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Shadow KT

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Everything posted by Shadow KT

  1. The huey is all kinds of weird after the engine model update, whatever that means, as there are no details about what was changed. The helicopter moves left and right on its Z axis during start-up and although it doesn't wobble side to side anymore, as initial bug states, it has received a major increase in vibrations in all phases of flight. Feels like the dashboard is about to come off any moment now and with less than half collective, and rocket pods, full fuel, the helicopter is going 110+ knots in a straight line.
  2. The new label system for the F10 map is a step forward in the right direction. Can we have settings added in the ME to enforce enable/disable some of the different layers of labels? And in general what information is visible when you click on an object.
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  3. @Flappie Seems like the issues comes from the load out. At least in the MQ-9 Reaper's case. With no weapons, it follows Set Path commands accurately. With weapons, it experiences the issue described.
  4. Hello, Sometime ago, features such as the laser pointer, thermals, night vision and ranging laser were removed from the binoculars for world war two ground units, which is understandable. That said, seems like WWII units are back to having these abilities. null
  5. Sorry, but I couldn't find the right word. Basically on some tanks like the M1A2 and the ZTZ96, when you enter Thermals when in Isometric view, you get a photo which blocks your vision on top of what you are supposed to see. This used to be a view in those two tanks in particular, when you changed between different zoom levels. Not all tanks have this. Is it intentional? Isometric Thermal.trk
  6. Hello, we've recently experienced some issues when it comes to thermals in the sim and ground vehicles. After the latest round of fixing, it seems like that binoc (default key "B") thermals are back to their previous, normal state (being extremely clear and high definition). The same cannot be said about the thermals on gunner optics. They seem to be pretty low quality and major discrepancies can be seen between both thermals, even at short ranges. Is this intentional? Thermal Difference.trk
  7. Seems like all Stryker variants are experiencing some issues with their hitbox, that being that they are missing. You can shoot machine guns and MBT AP rounds through them. Seems like the problem is around the center portion of the hull. Stryker Hitbox Missing.trk
  8. CA AI Set Path 2.trk
  9. Would you like me to produce a new track? I had this happen on a mission file I had already worked on, then tested on a fresh file. Had a friend try on his machine as well, and he observed a similar behavior.
  10. CA AI Set Path.trk When you set a custom Path to an AI aircraft, it offsets its 0 WP (own location) somewhere on the map and the AI needs to fly to WP0 first, before going to where you want it to. This also affects giving targets to AI, as the AI will want to go to WP0 before it commits to its attack.
  11. Not that I am aware of. Would be a nice server to play on, good idea.
  12. Hello, seems like the latest update brought some changes to the FLIR rendering of some ground units. That said, playing withe M1A2, the thermal camera seems to be quite unusable. Looking towards terrain, everything appears to be extremely dark with no heat signature. This issue, combined with the issue where units are dead cold on mission start, regardless ME settings makes the thermals sub-optimal. I tried shooting the gun, machine guns and spin in circles on sped up time and even then, the MBT barely radiates any heat to be seen on thermal (looking at own tank and others) I compared the FLIR view to the Apache default TADS settings and the differences is substantial. If you command the vehicles to start rolling with a waypoint at the start of the mission, they signature changes dramatically (even though, they still start in a stationary position). I guess this is a different bug that is already know. That said, even when the mission is set up in such a way and vehicles do have normal signatures, the thermal view settings on vehicles are not effective. Images below are the same, one with FLIR one, without. Seems like there is a third additional bug, where when you use the thermal sight in Isometric view. You get a sight overlay on top, limiting your view (the sight from the third photo is applied when in isometric thermals). nullnull FLIR Gain Adjusted.trk FLIR Gain.trk FLIR Gain Moving + Apache.trk
  13. I was surprised I've missed this in the past.... Tried it out of curiosity, but unfortunately, it does not seem to work anymore. 2x SA-19 combined with a functional SA-11 group did not yield any success. The Tunguska got buffed and nerfed a couple of times in the past couple of years... Unfortunately, it does not seem to be able to stop HARMs anymore. That said, it can still engage bigger cruise missiles, such as the Harpoon/SLAM-ER
  14. We use Isometric view as if we are the commander popping out of the hatch to look around. Yeah, it is kinda cheaty as you can look around corners with it, but it is the best we have. You already have the super fancy multipurpose all in one binocs, which do include thermals, so it would be a nice step towards more realism to not have full thermal view in Isometric.
  15. Do you have a video of that happening? Was surprised by your comment and decided to test. No luck, SA-5 does not react at all to HARMs flying towards it from 50nm.
  16. Interesting find. That said, you will need to provide a track for it to be investigated.
  17. When wanting to initiate a strike with a ship (Burke for example) and you use the "Add Target" command, through the F10 map, you cannot modify the amount of missiles launched. Furthermore the attack starts automatically, which is not consistent with all other type of units, when using the "Add Target" function. When you try to pause/stop it. The target disappears. Hope to see the new loadout option, which was added for MBTs, also added to Ships for consistent campaign missions, where ships have used part of their ammo. ShipAttackF10.trk
  18. I've attached below a couple of crash reports. First crash(log) presents its self when the AI completes an Artillery attack set by using "Add Target" and then you jump in the vehicles (Activate Autopilot) and click start fire again on your initial target. The next couple of logs show DCS crashing when a fire mission, set with "Add Target" on the F10 map, is completed an the target point is moved and re-used. Happens instantly if you change states while waiting to fire and after a couple of moves, if you leave the state in Auto. P.S. First log is with Msta (2S19) and the rest are with the 2S1. I've heard from other people that some of the MLRS launchers are affected as well, but have not further tested. dcs.log-20221117-160644.zipdcs.log-20221117-161240.zipdcs.log-20221117-162109.zipdcs.log-20221117-163059.zipdcs.log-20221117-155813.zip
  19. I noticed, when using the T-80 for some other tests, that there is a new reload sound for the T-80 (probably other T-series tanks as well). Sounds pretty nice. It matches perfectly the 8 second reload time, when using the "Main" storage of the tank. That said, the same 8 second sound plays when reloading from the secondary storage as well. Reloading from secondary storage takes 33 seconds. Sounds plays in the first 8 seconds and then it is silent. You are left with the impression that the round is loade d and you are just waiting 25 more seconds for nothing. ReloadSound.trk
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  20. The recently added feature for ammo configuration on tanks is a welcomed updated and I hope it gets implemented to other units, such as ships. In addition, hopefully it also means that other ready rack logic issues are also being looked at. That said, currently, if you set a type of round to 0 for the "Main" storage of a tank, you will not be able to use this round at all, even if some of it is loaded as "Secondary". When you jump in the tank and switch to the round in question, you will see "Rearming in 1" in the bottom right corner. That rearming never ends, nor can be cancelled. The only way to go around this is to have at least 1 round loaded per type in your "Main" storage. ReadyRack.trk
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  21. Shadow KT

    Correct FOV

    Check this out. Might give you a perspective. It cannot directly answer your question, but what you are looking for depends on actual head position, which sometime might not be correct in DCS by default, or might differ from pilot to pilot IRL.
  22. Did some runs against MiG-29 and F-16 on Ace and I am not seeing the same reactions Growling Sidewinder demonstrated in his videos from the AI. They did not react to one or two circle and just kept turning in the same direction. Is like... the full AI change in this patch, or has this been a partial implementation?
  23. Alright, can we see the track? Take in consideration that AP rounds in DCS are considered to have around a max range of 3.2-3.3 klicks, so the FCS will not adjust for a range beyond that. Why is it that way, don't know. Probably because it is considered that the rounds has lost a significant amount of its kinetic energy, but that's a speculation.
  24. As seen in the preview video from Growling Sidewinder: Please add this features to ships like Burke and others, so SM-2/Tomahawk loadouts can be adjusted. Preferably all types of missiles ships can fire should be loadout adjustable. A health settings (what health a unit should start at) would also be appreciated.
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