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Shadow KT

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Everything posted by Shadow KT

  1. Yes, you need a sound file to play, for the transmission to work. Kinda stupid, but it is how it works
  2. Agree to disagree. I've tested it and I would go with the ATGMs, if the sole purpose was to shoot helicopters. And it is 6 ATGMs, not 3.
  3. You don't need an M1 to do this... if anything, having ATGM is even better against helicopters. No need to lase and give out a laser warning (which most of the Ka-50s ignore anyway) and you can hit further away and faster moving targets, with higher pK. I've hit Ka-50s at 3-4km away, doing 180kph with T-72 ATGM.
  4. What do you mean ? What is there to be balanced ?
  5. Image from a real life manual: Manual is from 79. @NineLine
  6. Seems to be a bug, everything indicated that they should be single fired. F-5 Rocket Salvo.trk
  7. Really ? Red does not have a briefing map, which shows there are tens of units on the other side of the town ? You are entering a contested, combat zone, which people are fighting over for and the reasonable thing to do is to rush forward and stay in a hover, within an extremely close distance from where the enemy is known to be ? Doesn't seem like a good idea to me. Most people who fly DCS are lazy. There are reasons why helicopters are flown a certain way in combat. Go look at any of the Ka-50/52 footage on youtube, always running in attacks. If you are going to hover, don't just sit there, against the open blue sky. Do pop-ups, shoot, take cover.... I drove 3nm, up to a Ka-50 and shot it with a Vulcan.... pulled up below him. He didn't move a single bit. Stayed there for minute, until I reached him. You know the enemies are supposed to be in a certain area, you setup a scout/attack pattern and don't sit around to get shot at. That Ka-50 which popped flares, was almost in our "spawn" area and that wasn't AAA, that was the rest of the M1s in my platoon, which started shooting. All the people who I didn't kill, where the ones who were constantly on the move, unpredictable and defended immediately after receiving a laser warning. Run in, scout, repeat until hostiles spotted, run in, attack, repeat until hostiles destroyed. If you stop people from being able to sit in a hover for 10 minutes and kill everything on the map, they start complaining. Patience, planning, situational awareness !
  8. If you need help with that, I have another video describing how it works. Can link it here, if you want.
  9. All from last nights Homs session.... Stop hovering in front of the enemy and don't fly in straight lines.
  10. Is this normal or another bug, which has somehow come to light recently ? I might be totally mistaken, but I don't recall this being a thing in the past. Maybe just to used to one rocket, per one press. Does anyone know ?
  11. Are there any plans to implement Combined Arms into the missions ? Have people command platoon sized elements and attack/defend objectives, while working with aircraft ?
  12. Best attach a track, so developers can check it out
  13. Have the desync/lag issues been acknowledged ?
  14. Ugh, that 3D model..... Probably 20+ years old ? I wouldn't get my hopes high for it to get fixed, unless they introduce a completely new model.
  15. As far as I've been informed the current limitation is around 40nm from own ship
  16. Yes, AI are affected by night and day and a bunch of other things. Russian/Soviet rlunits really suffer during low light conditions, as the developers have given them some ridicilously low spotting range at night. In some instanced you can even land right next to something like a zu-23 and it won't shoot at you. There is also another bug where units won't transition day/night cycles, unless you switch to external view. Line of sight also affects them. Trees block LOS. Can create some absurd situations, where you will pass behind a tree and the AI will reset their "aiming" as your center passed behind an object and they forgot about you @Stearmandriver
  17. I doubt that anything which is not a static target is going to be attacked through clouds, the least, because of ROE. Static targets don't move. Clouds also interfere with radars. From my thread on the GMT/SEA modes. Promotional video for the F-16 and its radar. I am sure they didn't pick an overcast weather as an example to promote their product. Now imagine a constantly moving mass.
  18. Should be pretty close to useless, as far as I've heard from Hornet/Falcon pilots. Everything moves, we don't live in a vacuum.
  19. Only thing I wanna hear from Razbam is that they won't be doing an F-15E/MiG-23 and someone else, who has the skill, will.
  20. I would recoomend you report this in the Weapon Issues part of the General Bugs forum, as it is more likely to get attention. Something is up, bombs seem to be dropping short as well
  21. Ralfi's testing methodology was flawed and gives a completely false conclusion. For example I did a quick test of mine:
  22. Ye... There is something weird happening. Looking at the SA-6 LNs... it seems like the radar keeps dropping lock as they are not following the targets and only updating ever couple of seconds. SA-6 requires 30 second lock, to be able to fire, so with the lock being dropped all the time, it can't fire. I tried a bunch of things: Removing all other SAM Reducing the SA-6 group to SA-6 units only Changing the aircraft Forcing the aircraft to no use ECM Make a new mission None of this helped. The only time I got a shot off, is when I reduced the planes to only one. And it still struggled, loosing lock while guiding the missile couple of meters after launch. No idea what is happening. SA-6 Weirdness .trk
  23. Just tested this, it seems to be an issues. I've done such passes in the past and they worked fine. Now with 450 knots, 300 feet AGL, 99 depression bombs collide with each other F-5 SnakeEye .trk
  24. Just tested this, if you go from idle to 90%, EGT stabilized around 400 C. Went from 90 to 100% and back to 90%, now EGT is stabilized at 550C and I am holding around 20 knots more speed.F-5 Thrust-EGT.trk
  25. Couple of patches ago, a new function was introduced to the ME. This features allows to remove specific units from a group, instead of having to delete all units, until you reach the one you need. Currently it is only available to ground units. Would be nice, if it could be added to naval units as well.
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