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Thunderwve

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  1. Will it get fixed in an update? As well as denying objects like rockets, missiles or aircrafts to fly through them? I understand never needed much attention, but I think now that there a player controlled ground forces it should be more elaborate. It would also be a great addition for Ka50 pilots to pop up behind forests.
  2. I refer to the standard missions of CA. In these missions, the Ground Commander has one M1A2 platoon for each flank against 3-6 T-80U. In every case, 3 T80U were enough to kill an advancing M1A2 platoon in wedge formation with an supporting M2A2 Bradley Platoon 100 meters behind because they outrange even the Bradleys TOW (3750 meter range) with their AT-11(5000 meter range) as well as the M1A2s 120mm gun in range and precision. There are 1250 meters in which the advancing force cannot defend itself effectively against the defending T-80U In most cases, my tanks don't even come into range because they drive with 35mph to the enemy. Best case, a M2A2 Bradley comes into range but gets destroyed because the TOW is too slow. Well all these things are ok, because the attacker is in a disadvantage when advancing. However, I don't think it makes the Ground Commander a valuable asset to the game thats why I think that the attacking force needs far more tanks to be effective or more tactical possibilities to advance, like having concealment from a forest and advancing faster when not directly controlling the tanks.
  3. Hello, I've been playing combined arms now for a while and noticed a few things: * While playing US Forces as a ground commander, my Paladin Artillery Units were unable to destroy even weak targets standing still like APCs. Shells were hammering into the ground just beside the APCs but nothing happended. The only thing that got destroyed by time were ZU-23 AAA guns. In contrary, the russian artillery shredded my Bradley Platoon as shells hammered beside them. * The M1A2 Abrams stands no chance against a T80U. The missiles they fire outrange the M1A2 by far and my platoons are destroyed before they can even reach the T80Us. While I can understand that it is just like that in reality, it degrades the ground commander to a position where the only thing he can do is advance to positions already cleared by air. Perhaps another mission design is needed to give them more sense. At the moment it makes more sense to send Bradleys into the fray because they have TOWs and drive faster while they get destroyed just like an M1A2 with one missile or hit by SABOT. * As a JTAC, I noticed that no one is ever firing at me. In addition, I was able to destroy a complete SA-11 site and Tunguskas just with my Humvee .50 cal. Are damage calculations going to be re-worked? * Shooting smoke pods as an JTAC, I noticed that I have unlimited smoke with ultra precision. Is shooting smoke getting enhanced in future releases? * I know that the super detailed F10 map is a powerful asset for a JTAC. However, I think a map where I can read grids more easily would be better. I'm having a hard time pinning down locations of enemies my air recce reports. * Not having the ability to use Track IR makes being a JTAC a bit of a challenge when trying to find the A10 in the air, looking out for threats and friendlies. Is TrackIR support for vehicles implemented in a later release? * The ground forces only drive with ~35mph, even when advancing an enemy position, set to state red and the slider put to 99mph, while these vehicles are capable of driving 60mph or faster when operated manually. This nearly doubles the time needed for my tanks to shoot the T80s. Do I miss something or is this a bug? * Forests do not conceal ground forces and the AI begins shooting with missiles from T80s through them. Currently, there is no way to advance under concealment. Will forests be sight/missile blocker in future releases? * I tried to set Infantry as an usable asset but noticed that every soldier is an own symbol on the map instead of the entire squad which gets a bit cluttered when for example an entire Stryker Brigade is moving. In addition, US Forces in DCS don't have anti tank capabilities on foot at the moment. Are these planned to be implemented? I think the groundforce commander is still a bit out of place because his assets lack many features and concealment was never a factor in DCS. Otherwise a great step forward and I like the extra dimension added to DCS.
  4. Nope, I'm using a ATI Radeo 5850 GT graphics card.
  5. After trying to connect for about half an hour it is working again. I had this issue only today, starting at 8:00 PM GMT+3 and ending at about 8:45 PM GMT+3. Maybe I got corrupted messages from the Masterserver resulting in a crash?
  6. Hi, Problem: Connecting to the multiplayer login masterserver causes a CTD after a successful login and before the serverlist is being loaded. Occurance: Since the connection to a gameserver was lost. Since then, everytime I try to login to the masterserver. The crash does not produce an errorlog normally located in "Saved Games\DCS\Logs". Windows "DCS has stopped working" error window says that MSVCR100.dll is causing the issue. Reinstalling the MS C++ Redistributables fixed the problem temporally, but after disconnecting from a DCS:W gameserver and trying to reconnect to the masterserver, the same problem occures. Last message written to dcs.log: 00025.068 INFO NET: sent serverlist request Looking forward to provide further information as requested.
  7. So ... whats it all about these modules?:lol:
  8. I think a good example how convenient updating can work is ARMA 2 There is an inofficial updater for mods and patches for the game called Six Updater. Players can download, deploy and update Mods from a list maintained by Six Updater. The devs of Arma 2 also use Six Updater to distribute and update their beta client software. Six Updater is also capable of creating presets in which a user can start his game only with the mods he wants. Its a piece of software which I would like to see in many more games with elaborate modding support
  9. I have a similar issue as described here: http://forums.eagle.ru/showthread.php?t=82255 It only occurs when my Wingmen has Maverick loaded. It occured every time I ordered him to attack something that employed Maverick, but bombs were still working. After reinstalling the game it only occurs when I tell my wingmen to attack something with Maverick, telling him to attack with whatever he wants works and he shoots Maverick missiles as intended. Can you reproduce this, so we can be sure this is the same bug?
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