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Everything posted by Shadow KT
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It is so nice to finally see that user placed trains are synchronized in multiplayer! I would like to report tho, unlike how they stop, when they encounter a blown up bridge, trains do not stop, when the entrance to a tunnel is blown up and in ruble. They just carry on through it as, if nothing has happened. I am uploading a track and a video, just because there is something janky with the tracks and I had to record multiple ones, to get one to replay correct, and that is after I restarted it a couple of times. Train Tunnel.trk
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If you had read through the thread, you would have seen that your question was already answered. Anything that is classified as a bomb in DCS (Including the Walleye) has no RCS value and thus cannot be tracked. Everything which is classified like a missile in DCS (JSOW included) has RCS, meaning that if there is a good enough radar that can track it, it will be engaged. It is not that bombs cannot be engaged, they can, they are quite chonky, they just currently have no RCS value to be tracked off. It has been mentioned on the russian section that they do plan to give bombs RCS, but when will it happen is ... a different story.
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Name of the game is overwhelming. Put enough in the air and you will get it. There is a reason why in real life there complex packages of aircraft doing SEAD and Strike at the same time. Overwhelm with SEAD, overwhelm even more with strike. Don't expect to defeat a complex IADS by firing one weapon from one aircraft.
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First of all... that's a T-90 on the Combined Arms theme. Second, if they want to do full fidelity ground assets, sure.... but that should not be Combined Arms. Combined Arms has different goals and should have different priorities, which do not include full fidelity vehicles. Again, not against, but not under the presumption of being part of CA.
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I am looking to get into this campaign. Does anyone know if briefings/documentation is available as an external file ? Something that you can read, before you get into the mission/DCS.
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I don't have the F-16, but no matter what aircraft you are in, you should get relatively the same bulls call (changing as the tanker moves in relation to bullseye). That's the whole point. You are getting bearing and range from a known position, which does not move. It could be a difference between how Russian and US AWACS aircraft are coded in DCS.
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Well, this is now possible!
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Currently, if you are not using the specifically labeled as the SR for that type of SAM unit in a SAM group, your track radar for your SA-2/3/10/11 will not function, except on its default bearing. These two things are highly limiting and not realistic. If you have the information from any kind of source, be it someone telling your TR over the radio, that: Hey, we've picked up a contact this bearing it should react. So if I pair an EWR with an SA-3, or a P-19 with an SA-11, or a Tin Shield with an SA-10, the SAM group should still function properly. If you want, you can give it some sort of time penalty of some seconds to try and simulate slower information transfer. But there are nations out there, which use different SR with different SAMs and they don't have any problems.
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Currently, if you are using a SAM, which has a dedicated Tracking Radar, such as: SA-2/3/10/11 and there is no specific SR in that group (which has to specifically be matched with that SAM, which is not realistic), the tracking radar will only look down in one direction. The request here, is that using tool from the F10 map, you could tell the tracking radar to rotate to a certain bearing. If you have information about hostile aircraft, via external sources, such as EWRs or other Search radars, you would still be able to have a functioning SAM system. Instead of it just looking into a default bearing. Syncing the CA F10 restriction for Radar On/Off in multiplayer would be nice too.
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As per the tittle, the Ability to Place Own Predefined Threat Circles/Zones in the Mission Editor, similar to Trigger Zones. Current limitation is rather limited. If you the hostile groups set to not show on MFD, they will never show. If you don't have that checked, their position will be updated every time you slot into an aircraft. What if you are playing a realistic campaign and knew where a certain SAM was, or a certain Battalion of units was, but they moved during the mission or even before the mission, because you had old intel. This would be a nice feature to have, being similar to a system we already have in the Mission Editor. With no need for a data cartridge.
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If AI aircraft have been tasked to attack hostile units, or are near them, they will refuse to climb, when using the altitude slider. They will descend, if you set an altitude lower than their current one, but you will not be able to order them to climb to any altitude higher, than the one they had descended to. This behavior persists after they have destroyed their target. If you spawn a clean mission with no hostile units, they will follow altitude commands. Here in this track you can see me trying to tell them to climb, but they will refuse to do so. I order an attack, they complete it and will continue to refuse to climb. They will only follow descend orders. Second track is just a clean track showing that they follow altitude orders, but only after you give them a new path, which is not the one set in the ME. You should be able to adjust altitude and speed and keep the ME path and functions, without setting a new path. AI Aircraft Refuse To Climb with CA.trk AI Aircraft Refuse To Climb with CA2.trk
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Place two groups. First group consists of a a single unit of ST68U “Tin Shield”, used as an EWR radar. Second group is made out of any sort of fully operational SAM (SA-10 used in track), meaning launchers, C2 vehicles, search and track radars. What will happen is, if you have both groups in RED state, tracking the target aircraft and you put the SAM group to GREEN, to stop it from emitting, the target aircraft will drop out for between 30 seconds up to 2 minutes, even tho the first group, which consisted of the Tin Shield radar has not stopped emitting. If you operate each group separately, this behavior is not observed and both groups work as intended. What you will see in the track is: 1) On mission start I place both groups to Green. 2) I put Tin Shield Radar group to Red. Check that contact appears. 3)Change Tin Shield state from Red to Green. Contact disappears. (Basically checking that the group works as intended by its self). 4)Repeat same actions for SA-10 group. While the Tin Shield is off, turn the SA-10 to Red. Check that contact appears. 5)Return SA-10 to Green state. Contact disappears, as there is no radar on, to provide picture. 6)Turn on both groups' states to Red, first on the Tin Shield and then on the SA-10. Both radar groups are now emitting. Check that contact appears. 7)Have positive contact with target. Now switch off SA-10 group to GREEN, while Tin Shield group is still on Red and emitting. 8)What is observed is that the contact is lost for about 1 minute and 50 seconds, although the Tin Shield radar has not been interrupted and has been working all this time. This basically makes it useless, when trying to human control an IADS network. You cannot use your EWR/SR to spot targets, without exposing your SAM. I have not tested this with the 1L13 and 55G6, but I have observed the same behavior when using the Sborka "Dog Ear" radar combined with SAMs such as SA-3 and SA-6. It would be nice if the developers could check all these interactions between the different radars. Search Radar NO SPOT2.trk I've placed this in the AI section, as I believe it has more to do with the AI and you can change group states using triggers, instead of CA.
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Russian gunsight symbology T-55 and BMP-2 - what is what?
Shadow KT replied to Volator's topic in DCS: Combined Arms
They do. Look up your key for "Fire Secondary Weapon". I don't know why some coaxes are used with that command and others are used by selecting them with "Turret weapon select". When using the secondary weapon command, unfortunately you cannot see how many rounds you have left. -
Russian gunsight symbology T-55 and BMP-2 - what is what?
Shadow KT replied to Volator's topic in DCS: Combined Arms
I also like the fact that you can kill other ZSU-57s with the ZSU HE round, but you cannot even damage it with something like the M282 APKWS. -
Russian gunsight symbology T-55 and BMP-2 - what is what?
Shadow KT replied to Volator's topic in DCS: Combined Arms
As far as I've noticed all tank APFSDS rounds are labeled as AP in the user interface. I did find it quite funny, when I saw that the Warrior APC AP rounds are actually labeled as APFSDS. It was also a pleasant surprise to discover that they had given a little bit more detail to the Warrior, calling its AP APDS, as well as the ZSU-57 rounds HE-T and APCBC-HE-T. What would also be nice if the BMP-2, or in general all vehicle, which use that gun get a newer round, because by the test I've done so far, it looks like it has its solid AP round, which does not allow it to be competitive against armor like the frontal one on the Bradley. -
Russian gunsight symbology T-55 and BMP-2 - what is what?
Shadow KT replied to Volator's topic in DCS: Combined Arms
That was in reference to what is written under the HE ranging marks (ОФ/ПОЛН). As far as I know, there is no such thing as sub-caliber HE. -
Russian gunsight symbology T-55 and BMP-2 - what is what?
Shadow KT replied to Volator's topic in DCS: Combined Arms
So for the T-55, you need the the most left one and the two most right scales. The ranging marks on the left are for HE. The marks on the right are for the AP rounds. The second scale, from right to left, is for your coaxial machine gun. For the BMP, the left side is for Armor Piercing. ПКТ is your machine gun and ОФЗ is your HE shell. So obviously, different vehicles use different ammunition types (HE, HEFS, HEAT, HEATFS, AP, APHE, APDS, APFSDS, etc.), but at the same time, at least as they are depicted in soviet vehicles, they might be called different names. What I am trying to say is that APDS might be marked one way in one vehicle and another way in another. ОФ (OF) = Осколочно-фугасные (High Explosive). Don't know what ПОЛН (POLN) would stand for here. Maybe that it is full caliber, instead of sub-caliber, I don't know. БР (BR) = Бронебойные (Armor Piercing). In this case, they are talking about a solid AP shot. 412Д (412D) is the name of this solid AP munition. (You can use the War Thunder wiki in Russian and English to quickly find reference to what is what). 412D is supposed to be an APCBC(Armor Piercing Capped Ballistic Cap) round. I don't know what exactly БК (BK) stand for, as seen in the T-55 gunner optic, but if I was to guess, it would be a scale for HEAT rounds. I am basing that on the fact that there are already scales for basically all other types of munition (Solid AP, HE, SABOT, Coax.). To my knowledge there are no HEAT tank rounds modelled in DCS. БК could stands for Бронебойные Kумулятивные, which in a direct translation would be AP HEAT. It could also be a reference to the name of the HEAT-FS round, which the T-55 used, the ЗБК17М. ГТ (GT) is also a mystery to me. I do know that it represents the coaxial machine gun ranging scale. The Т below ГТ most probably stands for Трассирующий (Tracer round). The T in ГТ is probably there to indicate that whatever Г is, it is the tank variant of that. Г might mean Горюнова (СГ-43 пулемёт Горюнова), which is supposedly the machine gun, which was used in the T-55 (https://en.wikipedia.org/wiki/SG-43_Goryunov). Подк (Podk) = Подкалиберные (SABOT/Sub-caliber). It is not clear if they mean APDS or APFSDS, as the T-55 had used both. In DCS, that would be what is described as AP round in the GUI. Shifting to the BMP gunner optic, we already know what БР stands for. ОФЗ (OFZ) = Осколочно-фугасные зажигательный (HE-Incendiary) and ПКТ (PKT) = Пулемёт Калашникова, Танковый (The tank modification of the Kalashnikov machine gun). -
Fog does not limit Visibility
Shadow KT replied to Goggles's topic in Aircraft AI Bugs (Non-Combined Arms)
How is this connected to the AI, as far as I know it does effect their spotting abilities. -
[REPORTED]Power lines, power line poles and Mavericks
Shadow KT replied to Shadow KT's topic in Weapon Bugs
I am assuming we have to wait for the new thermal technology to see a change. Although, I've seen some notes in a couple of open beta changelogs, about point track for TGPs improvements, relating to tracking scenery, instead of the target, so maybe it can be improved. Either way, don't have my hopes up. Happens, when it happens. -
Hey, I recently ran a mission, which was supposed to go for 3 hours, but only got to two before the server hanged up with a DCS crash. I am looking for someone to check out the logs and tell me more details about them and what the culprit might be. I have saved the crash zip, but not the server track. I thought the tracks are saved in the zip in case of a crash, but doesn't seem to be the case on this one. I saw it was a memory error, but what kind and what it is related to.... I don't know. Oh, there was heavy Combined Arms use, as well as units movement. I have not see so much desync between units so far. Shots are desynced even on the server tacview. No mods used, except Tacview, LotATC and SRS. dcs.log-20210731-204219.zip