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Neon67

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Everything posted by Neon67

  1. Yes, but also there is a trigger to know if an enemy group is less than X % alive,instead of group is dead: it works great for vehicule group, however with infantry its quite buggy from my tests
  2. Is it not possible to do a quick fix to set the rocket correctly first, and then when ED more time has, fix the bombs aswell ? Cause as already said, most aircraft in DCS rely on rockets against infantry, and for the moment gun or missile works better als rocket to take them down
  3. so that means if a closeby arty shell can damage a tank, a mk82 or so should do it as well ?
  4. what is more disturbing, is the fact almost every playable aircraft in dcs can carry bombs and rocket, and they didn t implented it yet, for many reasons, but i really hope it will come soon. But can someone explain me why calculating fragments is more complex as calculating a cluster impact ?
  5. Hard to tell Normally new engines means also new possibilities, it's probably doable, but how long would it requier that's the question Do we have access to ground units code ?
  6. From fragmentation yes, but very little against blast depression
  7. I don't know how the code exactly looks like . But i think if ED managed to create different hard points on tanks, they could probably do it aswell. But as always , time and budget must be met ^^ However in the mean time , doing it for infantry should go quite quickly
  8. you quantify damage by a number, for vehicules , i would rather destroy parts : wheels, turrets , munitions chambers exploding as secondaries For infantry , simply kill .
  9. IMO , i think you are trying to push it too far . Ok DCS is a simulation, but its also a real time application, you can't simulate everything in the same time, sometimes you need to fake some . DCS is great for planes, heli, how missile gun and other react, but implementing a true fragmentation simulation would really put processor on their knees(just like cbu are atm ^^), unless its simplified . I think the best way to combine it, is to create this famous splash zone , as said, depending on your distance from the blast zone , you will receive an amount of damage if the randoom factor is fullfilled . That way it would looks like it approriate even if it isn't accurate But in order to make it accurate as some said, you gonna had too much factors to take in count . Such as amount of explosive, density of air, density of metal , how it cracles, wind, terrain , target proxy , other proxies, direction , soft protection and so on... or am i completly wrong ?
  10. In order to simulate fragmentation, would it not work just to increase the splash area ? Even if in real life the truck wouldnt be completly destroyed , it should however be severly damaged, which from hi above would look like almost the same ? But truck still beiing alive is one small problem, the biggest issue is against infantry
  11. but splash damage by bomb is already modelled no ?
  12. Hi all From my experience in a10c and ka50 , i really find that rockets don t do enought splash damage . You really have to hit the truck body in order to kill him, almost the same for infantry. Rockets don t have the same amount of explosive as a bomb, but when it hit 1 to 2 meters from the truck/infantry , this one should really be severly damaged. don t you think ? What is your opinion about the matter? Should ED fix the rocket family ?
  13. Hi all I'm tryting to make a battle squadron roll on to waypoint one, if they are attacked , they will retreat to an other waypoint. Is there an easy way to make this possible wihtout switching between two groups ?? Also how do you make a path loop for ground vehicules thanks
  14. With this mod , is it possible to read a pdf , like the ground charts one , and have it availlable in every mission without regards if it my missions , campain or multi one ? If yes , where should i put the files ? Thanks
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