Jump to content

Shadow KT

Members
  • Posts

    2692
  • Joined

  • Last visited

Everything posted by Shadow KT

  1. Can my thread be unmerged ? It has nothing to do with flickering issues.
  2. What I mean, is that GMT/SEA mode is greatly overperforming and is not effected by anything, except detecting ground units, which move. No matter, if they are behind cover or not. No clutter. The current implementation works, as if everything is in vacuum and only the ground units move, so the picture is crystal clear, where in real life it is borderline useless. Sea should be even worse, unless the water surface is a solid object/made out of glass. Adding a track, showcasing how GMT tracks targets behind buildings and as yo can see in my video, tracks between trees as well. You just have to flip on your radar over the battlefield, and boom, you have the location of all moving vehicles. Step back from trying to create dynamic scenarios/missions/battlefields. AG Wallhack.trk Here is an image of how GMT looks like on an F-16 (This is from a promotional video, so results are probably a bit overestimated as well): The picture is taken from this video @7:42 : https://www.youtube.com/watch?v=Aq5HXTGUHGI I am sure all your Hornet/Falcon SMEs will agree with me on this. You already have ground maps for every map, I am sure even if the task would be performance heavy (which I don't think it will, looking at all the other features present), there is a way to go around the problem and create artificial noise layers, you can put on top of the picture, where forests or water is supposed to be, depending on wind. If ED doesn't plan on implementing a realistic representation of these modes, could Mission Creators get a tool to disable this on mission level ?
  3. There is no clutter on GMT/SEA modes and it can be used as a wallhack. Hoping to see a realistic representation of GMT/SEA.... or a way to disable it, server side.
  4. Hey, I've been flying SAR missions on the server recently, with different people in multicrew. They are all located in different spots around the globe, but we all noticed one constant, between all of us, which we've only seen on the SAR server. Some kind of lag/desync would happen from time to time, for the people, which have joined your helicopter. On their screen the helicopter would roll 90 degrees sideways for a couple of seconds and if it so happens, that you are close to the ground, trying to land, it could actually cause you to crash, without any noticeable reason for the person flying. Wanted to mention it, as we haven't experienced this behavior anywhere else and we all have decent ping to the server (~30-40) and in general good internet. Edit: On a side note, the pickup zones, might require some tweaking. They are in general quite small, which creates an artificial difficulty factor, which is not needed. But the main point is, if I get a buddy in multicrew, his guidance into position, above the people in need, doesn't match what the script requires me to do. Seems like the script wants you to be a little bit forward ?
  5. Disable vehicle shake from the Special Tab in the Options.
  6. Don't know what weather settings were on the Fight Island mission last night, but there was a blue moon, which also looked like the Death Star
  7. Here is a B3 engaging at 1925 meters. Almost twice the range at which the AI in DCS will spot at night. They might be worse than on an M1, but good enough to engage at a distance. I am sure there can be other parameters, which can be adjusted, so this can be factored in DCS, such as reaction time, or increased time to spot, but completely cutting their capability is not right.
  8. Russians made tanks which shoot ATGMs at 4-6KMs, but they can't see past a km, a km and a half ? Doesn't sound right, does it ?. I get that Russian sights are worse, but they are not that worse. Usually you can spot further away than you can engage. One can argue that, it should be easier to spot at night, with thermals, because ambient is lower
  9. 1)A T-90 AI can only spot a static M1 at a distance of 1.5KM, while an M1 can spot a stationary T-90 at around 4.3KM. This is a huge difference. 2)The T-90 AI can spot an M1 at the same range an M1 can spot a T-90, only if the M1 is on the move (even a very slow movement), or when it fires. This leads me to the conclusion that the AI can "see" a thermal spot in the distance, but cannot "identify" it as a target, unless it fires/moves.... Problem with this is that the AI has no memory. The moment the M1 stop moving/stops firing, it disappears for the AI. At high ranges where the russian tanks like to use ATGMs, it won't even return fire, because it takes 12 seconds for some reason to "aim" an ATGM shot. The M1 "disappears" at around 50% that time. 3)Most of the time, you can even see the target unaided, but the AI still won't see it. You can identify a target, while using CA and driving the tank, way beyond what the AI can see as well. I've attached a track showing the difference in distances. AI Night Spotting.trk
  10. There is no fragmentation, just blast radius. You don't need a missile to hit something directly to kill it. Missiles can proximity fuse and still cause damage. How exactly the proximity fuze works.... I don't know as it is not consistent, neither in SP, nor MP. Fragmentation -> NO Blast Radius -> YES
  11. What were are discussing here... I mean, that is the whole point of this thread... is it possible in DCS. I tried to imitate the conditions described as close as I could and I did not experience the described behavior. That's why I found your comments confusing. You came in telling us how we can't stall an aircraft, which leaves the impression, that we just couldn't do it properly and that's why we did not experience the aforementioned behavior, but now you say yourself that it is not possible in DCS.... All this means that it is something that the real aircraft did and it is not simulated in DCS, which makes you question the flight model. This needs to be looked at by the developers, maybe they just had a manual, from when the phenomenon was not described in it.
  12. Can you simulate it in DCS ? Show us.
  13. Ow shit, that sounds interesting. Wil have to check it out.
  14. Set F10 to map only, CA slots cannot click on hostile airfields, but players in aircraft slots can click on hostile airfields You can do this on both a dedicated server and on normal DCS server, doesn't matter. Tell me if you need a track By the way... isn't the dedicated server no render by default ?
  15. I have a whole project revolved around creating realistic Combined Arms orientated scenarios. They are not SP, only MP
  16. The war has been going on for about 5 days now. The faith of Sukhumi is at question ! BLUEFOR has slowly, but surely been advancing further into Abkhazia. Day 4 did not see any major ground conflicts, which gave Red a chance to catch their breath and regroup. Maybe due to overconfidence, or just sheer overlook, BLUEFOR continued to push north-west lazily, breaking up formation. They had initial success, being able to destroy a SA-10 site, after they had it zeroed in on Day 4, but soon their advance was abruptly halted, when the out of formation ground forces met a strong defensive line. Seeing their opportunity to catch BLUEFOR off-guard, REDFOR started a counter-push, maneuvering the defensive line as one, reclaiming ground. REDFOR were also able to flank the rear of the disorganized BLUEFOR platoons and destroy key artillery units. The battle on the ground seems to have turned tides in favor of REDFOR, for the first time, since the start of the conflict. Unfortunately for RED, the air battle had turned tides as well. Corruption and inner conflicts have plagued REDFOR, even before the war started. A group of rogue pilots decided to take matters in their own hands, ignoring any communication from RED command and leaving their brothers on the front line alone. A major part of REDFOR's airforce had gone on a suicide mission. This confusion inside RED ranks, exposed the few loyal pilots left to danger. BLUEFOR aircraft quickly capitalized on that and scored an air victory against a lonely strike aircraft. Meanwhile the rogue flight, was sneaking around the valleys of the Caucasus, flanking the raging ground battle. One of the rogue aircraft, a Su-25, crashed into a mountain side, on its way to their self proclaimed objective. The rogue flight was met with limited success and all the pilots in it perished. With this loss, REDFOR's air force was almost completely wiped out. Going over all the looses and trouble that the war has caused, REDFOR command decided to request a cease fire and end the war. BLUEFOR having not completed their main objective of completely capturing Abkhazia was hesitant, but due to political pressure agreed on the cease fire and a new border was drawn. The new border was set, as the picture (by Goblin) below shows: With this, the first ever campaign of my "Dynamic War Project" has been completed. I wanna thank all the people have shown interest and/or have taken part. I've had a lot of positive feedback about the experience, which this campaign has given to some people and I am really happy about that. I will leave the team roles up for a couple of days more and then remove them, resetting both channels.
  17. Yes, talking about the same end effect. I just figured out what was causing it. The popping in an out are, when the enemy fires, the AI detects that for a moment. I guess the flash of light, from the gun firing. If the enemy does not fire, the russian vehicle will not spot it, until close to a kilometer. Russian vehicles can spot at night, but at absurdly low distances, especially compared to their counterparts, with no objective reasoning.
  18. Can you stop making every bug report into a feature request ? The problem is out there and it can be fixed without new features. We can talk NEW, when it gets here. Now we need fixes for what is already in. Creating any realistic scenario/battle at night is almost not possible, when russian units are blind as bats, even when not supposed to and their counterparts just outspot them, for no reason. I hope I don't read another "as intended".
  19. Cool, doesn't help the current situation. The problem is now, not in the future and can be adjusted. Also, seems like you haven't used much ground vehicle thermals. They are 10 times, if not more, shittier than TGP FLIR. It is super low resolution.
  20. The FLIR, at least visually, is the same for all ground vehicles in DCS. All that has to be done are some numbers to be adjusted. Every other, NATO, modern MBT can spot at 4KM at night, yet the most modern Russian ones can't. T-72B3 has the highest gen thermal from all the models of MBTs we have in-game.
  21. All that needs to be done is to change damage and penetration levels.
×
×
  • Create New...