

JCamel
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Hmm, I've just tried in DCS World 1.2 and noticed several problems. The water sound when watching the Velikiy disappeared, neither ship fired and the CG-60 can't be made do more than 15kmh in editor???? EDIT: Hmm, weird, can now????
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Did you set the Velikiy to Alarm State - RED and ROE - WEAPONS FREE?
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Hmmm, strange, I put a Moskit vessel up against 2 CG-60s and the CV-70 and it managed to sink one of the CG-60s before being sunk in 1.1.1.1. I think me and Eddie discussed the M1A2 being killed with just 70 30mm rounds in another thread. Clearly it wouldn't happen in real-life or people just wouldn't bother with large caliber tank cannons. I still think we need faster anti-ship missiles. Even with the decoys, the time available to engage is considerable relative to several Mach 3 missiles coming in from different directions, even Mach 4+ in the case of the Kh-22 and it's entirely possible that faster ones may exist (e.g. Kh-32, Kh-90, Iskander-K), then you have China's DF-21D ASBM. I think they are working on the LRASM-B and some hypersonic cruise missiles though.
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Are you suggesting adding a 'moonshiner' skill setting? I think things are a bit skewed in the sim but I also think that NATO anti-ship missile technology needs improving. The days of gliding sub-sonic missiles past major naval air-defence systems are gone, unless you're fighting against some shit-hole navy operating out of patrol boats. Worryingly, even Syria has P-800s.
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I did notice that the CG-60s were firing like 1 Harpoon and 1 Tomahawk at a time whereas the Pyotr Velikiy was ripple firing 6 Granits (which is the way the Granit system actually works, I know) at each ship. I would also argue the speed and warhead design are a factor. The Refleks is rated at 750-950mm RHA and the M1A2 hull is rated at 800mm RHA vs HEAT, so there is a chance. But I am getting my facts from wiki which suggests the T-80U armour is better than the M1A2s despite being way lighter, so I guess I don't know what to believe. Wiki also says that M1A2 armour is weaker than M1A1HA armour despite using the 2nd gen DU mesh???? Hmmm, interestingly the T-80 does have an autoloader though.
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I put 8 M1A2s up against 4 T-80Us and 4 T-72Bs. Outcome - 2 T-72Bs left. I also put the Pyotr Velikiy up against 2 CG-60 Normandys, a Nimitz Class carrier with 4 F-18s loaded with Harpoons, 2 B-52s loaded with Harpoons and an F-117A. Result - All US ships sunks, all US planes downed. But then NATO anti-ship missiles are slow.
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No expert on tanks but the M1A2 AFAIK has better armour and more of it and could likely withstand a single hit but then the T-80U can fire ATGMs via its cannon too.
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Well, as a last post, it finally landed, in about the length an A380 takes minus parachute. After, I decided to park it in a hangar wall with the rest of the bricks. Over-riding the auto-land earlier was a good move because it doesn't know what it's doing. Neither do I really, but I knew slightly better than the auto-land. Sorry for the abuse, b-bye. Landing the flying brick.trk
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I think the fact the plane has a parachute is an admission that there's something wrong.
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It really can't be this hard. The model is wrong. What look like perfect landings are turning into disasters. 30 minutes more and then no more DCS.
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It doesn't matter how I land 270-290kph. Plane breaks.
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If the plane was this difficult to land in real life, NATO can rest easy - all the pilots will die landing.
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Plane will fall out of sky at 200kph.
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Press P parachute doesn't work - nothing works.
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I've tried a deadzone of 10 and it's still screwed and the rear wheels snap off whenever it lands at any speed.
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I'm giving up. Su-25T sim just isn't a finished article. The plane is impossible to land, the autopilot function don't work for shit and the stick response is crazy. Maybe one day it'll be finished and I'll buy it then but at present it's an unplayable POS.
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Okay, still not spotting it. Found it. Okay JOY_X, JOY_RX, JOY_VX, JOY_YX. The difference? XBOX controller.
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Aha, didn't spot that. Thanks.
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Another one. At the end after the 12+km Vikhr kill;) it just goes up (down on the axes indicator). I'd love to blame the XBOX controller but don't feel it's guilty. Dead Zone 2.trk
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Air start.
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Would that affect the input axes seen using RCtrl+Enter though?
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Having tried with a different controller I get the same problem to less of a degree. After experimenting with some Vikhrs at the end you'll see the small offset on the axis. I think the problem may lie with dead zone programming for people using controllers. I.e. the sticks are still reading a small input when none is present. Dead Zone.trk
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Not if you are a cheating git and use the unlimited weapons cheat. What I've noticed is that after I use combat steer with the autopilot it goes off on one as soon as I end it with LAlt+9. Then after I use it again, it comes back to centre once LAlt+9. Sometimes pulls right, sometimes pulls up. I'll post this track as soon as I finish.
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Yeah, the axis mapping is jumping about. I've tried it in other games and it works fine. Sometimes it pulls right, sometimes it pulls up. Bug? It started off fine then went haywire part way through a mission.
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Thanks, I 'll try that.