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Everything posted by NakedSquirrel
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I decided to give the 1.5 beta patch a stress test. Graphics improvements were great and I was able to max out all of the settings. I threw a couple of planes in for a quick dogfight and things looked good. I figured if the game could handle 4 planes, why not see how it handles 120? I'm not good at math, but those numbers seemed close enough to me. How did it handle the massive dogfight? Flawlessly... 1.5 has its issues, but optimization is far better than the previous engine.
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The Mig-21 is still pretty outclassed by the Mirage 2000, definitely. I think the Mirage III and the Mirage 2000 get confused sometimes on the forums. The Mirage III is a more reasonable opponent vs the Mig-21. The Mig21 is a few years behind in technology vs the 2000. It was a little less maneuverable and slower than even the Mirage III, and the Mirage 2000 has normal thrust (without afterburner) that is equivalent to the amount of thrust the Mirage III can produce with afterburner. With that... It's still going to be a fun opponent to dogfight with in the Mig-21. Not because it's easy to shoot down, but because it's satisfying to get a kill on a superior aircraft :) You can shoot anything down if you hit it! It will be really difficult to beat a Mirage 2000 1 v 1, but using it's weaknesses against it, you might be able to shoot a few down here and there (similar to fighting FC3 aircraft), but it either takes a amazing luck or really good coordination with a good wingman to do it. Sabre vs Mig-21 is about the same as an F-4 Phantom vs a Mig-17, although I think the combat can be even more dicey if you give the Sabre missiles :thumbup:
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Does that mean I can edit my controls while in multiplayer?
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I couple of questions about AI traffics and maneuvers
NakedSquirrel replied to Quev's topic in Mission Editor
Next to the option on waypoint 0 when you have start from parking HOT or start from ramp you should see PRK and a number. Select the number of the parking spot on the runway. -
F15C Suggestion- Adding Strike/Ground attack loadouts
NakedSquirrel replied to Kev2go's topic in DCS Wishlist
Never say never. The Su27 saw some great upgrades. There may be some changes to the F15C module after they finish modeling the systems for the F18/F15E. It's not entirely unfeasible that they add bombs in CCIP mode, but I wouldn't be too surprised if it doesn't get those upgrades, since it was rarely used in the A-G role. Just be pleasantly surprised if it gets any upgrades :) -
Basic Lua Scripting Help - How to leave triggers behind?
NakedSquirrel replied to NakedSquirrel's topic in Mission Editor
Thank you very much; this is gold. Now to see if I can write a script! -
Help! I am wondering if someone out there can help me with some bare essential lua syntax/logic. I am trying to get away from having millions of simple triggers in my missions and would like to figure out how to write/read/delete basic variables in lua instead. For instance, here is a basic template I would like be able to control in lua rather than triggers: I label a trigger zone/area as "Cool Kids" When a Blufor unit is in the zone, they are announced as a "Cool Kid" and keep the designation while they are there. When they are not in the zone, they are no longer a part of the "Cool Kid" designation. I can kind of do this with triggers, but in reality it takes a half dozen individual triggers: "Unit enters zone, unit leaves zone for each unit. It would be much nicer to be able to label and reference these units in lua and get away from monotonous triggers, but the basic structure and syntax still baffles me. I am sure I could do a lot more in lua as well, such as count the number of "Cool Kids" in the zone, count the number of cool kids that left the zone, reference the number of "Cool Kids" that have died, or even make a message that says "Nerd Alert" if Opfor enters the zone. My end goal is to be able to count/reference/affect units in my missions. I realize this is a silly example mission, but it is a much easier example than a full DCS mission with lots of different things going on. If someone could help me with this basic template I would really appreciate it. If I could get over this simple hump, I feel I could do much more with missions and triggers. A basic picture of the "Cool Kid template": http://s541.photobucket.com/user/TrueApothecary/media/CoolKids.jpg.html
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Hopefully it's not way out of the ballpark. It's a little heavier with a slightly smaller warhead than the Aim-7, which might give it a few km boost. It certainly has a unique fin configuration I suppose it is difficult to tell until it is put into the physics of the game, since the game calculates a bit more than just 'max range' for missiles.
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I'm curious. How does the Super 530 performance compare to the Aim-7 Sparrow and R-27 performance? I don't know much about the missile type. It seems like it has somewhat similar stats, but I can't find very good sources on it.
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M-2000C for DCS World by RAZBAM - Available for Pre-Purchase
NakedSquirrel replied to MemphisBelle's topic in M-2000
You forget the Mig-21 so soon? :cry: Leatherneck did an absolutely amazing job on their module, and apparently RAZBAM has been making great modules for FSX for a long while. I can't wait to fly the Mirage in DCS! -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
NakedSquirrel replied to gregzagk's topic in Multiplayer
You attack us in your sleep now? How can we defeat these new tactics? -
Combined operation with Fighters, Attack aircraft, Attack Helicopter, and Transport helicopter to take over a FARP during Operation Blue Flag. Warning adult language. ANON6 takes over a FARP with Injerin flying CAP in an F15 and Wolfie in a UH-1. At the start of the video, we are just at the outskirts of the FARP. Wolfie took some friendly fire on the way over and had landed to check it, and I was flying ahead to scout and take out any anti air threats.
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Look out for the Mig 21!
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Interesting. I didn't realize the sight had such a safety feature. Do you know of any documentation on it? It would be neat to read more. It seemed like a bug, but the sight in earlier versions was probably using the same functionality as the modern jets as a placeholder while they added ground clutter and the ranging knob functionality. I suppose I will have to get used to the mechanical cage at close range. It is not intuitive because you have to aim well below the pipper, and predict the closure.1 Although, it might be better to change tactics and fire at longer ranges.
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I understand the max range and ground clutter limitations, but the gunsight drops off of the screen when the target is closer than 450 feet. I've read about the limitations with ground clutter and target lock, but I've never read about a limitation or errors with the gun sight at close range. Is that how it is supposed to function? I could understand it getting the wrong calculation below 450ft, but that wouldn't matter much at closer ranges. Currently, the sight just goes haywire, which seems odd since the target basically fills the radar scope. I wouldn't expect it to lose lock. It's neat if that is simulated correctly, but I've never read about it so I'm curious.
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A short dogfight in the F-15C. I saw the airfield had a lot of Su-27's to the north, but I quickly found myself surrounded by 3 of them. I haven't flown the F15C for a while, so I wind up wasting a few missiles to my own stupidity. It was still a great dogfight. I killed 2, but still got shot down because I was too greedy on the second kill and I didn't break away from my flares! Buddy Spike missions and events: http://buddyspike.enjin.com/
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Anon6 Sorry! I thought we were all signed up already... Signing up (voluntary or involuntary): Anon6 Naked Squirrel Anon6 Wolfie Anon6 Injerin Anon6 BigGinger Anon6 Midnight Anon6 Jester Anon6 Vijar Anon6 Baldawg Anon6 71st AH Furious Anon6 71st AH Mastiff Anon6 71st AH Lucky Hopefully more to come!
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Bug: Radar gunsight does not lock targets closer than 200m I noticed with one of the earlier patches (quite a long time ago to be honest) that the gun sight is unable to function when a target is less than 200 meters. The gunsight used to work very well before, and I have tried to look through the .lua files, but I do not see where the change occurred. Has anyone by chance found the error? It is a frustrating bug to have the sight simply stop tracking and drop below the nose when you get on an enemy's tail.
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I recorded a flight X-com and I took in the first iteration of the large multiplayer buddy spike missions. Some of you experienced Ka-50 pilots might have a laugh at how bad my flying and system management is. Enjoy! http://buddyspike.enjin.com/home P.S. I did try to trim down the video, but it was a very long flight
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The AI have a simple damage model to save CPU and netcode. Also, the WW2 content is fairly new, and I don't think it mattered as much with Flaming Cliffs since a missile either blows you to smitherines or misses. Also, cannons on modern aircraft have high calibers and high rates of fire. Perhaps it will change in the future, but the only way to deal with it currently is scripting. I'm a big WW2 guy myself. I've played the different Il-2 games that have come out from '46, to CloD, to BoS. I love the WW2 modules, but they need some polish IMO, 109 included. As much as I enjoy the WW2 modules, I feel DCS has more to offer: The A10C or Ka-50 are always a top choice in my opinion. You can spend a lot of time learning these aircraft inside and out and although the initial learning curve is high, it is very satisfying to learn them, and they are a lot of fun to become more proficient in, especially when flying with a wingman. Also, there are plenty of folks in the community who have learned the modules and who would love to take new pilots under their wing. If he is not interested in spending the time to learn an advanced aircraft like the A10C or Ka-50 (which I completely understand, They are very intimidating aircraft to learn), I would recommend the F-86. The FM is fantastic. the AI Mig-15 is challenging and fun. PvP battles are a blast (and will be better with the LoD options and graphics improvements of 1.5). It has ground attack and air to air capability with some unique weapons and internal systems. It is very easy to learn, and it is fun to fly. The only reason I don't suggest the Mig-15 over the F-86 is the AI F-86 isn't much of a contender at the moment. That might change, but fighting the various AI Mig-15s is more enjoyable. Otherwise... The best bang for your buck is Flaming Cliffs 3. You have ground attack and modern jets. Modern jets have a very different dogfight experience than WW2 aircraft give you, and the ground attack aircraft have a unique cat and mouse game when it comes to avoiding Anti Air assets. The only downside of the FC3 module is no clickable cockpits. There is something special about having a fully modeled cockpit with internal systems that really makes you enjoy learning and flying the plane. Also, while they are being worked on, and the improvements are free, some of the jets don't have finished advanced flight models.
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Sortie from yesterday, was lots of fun!
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Best upgrade for performance.
NakedSquirrel replied to BritTorrent's topic in PC Hardware and Related Software
One of their big goals is optimization, and from what Wags has mentioned in some of his QA videos, it seems he is getting better performance and better graphics, so hopefully it holds through on most machines. A good example of a game that has a new engine with better graphics optimization would be ARMA 2 to ARMA 3, which allows you to render out further and with better detail than the previous engine. I recommend waiting for DCS v1.5 and seeing where your bottleneck is with the new engine. I have the 8350 as well and have been thinking of going back to an i7 because it seems the sim genre is completely void of multi threading. Heck, I might just overclock a dual or quad core and save some cash lol. -
Fantastic mission. It was too much fun! P.S. Damned you Greg, for shooting me so many times! lol
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I was testing out the emergency procedures for failed hydraulics and was pleasantly surprised to see the "Rock it to Lock it" technique worked, but I found when attempting to land with no hydraulics, the tail of the aircraft will become damaged and explode because the tailwheel doesn't deploy. I have tried landing at different speeds and attitudes, but the tail always takes excessive damage and the plane explodes as a result. I find that it is safer in game to land without any landing gear deployed than to try lowering the gear without hydraulics.
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No need for heat seeking missiles when you have enough vodka and vikhr missiles