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Everything posted by Shadow KT
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Seems like a lot of people don't realize how much depth DCS actually has... Anyway, that is all cool and you make a wishlist thread, but this is a bug thread and I would like to have what is in the game already... fixed. A lot of what is desired can already be achieved with what is in the game, if ED decides to spare some time to do tweaks, or even work with some of the community members, who have thought about a lot of the issues
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This is way out of proportion and unnecessary for the issues at hand. Sure would be nice to have, but way too far fetched for now... What we need, like a lot of DCS issues, is a quick fix/adjustment. Besides AI, in all its shapes, already has forms of degradation in terms of performance with sustained damage. Anything below 50% means slower movement to barely moving, degraded accuracy and reaction time with more damage inflicted (radar not working for radars at 50%) and if low enough on health, they will not engage at all. We are talking miniguns here and NO... expecting 2-3 shots at that range to be lethal is not unreasonable. You get hit by that, it is not going to tickle, even though you are at a 1000meters. 15 shots to kill someone ... No! But I am in no way saying that it should be 1 shot kill. Two, three or even is reasonable at any range, especially when we are talking for weapon systems mounted on vehicles... Even if you test ranges between 250 and 500 meters, it still takes 5-10 rounds to kill a soldier. P.S. Just tested it... it took 5 shots to kill an infantry at 425 meters.
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As the title suggest.... the ZSU is in serious need of a tweak ... it can blow up (literally blow up with an explosion) multiple vehicles with one burst. It can kill MBTs frontally and through their side with a burst. It doesn't always pen, but you can just spam it and you will eventually get them, with two shots. ZSU Tactical Nuke.trk
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Alright, did a quick test. it takes 3x7.62 to kill an infantry man at point blank... which is ... I guess reasonable, you can debate that it might need only 2, but body armor... yadayada... At a 1000 meters tho... different story. 1 hit from 7.62 at that range deals 10 or less percent, which seems absurd. Meaning I literally need to shoot someone with 10-15 bullets at any reasonable distance for a helicopter to engage at. It might be a placebo, but I definitely feel like miniguns did more damage not long ago (no I am not talking about the update, before which they could kill tanks) 7.62 Damage.trk
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Has the minigun damage been nerfed in the latest openbeta ?
Shadow KT replied to Shadow KT's topic in DCS: UH-1H
Alright, did a quick test. it takes 3x7.62 to kill an infantry man at point blank... which is ... I gues reasonable, you can debate that it might need only 2, but body armor... yadayada... At a 1000 meters tho... different story. 1 hit from 7.62 at that range deals 10 or less percent, which seems absurd. Meaning I literally need to shoot someone with 10-15 bullets at any reasonable distance to kill them. It might be a placebo, but I definitely feel like miniguns did more damage just recently. 7.62 Damage.trk -
As the title says. Infantry take multiple hits to die, trucks too... it used to do more. Or are we all just shit at shooting
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Hey Eagle Dynamics, please update to the year 2020
Shadow KT replied to fastfed's topic in Installation Problems
I get my max speed of 100Mbits when downloading updates. The updates are torrent based, meaning peer to peer. The more people are downloading them, the better. If you are getting slow download rates, you are probably downloading something not a lot of people are downloading anymore. When installing DCS on an Azure VM, I get 100MB/s+ download speeds. -
M77 submunition (US MLRS warhead) doesn't seem to do enough damage to tanks
Shadow KT replied to Rolds's topic in Weapon Bugs
Against modernish MBTs it does close to nothing. -
Can anyone recreate the flight departure described in this story ?
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There is aileron trim ? Since when ? Aileron trim can only be done from the special options tab (actually only through editing the lua file, as the special option, doesn't do anything). That's because there is no actual control for that in the cockpit, it can only be adjusted mechanically from the outside, when not in flight.
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Post a track, it can probably get fixed
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If I was to bet, probably something from the script causing your crashes, maybe you've made a mistake somewhere in the lua file, when setting it up. Unfortunate, I can't help you with scripts, I don't use any. Probably best if you contact someone from the MOOSE discord. Try running your mission without your script, to confirm if that's what is causing your issues.
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Hey, some time ago I was linked some images displaying how a vehicle armor model works in DCS. I believe it was about the ZTZ-96B. After the forum upgrade, the links to the images no longer work. Can someone re-upload them.
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Well, for that particular test I've had up to 4 people on... but that's just because it is a test, there is no reason to have 300 units in a field, going at each other. I've ran missions for two hours with numbers of units between 150 and 300, with up to 30 clients on the server and no issues. Obviously not every unit is moving or doing a thing all the time. Even so, I am certain I can get the same result with the 300 vehicles in a field, shooting each other. Desync with ground vehicles occurs, when people smash their speed (the slider on the F10) to max and the vehicle can't do that speed. Always put the slider to the maximum speed the AI can actually drive that vehicle at. Put less vehicles in a group. There is no reason to have more than 4 vehicles per group, unless it is a SAM, artillery, ships or infantry, but those in general don't move that often anyway. Ever since the big issues, which 2.5.6 brought, with pathfinding, it has been improved every patch, back to normal and even better than what it used to be before 2.5.6 in some aspects. I find the pathfinding to quite alright right now. Just recently I had like a group of 30 vehicles spawn next to each other and all start moving at the same time to go to their destination and not one vehicle got stuck with another or anything similar. Believe me if you want, I am telling you what I've done and it works for me.
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Define "lots", so you don't give misleading information. I've had field of ~300 (around 150 per side, give or take) vehicles shoot at each other with ATGMs and move and have no performance issues, while giving the commands through Combined Arms and constantly jumping in and out of vehicles. Another important key is to not use all these "fancy" scripts, which constantly spawn stuff. Scripts are one of the biggest culprits to crashes. Limiting the vehicles in a group is something I also do. Just so the AI doesn't constantly wait for each other. I usually pair two units per a group. If you wanna post a crash log or something similar as a bug or to be reviewed, normally you can do that in DCS World 2.5 -> Bugs and Problems -> Game Crash
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If your game crashes with a crash prompt, it will generate a crash log. You can find that log in your C:\Users\*User*\Saved Games\DCS.openbeta\Logs with date and hour of the crash. If no crash log you can still look through the general log. You can upload them to the forums, so developers or users could give an idea why it is happening, or report it, if it is a bug. To your first question... it depends, but in general No... especially not something as low as 60 units. Causes might be scripts, mods or some a trigger action (or similar) which makes a big chuck of the units initiate something at once and your system cannot handle it (CPU freezing at 100% or running out of RAM), etc. You can achieve big number of units and players with no problems. Most of the time, the limitation is not the general number of the units, but their concentration and actions.
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Red Arrow shown on screen - what does it mean?
Shadow KT replied to Garyw's topic in DCS: Combined Arms
You cannot shoot, something is the way of the gun, no more depression -
You just raised and then crushed the hopes of a lot of people.
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Too bad they tuned down some of the lights. Initially in 2.5.6 you could see reflections from the navigation lights and gear lights on the ground, as in the original pictures posted here, but I guess in the process of fixing some bloom issues, we lost that
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Hold up... where are those screenshots from ? Are those legit or photoshopped ? What's the source on those ?