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Posts posted by Boris
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It's really strange. I could swear it was no where near as hard before. I made it over every single time.
I also have to make a correction, in order to scrape over the mountain you have to be over 3600m. Still round about this altitude my climb rate drops to pretty much zero.
I've just made it once, really, really struggling to get over. The time before I got over and then stalled.
The other times I have stalled before the summit and lost batter power. The EKRAN is telling me to turn on rotor anti-ice, even though I've already done so.
Could it be something to do with the cold?
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Thanks! You're the first to actually confirm that enemy helos are way too tough... I've benn trying to gain visibility for this issue in this thread here:
http://forums.eagle.ru/showthread.php?t=107140&page=2
I was starting to think I'm insane as no one else really seems to care. Care to add you voice to the thread? :)
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hi boris
i found the best way to get over the mountains in those missions is to start climbing as soon as you start your flight , you will easily reach 3500mtrs before you get to the peaks just remember to turn on all the deicing equipment and keep a lookout for the hinds on the other side!
Thanks, but I've tried it three times now. I had already done it with no problems a few times before the update. Now The chopper struggles to get higher than 3000m before it stalls. The wingmen are in the same boat.
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Before yesterday's 1.2.4.12913.167 update I could get to high altitudes and climb over mountain ranges with no problems.
Since the latest update I really struggle to get the Ka-50 much higher than 3000m. The ceiling of the Ka-50 should be 3600m in the hover at the least.
I've been attempting mission 8 of the deployment campaign and can no longer get over the mountain range. My wingmen also struggle with most of them crashing.
Anyone else experiencing this?
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In mission #8 "on the other side" I can no longer get over the highest part of the mountain range.
Could do this before DCS ver. 1.2.4.12913.167.
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There's some weird stuff in the damage.lua, like damage_use_shield = true, what's that about? Sounds like something out of Star Trek ;^)
Also the section damage_total_damage = 3.0, is that for all the planes and helos? Oh, the more I look the more questions I want to ask.
Yeah, and at least the Seahawk and the Huey are not mentioned in the file...
Problem persists in version 1.2.4.12913... :(
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No change to the AI helicopter damage models unfortunately. :(
I just played a test mission with multiple unarmed helicopters as target practice in the Ka-50. I was only able to down a couple on the first shot. Most did not go down on the first hit. The Kiowa took missile after missile but it just kept on flying. See the track.
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I'm still relatively new to DCS so this could be wrong but I think it relates to the damage boxes in the 3D model.
To break the entries down:
oh58d_cells_properties[0] = {critical_damage = 4, args = {161}}
Green is the model name and part# as referenced in the list at top of the damage.lua
Red, amount of damage it can sustain before something falls off or you get shoot down. Some parts will have an extra section named deps_cells, I think these parts fall off when the particular part reaches it critical damage amount.
Blue is 3D model argument # of the damage box.
Again this could be wrong and someone else may be able to shed more light on it.
Correction: The args are the animation ID # for the damage part
Cheers,
ok, so the only part that needs changing is the damage value.
Having played around a bit with it, I've found I need to go very low with the values to enact any kind of meaningful change (almost to 1).
What's more, the aircraft still take next to no damage from splash damage, although they certainly should take some. It makes using the AA proximity fuse pretty useless.
It seems like there's other factors governing damage and perhaps the splinter damage of the Vikhr isn't high enough either.
I think this is one for the devs to fix properly.
EDIT:
Just to show that this problem isn't limited to the Ka-50 and the Vikhr, I've attached a track of an Su-25T vs 2 Hinds.
I hit each one with an R-60, which do next to no damage. They take another R-73 hit each to take down.
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Take a look at the damage.lua found in DCS World\Scripts\Aircrafts\_Common folder.
Using the OH-58 as an example it has 7 entries starting with oh58d_cells_properties[0] the 0 represents the
nose center, you can cross reference the property # to the list towards the top of the page.
You should be able to take the OH-58 in one shot if you hit the engine, well it's right engine according to the damage.lua.
Sure, if the missiles wouldn't pass straight through the OH-58 ;)
Thanks, I've been taking a look at the damage.lua to see if I can come up with a quick and dirty fix for this issue. Any idea what is meant by the "args" and what to do with them?
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It gets better... Missiles pass straight through the Kiowa as if it were a ghost...
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I tested the AH-64D, the SH-60 and CH-53 this morning.
The Apache is just as unrealistically hard to take down as the Hind.
The Seahawk needed FOUR direct hits to take down!!!
The CH-53 by contrast is the first helicopter I've shot in testing that goes down more or less like it should.
Has no one else noticed this??? Am I crazy?
Tracks attached...
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BigfootMSR's interactive training missions are excellent! The helped me a helluvalot. Makes a big difference clicking things in real time as you go, learning hands on.
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What is most likely the case, is that your TrackIR's Z-axis (forward back) is still mapped to zoom in/out for the Su-25T. Any Z axis movement from the TrackIR is overriding any other zoom function.
You need to remap your TrackIR Z-axis assignment to "cockpit forward/back" in the control options. This will make the TrackIR's forward/back independent from the zoom control.
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Please see this thread on the helicopter damage models and the attached tracks:
http://forums.eagle.ru/showthread.php?t=107140
Helicopters are still unrealistically difficult to take down.
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Sure an Mi-24 is armored, but only armoured against a maximum of 12.7 mm rounds as you say.
The Vikhr is designed to take out tanks with an armour up to 1000 mm!! It would punch right through an Mi-24 as if it were just paper. A hit in the engines would probably go straight through both. A hit in the forward cockpit area would splinter the inside with shrapnel and kill or critically injure the crew. A hit of the tail, and it would almost certainly remove it.
The Vikhr is supposed to be effective against air targets at a proximity of up to 5 meters. Yet in the tests I've been doing I've also been getting direct hits, not just proximity hits, with minimal, I would say cosmetic damage.
Now I'd say that's ridiculous. :doh:
A single direct Vikhr hit would almost certainly take out any type of helicopter.
I've attached another track against a pair of UH-1s, this time not activating AA mode, just to demonstrate that these indeed are direct hits (though I think even a proximity blast ought to be sufficient in most cases).
Each UH-1 need TWO direct hits to take down!
I'd say this is not a matter of armour, but a bug in the damage modelling.
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I did one more track with a pair of UH-1s.
Sure there are a few proximity hits and misses, but it still took TWO direct Vikhr hits to bring each one down. The proximity hits didn't really do anything at all.
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And another track to highlight the ridiculousness...
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Remember that you're likely using a proximity fuse if in A/A mode on the fire control system this means that the missile is not hitting the Helicopter but exploding before it hits it to give you more chance of doing damage.
But if it was a direct hit without the proximity fuse being set then that's defo a little annoying.
I've set up a very quick mission to demonstrate. I have two Mi-24s flying slowly from L to R.
I score two hits on the first one.
I actually thought he went down with the second Vikhr, but on inspecting the track he's flying on with minimal damage.
I score multiple hits on the second one. One is a proximity hit but the others seem to be direct. All that happens is that he eventually goes down for an emergency landing.
I've attached the track of the encounter. Please excuse the wobbly flying, I found out half way through that my AP channels were somehow deactivated.
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ED, please, please fix the AI helicopter damage models! :helpsmilie:
They still seem to be waaaaaaay to sturdy. A direct hit from any missile should be enough to take one down in 99% of cases.
I had the experience today of flying the Black Shark campaign "Deployment" mission #8 "On the other side".
Having hit one of the Mi-24s coming at me in the valley with a Vikhr (which is hard enough), all he got was a few bullet holes!!! He kept on flying merrily. And proceeded to fire missiles in our faces.
As a result my flight got totally owned and it was all game over, game over man!
Please take the time to fix this up before 1.2.5 as this is a real game killer if coming up against enemy helos.
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This probably won't help you mslama, but for the other X-52 Pro users out there, another workaround involves using the rotating mode wheel on the stick.
I have the mode rotator activate "cannon mode" which is my second column in the profile editor and the purple light on the stick. Basically you have to assign the "C" command as a macro below the second mode 2 column AND the first mode 1 column. This is important so the gun mode is switched back when the rotator is put back in the normal mode.
I have all other commands in mode 2 set on "fall back" EXCEPT that the trigger is mapped to "fire cannon" instead of "launch weapon" as in mode 1.
I believe this somewhat better reflects the flipping of the trigger on the real cyclic, and even if it doesn't, it makes activating the cannon much more fun. Not only that, it frees up the button you would normally have used for activate cannon for another function.
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I think somewhere on here someone mentioned its too "light", known bug maybe?
Unlikely... personally I can't see anything for blackness. Would be the individual monitor setting more likely.
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In addition to the bug noted with Deployment mission #4, in which the small arms fire is too much to take off, I have noticed a few other bugs that a quite annoying.
In mission #3, as I came up to the valley where the firefight was supposed to be going on between the bunkers and the friendly units, there was none. This seemed silly, as there was gun fire to be heard over the friendlies radio messages.
Also, the vehicles in front of the bunkers were already destroyed wrecks when I got there.
In the night missions #4 and#5 the allied aircraft aren't dropping the illumination flares.
After firing on the house anyway, there is talk of a sedan pulling away, which I can't see (might already gone). In any case, the ground units don't seem to need me in this case as I get a mission success shortly after by doing nothing.
A little unfortunate because this mission would have been awesome otherwise.
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Uh, i had no problem at all with this mission... i received enemy fire but none of my engines got badly damaged by it and i was doing the manual startup procedure (maybe i did some things shorter but that was just improvisation :P)
Maybe you're still running an older version?
The Black Shark can no longer fly at high altitudes after 1.2.4.12913.167 update?
in DCS: Ka-50 Black Shark
Posted
Thanks for the good advice guys!
I was indeed neglecting to turn on the engine anti-ice. I didn't realise it was a three-setting switch. God knows how I did it before without paying attention to this though.
With all the anti-ice switches on I was able to climb much higher and more easily, got over the mountain range and into the valley, took out the hinds (with the help of some botchy damage tweaks of mine) and completed the mission!
Cheers! :thumbup: