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Shadow KT

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Everything posted by Shadow KT

  1. @AlpenwolfDoes the warehouse fix work ?
  2. Don't know what this dude is going on about, but the 30mm is close to useless, even at point blank it takes huge amount of rounds to kill a tank. At anything more than a couple of hundred meters, it does nothing, even on the side. On the other hand the missile, although not really game breaking, shouldn't really be hurting so much. After all these missiles use continuous-rod and cube warheads, which shoot out sideways.... so not much actually hitting a vehicle, unless it proximity fuzes sideways.
  3. To me... there is one thing, which really leaves me scratching my head. I get the ED version, but why these capabilities ? The thing the Ka-50 needs the most is night attack capability. Here comes the irony... there were actually modifications, which existed, with this specific capability. All these new defensive systems do seems to exist in some way, but at the end of the day... they do not really have that high of a value. Helicopters are vulnerable in nature. So, it won't really lower the risk of getting shot at and being hit much. Then you have the fictional 3rd pylon... or supposedly real, as we are not being told.... I am all for an upgrade of the shark, including a paid one, with new features, but it would be very nice.... if the waters around this project are cleared up.
  4. +1
  5. Yeah, which one is it ? Last time it was talked about on the Russian side of the forums it was said that it would Ka-50 ED version.
  6. Has he updated the CTLD script recently ? Last time I checked the github page, it wasn't touched in quite the period. The ability to add weight, via scripts quite some time ago now, by ED. I believe there even is a pull request for it on the CTLD page, but again... no activity there, at least when I checked, couple of months ago.
  7. Thanks for actually informing us that it was reported.
  8. Interesting....
  9. @AlpenwolfWhy does a KUB site require two creates, but a HAWK site requires four crates ? Was the actual weight to units option implemented in CTLD ? If so, could it be enabled ? I know most of these helicopters cannot carry the real weight of what they carry in crates, but when you load crates, it says some sort of an arbitrary weight, which is within limits.
  10. Just so people know. Infantry cannot engage and move. If they are set to auto, the moment they spot something, they will go state RED and will engage. If they were on the move, this will make them stop. If they eliminate their target, they should automatically go back to green state (being on AUTO) and continue moving. If you want to force them to move, even when under fire, manually select GREEN state. If a units starts moving, but after a while stops, and you can see its set waypoint is still active, you have to move the speed slider to 0 and then back to a given speed. DO NOT SLAM THE SLIDER TO MAX SPEED, as that can cause desync. Increase speed and monitor what they can actually achieve and set it to the maximum value you notice. If Infantry are damaged, they will move slower, react slower and be less accurate. They can reach a damaged state, where they can no longer do anything. All this applies to all units generally.
  11. You can click F2 to cycle external views for aircraft or F7 to cycle external views for ground units. You can look at a specific unit, by going to the F10 map first, selecting it and then pressing F2/F7. You can enter a unit by pressing R Alt + J and leave by pressing the same combination again.
  12. 1) Tankers give bearing. (They should not) I've spoken with multiple fighter pilots, some of which ED SMEs and they all say the same thing! A/A TACAN on tanker aircraft does not give bearing information (Even on the KC-10). I did some research of my own and I found a patent paper, regarding TACAN. It does mention the ability to receive bearing information from air-to-air TACAN, but there is one major limitation/drawback, which makes this feature not feasible. The pulses required, for the bearing portion of TACAN to work, draw a huge amount of electrical power. This creates heat and that is a problem, as this heat has to be somehow dissipated. This, combined with other issues, explain why tankers do not provide TACAN bearing. https://web.archive.org/web/20121024231616/http://www.patentstorm.us/patents/5128873/fulltext.html 2) A/A TACAN Y Channel does not provide distance information. This should not be the case. 3) The "Bearing" checkbox in the Mission Editor action "Activate TACAN" has no effect, when used with Refueling aircraft. I could not find a definition for this feature and how it is supposed to work. It is not mentioned in the 2020 DCS Manual. My interpretation is that, if you would like to keep it realistic, as it is not checked by default (meaning: bearing disabled), you leave it like that and your tanker should not provide bearing. What happens in reality, in the current version of DCS OB (2.7.0.5659), is that either checked or unchecked, you always get bearing information.AA TACAN.trk I am attaching a track below, which demonstrates this. In the track there will be four tankers. Two, set to 34X and 35Y, have the Bearing box unchecked. The rest of the tankers, channels 36X and 37Y, do have the Bearing box checked. I cycle, in both an A-10 and an F/A-18, all four tankers TACAN channels. What you will see is exactly as described above. Y channel does not give distance and all tankers provide bearing, no matter the checkbox in the Mission Editor. NOTE: A/G (or just T/R) and A/A TACAN channels do not correspond to the same frequencies (e.g. 35X in A/G and 35X in A/A do not correspond to the same frequencies). https://www.ntia.doc.gov/legacy/osmhome/redbook/4d.pdf. In addition to that, where in A/G 35X and 35Y point to different frequencies as well, in A/A 35X and 35Y do point to the same frequency. This means that the only difference between X and Y in A/A is the microsecond period between pulses. This is why in the track you can see be cycle through both X and Y on the same number channel and still get bearing. The only problem being that in Y, there is no distance information. AA TACAN.trk NOTE: Whoever is watching the track, might need to reset his views, as Track IR movement does not translate 100%.
  13. Just had a quick test with all the different types of infantry, for the most part they work. There are some hang ups here and there, but not anything that can't be handled.
  14. I mean, if it is only the AUTO state for the infantry.... shouldn't be an issue for Ground Commanders to manage.
  15. You mean where they start moving and then stop ? You just set them to 0 speed and then back to normal and they start moving again.
  16. Did you try switching state to GREEN ? Either AUTO or GREEN. Behavior changes from patch to patch, sometimes AUTO manages it well enough, sometimes it doesn't. In general, when in RED Infantry WILL NOT move. They have to be in GREEN STATE.
  17. Having the ability to not show detected unit type, both on ground and in the air would be a nice atep towards a realistic radar screen with combined arms. It is a nice in between solution, which is easy to make. Maybe let only Game mastera see names. I am doubtful anything will change, sadly. After all AI still pin point accurately detect units from across the map.
  18. Does this bug report include how units start moving and stop. You have to move the speed slider to 0 and back to speed, to make them move again ?
  19. I mean.... We have already talked about this :D. YES ! Besides, don't you already have it disabled on your missions ? I am pretty sure it is, at least on most.
  20. It seems like at some point this option has become a server/mission level option, which can be toggled. It could not be enforced in the past, but now it can. The way to enforce it is the same as the one described in here: Go to your Special Tab in Options. Remove the check from "Compute Firing Solution" and re-save your missions. This was you can force people to not cheat with the AI computing lead for them, instead to use all the systems and capabilities of different vehicles. Like the laser range finder, the fire control system on more modern vehicles, the manual sight zeroing for older vehicles. SAMs which relay on radar to track, can still use this function. @AlpenwolfAnother one you might be interested in.
  21. Представьте, что вы, как разработчик миссий, можете определить зоны в редакторе миссий, чтобы порождать определенные типы самолетов ... о, это было бы потрясающе. Imagine as a mission designer, you can define zones in the mission editor were to spawn specific types of aircraft.... oh my, this would be amazing.
  22. Наличие самолетов, видимых перед появлением игрока, имеет решающее значение для людей, которые играют в реалистичные кампании. Этого давно хотели. Нам больше не придется использовать скрипты или обходные методы, такие как размещение других статических единиц для представления припаркованных самолетов. Может быть, опция миссии для включения / выключения этой функции для серверов deathmatch? Having aircraft visible before player spawn is CRUCIAL for people who play realistic campaigns. This has been wanted for a long time. We will no longer have to use scripts or workarounds methods like placing other static units to represent parked aircraft. A mission option to enable/disable this function for deathmatch servers maybe ?
  23. Yeaaaah.... I think you will still need to fix the warehouses after this patch... but maybe they will work from now onwards ?
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