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Shadow KT

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Everything posted by Shadow KT

  1. For the time being, even the ability to have a radar and detect ships, would be a decent addition, as it could spot ships and you could rely that information to the cruisers, so they can launch anti-ship missile attacks.
  2. Yeah, I've been thinking about moving some of my maps, which I rarely use, or only for SP to another drive.
  3. Those are two facts, which do no contradict this issue. Yes, it is the same body as an SD-10, which similar to an AIM-120. Yes, radar detection and tracking is based on RCS, as it should be. The RCS needs to be adjusted. All other big AA missiles are visible on radar now and ED seem to be backing that, so this one should be adjusted as well. Systems like the patriot or Phalanx can track objects as small as mortar shells.
  4. Situation: Using Tactical Commander. When press the left Shift Key and left click on the map, you will automatically start adding new waypoints for whatever unit you have selected. This key command is not listed in "Controls" and cannot be changed. The problem occurs, when you are playing around with Time Acceleration in SP ,or trying to open the Chat in MP. Both Command require the press of the Shift key. If you are not careful, you will activate the "Set Path" command. If you have clicked with the mouse somewhere (added a waypoint), which is easy to do, while not anticipating to enter this mode, you CAN NOT cancel it. The only way the cancel it, is to enter external view for anything. If you are playing on a mission/server, with External Views disabled, than there is no way to cancel this. If you are "lucky" enough to have clicked on an AI, which has multiple tasks and advanced waypoint actions and cannot cancel the "Set Path" mode... then you have lost all tasking and options for that AI, as they get deleted, when a new path is set. This also ruins some features Combined Arms wise, as Yes... you can give commands and waypoints to aircraft, but they will no longer function as they did, if they were an AWACS or a Tanker. This is more of a Combined Arms wish list item, but for now... at least make the shortcut key changeable, or just straight up deleted it.
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  5. Situation: Using Tactical Commander. F10 options set to Map Only. AI aircraft will spot ground emitters (radars) from 60-80nm away and give their exact location on the F10 map, which would be cheating. Hostile emitter will remain spotted on the map, until the AI aircraft is further than 50-80nm, lands or gets killed. Similar problem occurs when spotting other types of ground units too. If an AI aircraft flies close enough to detect a ground unit, it will also remain spotted until the AI aircraft is further than 60-80nm away, lands or gets killed. This happens, no matter that the AI has no means of actually tracking/spotting the target, due to range or just line of sight. I am asking for a similar solution, such as the advanced waypoint actions "Silence", which would disable the AI aircraft from spotting targets on the F10 map.
  6. In its current state, the Ka-27 can only have a "Transport" task set in the ME. It cannot carry any type of weapons and it does not have sensors, to detect ships (radar) or submarines (buoys). It is in practice blind, being able to spot units, which are roughly right below it.
  7. Situation: Using Tactical Commander. When "Add Target" box is placed on a unit it will get stuck and cannot be selected. In some rare conditions, the target box would be selectable, ONLY if you hold down mouse click on it and drag it away from the unit. If you click on the box, it will select the box on mouse button press, but on mouse button release, the unit, which is below the box will be selected. Add Target Stuck.trk
  8. Currently, these two submarines have no sensors or weapons that they use. You can place them next to a ship, on the surface and they won't attack or spot/track. Kilo Wish.trk
  9. Situation: Using Tactical Commander. In the Mission Editor, a ship and an artillery piece are set to state "GREEN'' and ROE "HOLD FIRE". When you run the mission and click on the artillery unit, you can visually see that the ROE and state match what was set in the ME. When you click on a ship, although in practice the unit is obeying the ME set option, visually on its menu, you will see state "AUTO" and ROE "FIRE". Ship ME State.trk
  10. Situation: Using Tactical Commander. When using ground based units, you can click on "Add Target", adjust how many shots you want the unit to fire and click "Start Fire". You can at any point press "Stop Fire", adjust parameters and again click "Start Fire". This is not possible with ships. When you click "Add Target" and select somewhere, the ship will automatically start to fire a salvo of 10 missiles/shots, without you pressing "Start Fire". If you press "Stop Fire", the target marker automatically disappears and you have to place another "Add Target" marker. If you try to adjust "Number of Shots", everything will zero out. Ship Attack Target.trk I am adding a short track with an MLRS unit as well, so you can see how it work with ground units. Artillery Attack Target.trk
  11. Scenario: Using Tactical Commander slot, with mission F10 options set to Map Only. This means, that you only see your units and whatever they spot. You have a unit, which spots a hostile ship 70-80nm away. You order your Moskva to attack it. Moskva fires P-500 towards the target. While the the missiles are in the air, for whatever reason, you no longer have information of where the ship is. It is no longer visible to you on the map. Either the unit which, initially was tracking it dies, or it RTBs and it is out of range, whatever... You no longer see the hostile ship. Now... at this point the hostile ship can do a 180 turn, head in the opposite direction, full speed ahead, but the Moskva will still track it, send the missiles course corrections and launch repeated attacks. The ship will do repeated attack, leading the missiles directly to the target, until it is out of anti-ship missiles. It can do that without having any information about where the target is, yet it will be accurate. You can no longer stop its attack either, because there is no target mark to select and click stop attack. AI Ship Track No Spot.trk
  12. I would like to say that the NEW VAB Mephisto is a great unit. Thank you. The model its self looks amazing, there are some minor issues here and there, but what I am mostly pleased with is the ATGM its self. I believe this is the first vehicle unit in DCS, which shoots a HOT and a HOT2 at that. The encyclopedia does not have an entry for HOT2. What I really like about it, is the way it flies and guides. It doesn't have that annoying bug, which the TOW and other Russian ATGMs have. The bug where the missile wobbles, when you initially fire it. They also have recoil, rocking the some of the lighter vehicles (On a RECOILESS system). The guidance is also smooth, you don't randomly loose tracking, if you make a sharper correction(something that affects all other ATGMs). I hope this tech is brought up to all other ATGM vehicles. The dust/smoke from firing the missile doesn't ruin my FPS either. I hope all other ATGM vehicles are brought to this level of standard
  13. Supposed new model for the S-300 search radar spotted in some of the screenshots. The PT screenshot in full resolution has been removed. Also, it is interesting to notice how they have, PTs lining up behind the Il-76s... as if they will load them in.(edited)
  14. You can't control two vehicles at the same time, so when you jump into the vehicle an AI will occupy your aircraft. You should be able to jump back in your aircraft, with the same command you used to get into the vehicle, but the AI will have been doing its thing, while you were not in control of the aircraft (e.g start it up, fly a waypoint, attack, rtb, etc.)
  15. Seems like this finally works, in 2.7.1 Both State and ROE seem to work now.
  16. I've already reported that it fires three missiles, when trying to intercept one. Which leads to a lot of wasted missiles, especially when it doesn't hit more than half the time.
  17. The Patriot will shoot at aircraft, which are non-maneuvering, yet it cannot reach. Patriot Range.trk
  18. The Patriot will fire up to 3 missile, per attempt of intercepting one missile. In the track you can see 4 CM-802AKGs being fired at a group of ships. The Patriot fires 12 missiles (3 per one incoming). A battery of 8 launchers (4x8=32 missiles) is wasted, before the Patriot can destroy all 4 missiles (3 out of 4 intercepted before running out of ammo). As far as I've seen, it uses only one missile per attack on aircraft (although from time to time, it will use three) Patriot.trk
  19. The LD-10 cannot be intercept by any SAM, both land and sea based. No CIWS, nothing. The only SAM, which is even capable of reacting to the LD-10 is the SA-15 and it can only do so, after the missile is within 5nm, at which point, it is too late to react. LD-10.trk
  20. I am glad to report that now all US ships, including the OHP do engage C-802AKs with SM-2 missiles. Ticon and Burke do engage Harpoons, with SM-2 as well, but the OHP (as well as Patriot) does NOT. The Harpoon and C-802AK seem to have the same body shape and size overall. Oh, here is a track I recorded, which had some interesting stuff happen in it. OHP CIWSed a couple of the incoming Harpoons, until they ran out of ammo, or at least it seemed se.... The rest of the Harpoons all missed and flew passed the ships and created some interesting aerobatics. Harpoon.trk
  21. As far as I know, nothing has changed recently in regards to the SCUD's FM. You still get an error, if your launcher is placed on incline/decline. This is a bug, which has been reported many moons ago. That's why you can get huge offsets. Another issues is, the missile does not compensate for wind. If you have wind, it will blow it away. Third issues is that, although you will get an offset, because of the two above mentioned issues, the offset its self will be consistent. Meaning, although you will miss, you will always hit in practice, the same spot.
  22. It seems like for some time now, the SA-19 has had its ability to intercept missiles restored. It would do it visually, without a radar lock (which is kinda questionable, if the tracking radar is not feeding information to the FCS directly), but once the incoming missiles are too close, it would not use its guns. You can see that it is still tracking the incoming missiles, as it is following them with its turret, but it would just stare at them. If you take direct control of the vehicle, you can see that the radar is detecting the missile, but it cannot be locked. If you switch back to F1 Gunner view and you find the missile, you can acquire a radar lock and get lead information. Finding a missile visually, without being fed radar information, such as altitude and range, would make it quite hard to find the right patch of sky to look at and guide your missiles/guns visually. Range information is shown to the player, while using the radar screen, but not range. You can only acquire range, if you can lock the target, which you cannot. SA19VSIntercept.trk
  23. ... Watch the damn video from 7:22 onwards... continue watching after after the first shot, which is an example.... I shoot once from closer range, the missile goes up and down and does no damage, I move further away to allow for it to straighten up and all of a sudden I can penetrate every tank frontally.
  24. Did you look at the video ? You need to have some distance, because the missile does this funny up down TOW thing, when you fire it. If you have enough distance to straighten it out, it still penetrates frontally. Check 7:22 and after in the video.
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