-
Posts
211 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by [Knight]
-
Somethings not right, regardless. Like i said earlier its a sim so all these variables should be taken into account I'm just disappointed that I can shoot that many hydras at a tank and nothing happens.... especially comparing the size of the explosion witch in facts engulfs the tank. I know these are not anti-tank rockets they should still do damage from the top. I almost feel that the M134's do more damage than the hydras. I also agree the blast radius are to week as mentioned above. I'm not saying the Huey can go up against an armor division but heaving 1 tank followed by soft targets shouldn't be a problem. You find me some hard evidence that a Huey has never engaged on a tank and ill stop whining about it and admit defeat.
-
The Huey carries 38 hydras I died 3 time shot the same tank for all of my sorties crashing in to it twice and on the second time I crashed into the tank it finally died. So 114 rockets, that I fired roughly within 100 feet from me to the tank @ a 30 to 45 degree pitch down, I think the odds of hitting a supposed weak spot were good. Now not all of them were direct hits but you get the point I'm trying to make.
-
The farps don't work they were broken with with 1.2.4. :(
-
I don't know if this has been mentioned and if so sorry, but this needs fixed ASAP. You cant rearm, refuel, or repair at a farp anymore and its really annoying. the Only way to get it to work is if you put it in an airport boundary but that's useless. I've tried every thing to get it to work even added farp suppliers from an airport. Yes I used the farps ammo, fuel, and command center.
-
I agree that hydras may not be anti-tank rockets but 80+ rockets hitting a tank should kill it. If I was shot I'd lose something on my aircraft rather it be electrics or pilot , shooting a tank should be the same way like the main gun or machine gun gets destroyed. might be something for ED to mess around with in CA but that would fix the problem. Besides if your going to make a sim all that should be implemented in it anyways that's what separates games from sims. Any way the top and rear of a tank is the weakest and I believe that a couple of hydras in the right spot would do the trick.
-
Personally I think that the hydras don't do what they need to do against tanks. I shot a T72 with 80+ hydras and still didn't die, I shot the top, rear and sides no effect whats so ever. I tried a T-55 from the same era as the Huey and still nothing. Somebody explain please.
-
I was testing a mission I am making and I went to repair my UH-1H waited the 170 seconds then a message popped up reading "Starting repairs". The Huey sinks halfway in the ground and then explodes. Minor bug but needs fixed, please. I don't know if it is the Huey or DCS itself, But you know how every other aircraft lifts up during the repairs, the Huey sunk instead of rising. Has anyone else had this issue? :helpsmilie:
-
I've been thinking, what if the door gunner was an AI and shot for you as you flew in those hard tight spaces. Like how when you switch seats the AP takes over now that would end up bad if there's a mountain in the way. Just a thought but i know I would love to here those M60's just rip while flying it would put a big smile on my face.
-
Not sure if you are aware but the gauge lights for the engine cluster don't work. They do have the light housing but don't turn on with the main gauges. I know its not priority , but it would be nice to see it fixed.
-
yep that would be a quick fix but need a long term fix
-
Is there a way to get Track IR to stop controlling the gun movement while in the co-pilot and door gunner seats without pausing Track IR?
-
I find that the stick is way to sensitive. What i did was went in the axis tune and turned down the saturation for all my axis's and it helped a little. I just want to know how they were so smooth in the vids.
-
This might be off topic but im having a problem with fps when firing my cannons in all aircraft and i noticed it has to do with the smoke as well. Is anyone else having that same problem? I will get 30 fps in game then pull the trigger then drops to 5 fps. real bad in the A10. I have a Saphire 7970 Oc'd edition if that helps.
-
well i hope they fix it but if not it has to be .dll file or something with starforce.
-
DCS dont use multithreads/core so yes it would stutter the machine.
-
DITTO
-
I know this is an older post but the problem is still there and need to put my two sense in: think of it like this, each explosion has particles that fly outward from it right? Now your cpu see the same thing but it sees it in binaries.So.... U see boom! Cpu sees 1100001001001001100 and mutiply that by the amount of booms u see and the cpu has to register each code at the same time as the sound wav. is played wich also make binary codes so think about it... its a lot of 11000010010001001110's.:D Its upto the devs on how they code everything. If only there was a way to make binaries work more efficient with a shorter code rather than a longer. A very bad example: Rather than 001100110110001 it would be 1100010. but on those lines.
-
Happypants and I were testing why the load-times were so long and we did not come to a conclusion but have narrowed it down to BS-2 being the pain in the arse. here are the test times Starting with DCS World+A-10c+FC3 first adding each module after and retesting::book: DCS WORLD/A-10c/FC3: 25 seconds Adding CA: 28 seconds Adding P-51: 36 seconds And finally Adding BS-2: 2 minutes and 12 seconds:doh: Of course if you have only DCS World installed buy its self the time is going to decrease. If the time is to much for you to bare I would install the individual game seperated from DCS world. EX: A-10c standalone, BS-2 Standalone, etc. Now that defeats the purpose of world don't it.:doh: Now with that being said, I asked Mustang if it could be the Starforce. He said it most likely would be the reason of the times increasing, well that makes sense, but I think there is a file for BS-2 causing the issue, that the DEVS NEED TO FIX. I know they are busy and probably backed up atm, but the more they fix these little problems the game should run smoother and smoother. I don't mind if they add to the game but I rather see them fix the things that are broken first. Testing was done on a standard HD not at all high performance, actually the opposite w/ Windows 7 ultimate 64bit w/16gb of ram.
-
All planes should have taxi lights that rotate with the nose wheel and have an option in the axis tune for toe brakes or differential breaks to assist with taxing and landings , it just way to unrealistic to hit the "W" key or have it assigned as a button on the joy-stick for sim-pilots like my-self that have rudder pedals and are not getting the full experience. There are more I just cant think of any others at the moment maybe someone can help. Also I noticed the turbine fans do not turn on the players F-15c but the AI F-15c does.
-
Here is two more!:doh: DCS-20121116-222417.rar DCS-20121117-005049.rar
-
I know another crash. There is the log. Also I noticed the turbine fans do not turn on the players F-15c but the AI F-15c does, don't know if you have noticed this. And the 6dof for the F15 don't seem to have the same freedom as the A-10-c, is there a way to change this. Oh and for you guys that run servers Windows 8 is a no no maybe in the future it will be supported better but win7 runs good. If you are already running windows 7 and it still bugged I don't know what to tell you. DCS-20121116-021249.rar