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Everything posted by Shadow KT
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Seems like since the last patch it takes multiple clicks on the generator cover to open it. Gen Cover Huey.trk
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Or you should stop crashing them ;). If you got a track/video we can see. I've had no issues.
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How long does it take for a patient to heal ? Is progress saved with server restarts ?
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Any chance I can get the weather setting which was used from my screenshots and earlier today on the server ?
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In support of that post. If there is something that we are missing (somekind of a mechanic), please do tell, so we can start doing it. Couple of cool screens I grabbed from a supply flight. 1000 KGs external and 250 internal. Can you share what was the weather template for the last couple of hours ? It was beautiful !
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As the title says, I believe this was a reported issue in the past as well, but could not find the thread, ship state says green and it cannot be changed, ships still fire Ship state.trk
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[REPORTED] Artillery accuracy - Cruise missiles accuracy
Shadow KT replied to Capn kamikaze's topic in Weapon Bugs
You can see that artillery has very little success hitting inside their radius zone. This issues is even more pronounce, the smaller the radius is. Artillery should be able be extremely precise and they are not, even at Excelllent. From the MLRS track only one rocket out of ten, hit inside the big radius. In the Palading one, maybe around half of rounds landed inside the radius, with most of the rest hitting the edge of the radius. Except one shot with the Tomahawk, all of them were pretty accurate, which is good. Their attack profile was less than ideal and also you cannot choose how many shots you want per attack or radius of the attack Another note, the Tomahawks which the ships fired, in-game said to be BGM-109B, which according to Wikipedia (I know) are anti-ship missiles with a radar, designated RGB. Further more, in the Encyclopedia, the in-game one, it says BGM-109C (which also according to wikipedia) is the land-attack variant and its model looks exactly like the one shot in the track. There is also another BGM-109E, which should be an improved version, but I do not know who can use it. Getting off-topic here, when firing at another ship the Ticonderoga will use somethin named (in-game) AGM-84S. My brief search on the internet did not find an S variant of the Harpoon, but it looks awfully close to the AGM-84A in the encyclopedia. It also says that ship launched onces are RGM and have a booster motor to get them going, unlike the fixed wing launched ones. MLRS Inaccuracy.trk Paladin Inaccuracy.trk RGM-109B Inaccuracy.trk -
I am just giving suggestions on a public forums, that's all it is, take it or leave it. Cheers
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Hey, just tried the server, great idea, a lot of potential. Couple of notes, all hospitals were full, only hospital I had on the list which had 1! spot open was 180km away. Everything else, close or far was full, meanwhile there were a lot of rescue tasks open. It is not clear if you have to activate anything or just fly to an objective (briefing wise). The location of the people who need rescuing isn't clear. A grid location, can be given, you have to fly to it and then search for person in that grid. (So you don't need to use the F10 map to see them) Would be interesting if it can be made random, if the people you have to rescue have a signal flare/smoke or a beacon. The above two can be combined and make it so, if the people on the ground have a beacon/radio, you can receive messages from them(if tuned to the right frequency), that they hear you or see you and guide you. If they don't have a radio, they can pop a smoke/flare when you are close. You have to be extremely precise with your hover and smoke can block your view. I think it would be cool, if the zone in which you have to hover is increased in size, but the pickup time is increased to 30 or 45 seconds (or more depending on how many people you have to get). This way you simulate that somebody goes down the rope, attaches the person, he gets brought up and then the rescuer is brought up. Additionally, it actually be sequenced, so you have different stages (timers) and you have to more or less steady. I think the last point can bring the experience on that extra level, thanks for the server, great concept, looking forward to playing more.
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Got it, thanks.
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By the way, if SRS comms are being enforced, can there be multiple pre-defined channels ? Traffic, GCI1, GCI2, GCI3, ect. ? I've had some people tell me, that they've been on SRS and then kicked out, because they were using their own channel. It can get quite chaotic when there are a lot of people. I guess the whole point is to make everyone part of the community and effort, but some guys don't speak English and other prefer to lead their own flight, as GCI is most effective coordinating only a handful of people By having multiple channels, small groups can still have their own comms, but they can be contacted too, if needed
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Can we have the new WW2 canopy effects for the Mig-15?
Shadow KT replied to Lixma 06's topic in DCS: MiG-15bis
don't even get me started on canopy scratches... at least it is not F-5 levels -
I think an initial track, showing the issue would be a good start point, so they can start looking at it and from there add additional
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fixed [REPORTED] Can't select Set Target on enemy unit
Shadow KT replied to ChickenSim's topic in Bugs and Problems
Ground unit vs ground unit, you cannot select. Ground unit vs air unit, you cannot select. Airborne unit vs airborne unit, you can select. Airborne vs ground unit, you cannot select. Add Target.trk -
If you can get a track in SP, would be awesome for a report, I mentioned it to NEWY and he said he will check it out
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Do you have this reported with a track ?
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[REPORTED] Artillery accuracy - Cruise missiles accuracy
Shadow KT replied to Capn kamikaze's topic in Weapon Bugs
Same for Artillery -
You cannot not have hitpoints.... Don't understand what the big drama about hit points is ? You think that if vehicles have module damage or have highly detailed damage models, there won't be hit points ? Instead of having one general pool of hit points, you will have hit points for tiny individual parts of the vehicle.... Do you think that real time simulation of complex materials on different ground and air vehicles on a large scale can happen with today's technology ? No it can't... Shallow ? I would rather say that you are uninformed.
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Found here https://forums.eagle.ru/showthread.php?t=264115, another thread I had started long time ago. It was referenced from another thread, posted by a Deka developer I believe. Full fidelity tanks are a far fetched goal, in my opinion. A short term priority should be the polishing of armor and projectile values, as well as AI improvements, followed by more damage levels (like gun not working and increases reload times)an improved and extended Combined Arms User Interface, including the ability to operate units more like in a strategy game, getting rid of the group mentality, just my two cents.
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Well, the health bar system is not necessarily bad, with health lowering, the top speed is decreased and reaction time of the crew is increases (reload time used to be increases, as well, I believe) until it reaches a certain amount of health, where AI will no longer be able to engage with the main gun. I think these are reasonably good levels of damage modeling for what we have right now (if the reload times are increased). Is it perfect ? No, but for now it is good enough. Problem occurs when a player takes control of that low health tank, which supposedly has a disabled gun and it able to fire it and reload with its usual speed. Vehicles do have different armor values at different places and angles do affect them, but some values just need adjustment/fixing. The values on projectiles as well.
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Well, here it is... pretty informal and loose, but... pqDjv26pnOs
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Tank AI and Armor: https://forums.eagle.ru/showthread.php?p=4403147#post4403147 If player is in manual control of unit, penalty of damage is not applied: https://forums.eagle.ru/showthread.php?t=279473 Just made two threads (one of which pretty big), for ED to have what to ignore :lol: Basically, because I was in the tank, driving, when you hit me, I still had control over it, as if it was 100%. If I had left the tank and then taken control again, it would have had the damage penalty.
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There are couple of big issues with tank AI and tank armor on some units (like M1A2 and T-72/80/90) I made a video going into detail, demonstrating all issues, but it turned out 52 minutes long and I am guessing no one will watch it, so I will try to explain the main issues in text format. Arguably, the M1A2 is the most advanced tank we have in DCS, as all other MBTs don't have a specific model and we can assume they are the base ones. Saying that, it would be normal to think that it will perform the best. The thing is, it performs on a different level. It dominates all other MBTs. The russian MBTs should have a trick up their sleeve, ATGM. Here comes a problem : AI won't use the ATGM unless they are "out" of AP range, which is around 3600 meters and a consistent number across all MBTs in the game (don't know why the AI is forbidden of engaging targets with AP beyond that range and the player (and the AI) cannot lock onto targets further away with AP, but can with HEAT). Additionally for some reason it takes them 13 seconds to aim a shot for an ATGM, but it takes them 4 seconds to aim an AP shot. So combine the facts that the Russian MBT AI won't use its most accurate weapon, unless at extreme ranges, is highly inaccurate with AP and the armor on the ABRAMS is on another level from all other MBTs in the game and you have a pretty frustrating experience. If the the Ru MBTs are outside of their AP range they will shoot ATGMs, hit (most of the time), do enough damage to disable the enemy tanks (when the Abrams doesn't absorb the ATGM) and be able to easily finish off the M1A2s. Unless, of course, the M1A2s don't snipe them from 4KMs with a HEAT shell from their first shot. The ATGM from the T-90 does the same damage hitting from the front and the side. HEAT shot to the side of an M1A2 one shots it, while an ATGM doesn't. Here comes a twist, T-72 AI on average does better than T-90 AI against M1A2. T-72 HEAT shells can penetrate more than T-90 shells can. T-72 HEAT shell can pen the lower part of the lower plate, while T-90 cannot. Ah, armor.... well, now that I mentioned lower plate.... for some reason, the hull armor (frontally) on the M1A2 is stronger than the Turret armor. Isn't the whole point of modern MBTs to be able to engage hull down ? Meaning, the cheeks on their turret are usually the strongest armor on the tank. Right now, in DCS, the cheeks are the easiest part of the M1A2 to penetrate. AP shots in the lower plate, upper plate, driver hatch, trap (turret ring) shot don't do anything, even from point blank. The breach of the gun sits somewhere between the hull armor and the cheeks in terms of how much it resists (which should be the weakest part of the armor) and the cheeks, more often than not are a one shot kill with AP, unless long range. T-90 HEAT struggles to penetrate M1A2 side most of the time, meanwhile the T-72 HEAT can do damage to the lower plate. Russian MBTs have the worst armor in game, they are one shots 90% of the time, no matter range or angle or which part you shoot. I am guessing AI aims for center mass, so you can guess where most shells hit... the hull (if they even connect a shot). I know that this is a deep rabbit hole and we cannot really have a high fidelity armor simulation, as most of it is classified, but there are some core issues, which have to be addressed and game play will be more than good enough for DCS. You can see now why the video came out to be 50 minutes long :music_whistling::lol:. It is kinda of a repeat of the M4 soldiers vs. Russia AK soldier. You can't really have a real battle, because one side clearly outperforms the other one all the time, because of artificial handicaps (AK solider being multiple times more inaccurate and russian tanks not using their ATGMs) Issues #1: AI weapon choice has to be adjusted, if they can take in consideration aspect of hostile unit, even better, but this AP range border has to be adjusted, ASAP. ATGM should be primary weapon of choice against MBTs frontally up to 500-1000 meters and the aim time should be half that of a normal shot. Issue #2: Some of the armor values have to be checked. I am not saying that the M1A2 has to be nerfed, modern tanks have excellent protection, hull armor and turret armor has to be checked and other MBTs have to be brought up to standard. Issue #3: If AI cannot fire under a certain health percent, so should the player. Increase of reload time with damage would also be nice (I believe it used to be a think, but not present now) Ground units although on first hand simple, have a lot of potential and actually a lot of small detail to them, they just need some polishing. If the technology used with AI aircraft, to scan around them and react to threats they have only scanned (meaning, no all seeing AI), can be applied to the ground units, it will be awesome. Most of the issues can have simple fixes for now, by just changing value numbers, like at what range to shoot what and armor values
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If you take a certain amount of damage, your unit will start having degraded performance. For example, it will have a lower maximum speed. If you are manually controlling a unit and you take an amount of damage which should give you a performance penalty it is not applied, you have to leave control of the unit and re-enter it for penalties to apply. So I can get my tank down to 1% of health or even 0% (I've had cases where it would be at 0 but still alive), but if I was in the tank, controlling it while it took that damage, I can still go maximum speed. Further, I believe there used to be a reload time penalty as well, which I cannot see in the current open beta (as of the 27th of June 2020). At low enough health, the tank AI is rendered useless and it won't shoot, but if you take control of the tank, it works perfectly fine (except the lower top speed, unless you were in control of the tank as it took damage). This becomes a big issues, when you pair it with the fact that the M1A2 outperforms every other MBT in DCS and take in consideration all the issus, which I have described in this thread: https://forums.eagle.ru/showthread.php?p=4403147#post4403147 Damage Taken.trk