do have to understand what is required when flying and have a little knowledge of what you are doing when you are moving the controls. It is important to refer to the docs and pick up advice or at least take the good advice given on this forum. I and many others had plenty of experience with the Ka-50, but still struggled somewhat with the Huey and Hip until we learned the differences in single-rotor choppers. It can take time but is great fun if you don't get frustrated. Uboats; have you adjusted the curves within the options/controls in game? Maybe your stick needs fine tuning to soften it? Or maybe you're moving the stick too far? -
According to my Russian/Soviet aircraft weapons book, these are ZB-500 napalms. IIRC when flaming cliffs was released some years back, we had a napalm weapon for the 25t and IIRC it was the ZAB-500. The book mentions these also but -alas- there is little useful text on all these weapons above the basics and a table with all the sub-marks of napalm weapons available over time. There was a collective whimper when we lost our ZAB-500s I seem to remember -any chance of 'em coming back?! :thumbup:
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Decoying IR missiles is not impossible by any means, -but requires that you know where the launcher is or seeing them soon after launch for the best chance. If you are heading at them when you observe a launch, -or better still- beam on to them, immediately flare in 'bundles' of 3-4 and dive just as hard as you can -taking care not to over-speed and lose control. Having a good speed up on approach to the danger area helps as speed helps you to lose the IR missile. You should keep popping bundles of flares until you notice that the missile has 'fallen' for your flares and is obviously not chasing you any more. Once that happens I try to attain height quickly but without losing too much airspeed so that I have some height to use to repeat the manoeuvre if required. As stated above by Falcon, build a simple mission or use one where you know there is a single IR launcher, and get used to approaching it where you are ready for it -also as stated above use your flares; they are used where there might be a risk in RL -so do the same from the word go! It's great fun and rewarding to dodge the little-blighters -of course as said before here; it is always the one that you don't see that does get you in the end... -but at least know how to lose those that you do see!
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Ooohh yes! -Just remembering the old-squad brevity codes; Feet-wet: imbibed far too much drink Feet-dry: Bar ran out of your favourite tipple Eyes on: fancy that Girl! Tumbleweed: Turned down by that Girl... Etc, etc (and there are a LOT more...) :D
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At the 159th, those of us who have the Hip (around 6-7 of us) find that it takes far too much stick to be realistic, -both battle and accident damage. We assume that the damage-model just hasn't progressed that far yet. We are loving the flight-model, however!
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Waiting for first discount on DCS: Mi-8MTV2
159_Archer replied to captainteemo's topic in DCS: Mi-8MTV2 Magnificent Eight
Thanks Wags! I'm heartily glad that ED has realized that there are upset people out here. I bought Mi-8 at full price and do not regret doing so (supporting developers etc) but it was a kick in the teeth to see it discounted so soon. I'm sure ED won't make that mistake again. Can I ask a favour? Our much valued (and decent all round good-guy) Speckfire got banned here for a while; we think this harsh considering he's a supporter of ED's products -can you consider reversing the ban? Thanks -and keep up the good work. 159th_Archer -
+1 x 1,000,000!
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Yes this has been an on-going issue since one of the more recent patches; we at the 159th GAR who 'operate' Su-33s have been extremely frustrated by this more than perhaps any other bugs present ATM.
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At the 159th GAR we're finding lots wrong with the feet-wet side of ops I'm afraid -so getting all that straight is priority for us. Once that's sorted I'd love CA type control of units as mentioned above; ability to control weapons-systems and defences would be a great start.
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Couldn't see any other mentions of carrier-bugs so I'll add this here; During MP 159th GAR squad-flights, we've become aware of problems with shipping, in particular the Admrl Kuznetsov. There appears to be some some of map/in game positioning error and the AK's map symbol flickers (as do other ships in game). I'm told by our Su-33 drivers that on approach the HUD doesn't accord properly with where the AK is -meaning traps cannot be done using ILS approaches. Also, there are numerous problems with the deck when on board -sinking, exploding and the like. One other ship problem we've seen is that the damage models of some or maybe all ships is not consistent. Many low-angle attacks on shipping result in nothing more than a water-spout but no damage. Yet a high-angle attack will result in damage to that ship (with the same weapon). It seems that the damage-model doesn't recognize some hits but does others. All this means that current shipping-ops are not feasible without these things getting fixed.
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The 159th GAR held a squad-flight last night and in the played scenario a resupply column parked next to a captured FARP. Once there, the FARP still refused to re-arm our helis. We have used the same scenario before and looked for any obvious blocks to this working (nearby ENY units, vehicles not close enough etc) so we're confident there's a problem here.
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I'm currently finding Kh-58u are reliable whereas the 25mpu are 100% unreliable and always miss. Must admit I haven't done much SEAD with the above missiles for some time -came as a surprise when my MPU's went long on an Osa...
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I was in a regular 159th GAR squad-flight last night when my game froze (I suspect this is down to my PC and not the issue I have here) and I had to restart DCS. Upon rejoining the squad-dedi mission I noticed that the CA controlled units (which I was controlling) were showing as back in their start positions. Yet as soon as I gave new commands they started to 're-appear' where they were when I last controlled them before the freeze. Not a complete game-killer but it was confusing because the vehicles started to have trouble negotiating objects which you automatically avoid when advancing them.
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I can add to the weapons bugs when 'driving' a Strela 10 (might well apply to all IR SAMs?) in a 159th squad-flight last night; I got a lock on something and hit what turned out to be a Kh-25 incoming to a vehicle near-by. The game-log confirmed that my Strela got the kill. Surely IR SAMs can't do this?
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In an MP mission last night I 'drove' the lead tank of a small column over a rail-bridge and mayhem ensued in the following vehicles. Some collided and got stuck, whilst 2 climbed the girders of the rail-bridge and stopped to admire the view (I assume!). I tried to drive the girder-climbers down, but just ended-up crashing off the bridge and landing upside-down, Thinking these vehicles lost, I left them and then untangled a mess as seen below on the bridge ramp; this resulted in another vehicle on its side. I left them and carried on with the remaining vehicles, only to notice shortly after that all the vehicles scattered around the bridges had 'righted' themselves! Is this a new Russian secret-weapon?! Or was it instigated to correct the first error in a fashion...:D
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I'm finding using ground units quite entertaining, but there are some issues I have currently; 1. The smoke produced when firing main tank-guns obscures the fall of shot -even at longer ranges; could this smoke be thinned a little? Even if that isn't totally realistic, it would make shooting against AI 'super-gunners' a bit easier... 2. Using SAM systems equipped with radar; -ATM you aquire targets visually, and this in my experience is only possible when units are very close and in the case of the AI pilots, often means they are launching an attack on you before you see them. Could a simplified radar be added to alert human-players to -at the very least- the general area aircraft are approaching from? 3. Triggers. I build quite a few missions, and despite having a good few options now available, could I ask that the following is considered, please?! ATM the 'coalition in zone' when used in conjunction with a trigger-zone is tripped when an aircraft flies over-head through it. This doesn't work well for me when I want ground-only units to trigger this; can this be added? I realize there are such as 'group in zone' but that means making repeated triggers for each group and not just one general trigger for all of one sides ground-forces. Thanks for considering these, and BTW DCS is looking pretty great from here.:thumbup:
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You do have other options for anti-ship with the 25T; although it will depend on what defences the ship in question has. Weapons against short-range defence ships or unarmed ships; Kh-29 T or L. S-25L (very short range). Kh-25ML. If the ship has a radar then most likely you can use (as mentioned above) Kh-58 or Kh-25mpu. This is generally safer -although it will depend upon the type of ship!
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I perused the manual and played with the sim, but there appears no way of changing the coalition around anymore. Is this correct? It'll be more than a crying-shame if we can't do that. As part of the 159th GAR, I make many missions and a big requirement is to be able to face Soviet/Russian stuff with like-wise AC. :( Anyway, otherwise, so far I'm pretty impressed with DCS World and CA. :thumbup:
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I voted Corsair 'cos at least it would have the chance of carrier ops. I would prefer ED to do something like that already mentioned -early jets, from Korea or anywhere till the 70s. Something not often done before and not done nearly enough!