-
Posts
808 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by Renato71
-
Oh yes, I've been following associated thread closely :) Yes, it offers some improvements, but still having problems with large number of Buks. But, I do not wan to stear this thread into OT. I will reply in a proper place after doing some documented research. Thanks anyway! @Vekkinho I found that idea in topic started by GGTharos, dated 12-09-2004! http://forums.eagle.ru/showpost.php?p=31624&postcount=1 ... and the reply was: So, how about some tractors :D (My appologizes to Coyote. I should realy try to start new topic on my own...)
-
I agree. There are no targets, and if you need 3 passes to destroy one target, you better change your loadout. Multiple passes are suicidal (IRL) and recent activities in Georgia demostrated that perfectly when Su-25 was shot down not in a first pass, but doing 2nd or 3rd. In fact, that is the point of gunpods and unguided rockets - to use them in just such setup! Goal is not to destroy the target, but to inflict massive damage, because it is known in advance that you cannot make effective hits on more then a single target in a single run. That is the purpose of this gunpod. However, without HE and shrapnel, you need direct hits in LO. Yes, they are modeled, and you can note this on cannon runs as well. But, trucks and jeeps CAN be destroyed IRL by hits within 1 meter by HE cannon shells, or up to 5 meters by 57 mm rockets. Not once I emptied S-8 on Avenger, made several hits within radius of two lenghts of the vehicle, and the bastard kept shooting at me! So I rammed him.
-
Sure dude :D But I'm wandering if we are chasing a rabbit, and suddenly a bear pops out :lol: My current rig is good for both a2a and a2g. But I've been building some large a2g mission with as much realistic SAM setup as possible. Although I expected drop in FPS, I've noted that 6 batteries of Buk eat much more FPS then equivalent number of Kubs or Hawks. I guess this is due to more complex vehicle model, hence my question... I do admire work of modelers, but isn't it a bit of overdoing? Frankly speaking, I'm more interested into their damage model :) There is an old thread here that talks about airport (support) vehicles and possibilities to make them tow damaged aircraft, to refuel and rearm... Now, those are the vehicles that need more visual and logical details then any other. They are the only one that I want to see up close and undamaged :D
-
It would blend nicely into my Tetris collection :D
-
I don't like to be a party pooper, but how much FPS is this going to eat? I'm experiencing some serious drops in FPS with Buks and such in their current form...
-
Yes, but try that in a more realistic setup, or on any a2g server, against a column moving along serpentine road... In a such setup, I can hit (and mostly destroy) average 4 vehicle in a single pass with GŠ-30, but average zilch with gunpods. They are not effective in a serious LO mission. They are loaded with AP tracers, instead with ammo that is more suitable against soft vehicles. They are fun, and uguided 57-80 mm rockets are fun, but they are only that and nothing more. PS - Powerpuff girls rock :D
-
They are shaking the aircraft too much to make them accurate, but then again they are not designed to be as accurate as onboard cannon. These gunpods are created for spraying the area filled with soft targets. Thats what they are doing well, but they lack one important item - correct type of ammo. All ammo in LO is AP, and ther is no HE ammo for cannon. Thats why you need a direct hit, and thats what makes SPPU inneffective in LO. In real life, ammo for gunpod could consist out of mixed type of shells. As for unguided rockets, all of them are modeled around one type of ammo - plain HE, no shrapnel effect. Again, you need a direct hit (with small caliber) or very close one (with larger caliber). What is needed for 1.13 is ability to choose between two types of ammo for cannon, as I saw that it will be possible in DCS-BS. Or at least to model an additional SPPU with HE ammo, as well as 57 and 80 mm pods.
-
3 Digit Side Numbers for Russian and Ukrain Planes
Renato71 replied to Boneski's topic in DCS Modding
There are three possible workarounds: 1. Make a new skin and paint first (or last) digit on the skin iself 2. Create nomera file that has two digits inside the space reserved for one digit 3. Use empy (blank) nomera and paint the number directly on skin Drawbacks are that in the first option is very difficult to allign additional digit, and in the second are you cannot display all numbers. Third option does not permit any change in number (using LO). -
I voted DFA. It is very sad that there is only one server dedicated to a2g airframes. (Torwak, whazzup with TUAF_II ?!?!?) If I could add another vote, it will be for new =RvE= 80's server - VERY interesting gameply and my congrats on their work. I rarely visit 104, 169 and RAF because of problems with ping, lagg, stuttering and freezing up. Also, there are to many fighters avaiable on those servers, forcing me to wait for sufficient number of my team members to fly safely when I choose Su-25T.
-
As for real-life convoy, there are set rules how a column is deployed when on a move, but that depends on type of unit. But, herig's question was under section "Lock On - General Discussion" so I assumed he was thinking about LO columns :) herig, what do you say?
-
Just to assure you, guys are prompt and professional, despite the "lack of communication". One would appreciate more e-mail notifications like in some webshops, but mabe they're just too busy for chit-chat. BTW, my copes, ordered twice fo rsome buddies, arrived within 7 days each (to Croatia).
-
The column will follow the order that you set up. First vehicle in column will act as leader. When you create a column, you have to be careful about the order in which you insert individual vehicles. You cannot add by types and hope they will arrange themselves according to some pattern, as there is no predefined pattern. I hope this anwsers your question...
-
Option request: Disable Printscreen in Multiplayer
Renato71 replied to Renato71's topic in Lock On: Flaming Cliffs 1 & 2
Well, prinscreen enable/disable option in MP can be added in next patch? Then everybody will have to install it. Just like in "example" by GGTharos :D And I think it is far more important issue then tacview disabling. Especially when a guy starts jumping around after I fired a missile at him, but not jumping vice versa. If someone is willing to disable tacview on pure suspicion (and no hard evidence), why not disable prinscreening which is equally or even easier to proove and/or to eliminate from list of possible cheap tricks? I have more tacview recordings when people with perfect connection start to jump around only when fired upon! Not when the same/similiar missile is fired in their vicinity and/or by them :) At the same time, I was not able to spot or identify someone using any sort of AWACS-like feature, but that discussion I would like to leave for other topic. -
Hmm, now that you mention... OK, will try asap (when there will be more then 10 people onboard).
-
Option request: Disable Printscreen in Multiplayer
Renato71 replied to Renato71's topic in Lock On: Flaming Cliffs 1 & 2
Sure! If there is something inside the game that dictates the path and quality of screenshot, than you can assign other setting to it :smilewink: -
There is so much heat wasted on export/tacview that everybody missed the biggest problem in online MP is - printscreening! Now, THAT is something that I do not need in every flight, unlike tacview with is more useful to me then Kodak moment. For later I use track recording. It would be great to have a server-sided option that will disable prinscreen, like the server enables/disables views, labels, realism etc... I do not understand why is prtscr taking up so much resources?!?
-
OK, awarded myself with new Nvidia GeForce 8800 GT to replace 7600 (not 7800 as in my first post!), and again the same thing... I've entered 169th on red side, waited for few minutes on taxi for a buddy of mine, then F-15 appeard high over Maykop, when I pointed the camera toward him violent stuttering, F-15 was jumping around like crazy (contrails formed snoflake), and the game froze up. Everybody from my squad has quite similiar problems, but mostly hick-ups and stuttering, not freezing up. Why is it that it freezes when I look toward enemy aircraft ?!? There were no static objects, as that particular F-15 (and few other Blue aircraft) were above me.
-
SERVERS that use/alow ACMI-Tac-View
Renato71 replied to cool_t's topic in Lock On: Flaming Cliffs 1 & 2
Things like this should be discussed openly. It is the only way to identify cheating, and even more importantly - it will help ED to develope counter-measures, something like selective exporting, account password protection... Also, it could help improve Tacview so it will not be possible to use it for cheating. Disabling tacview will not resolve cheating possibilities. It will only make it harder to identify them. Personally I'm against disabling Tacview as it is more usefull to me and to my buddies when we are studying our mistakes and improvements. -
Back to the topic... As for ILS - I think cobrabase approached from opposite direction. When you choose approach mode you have to follow skiny arrow on HSI. As for speed, yes you can land as low as 250, but you have to align RWY from far away, or you will not be able to maneuver. What Boberos forgot to mention, and we both learned that online, during fast rotation combat missions you do not align from 15-25 km away. You align over inner or max middle marker, turning from a sharp banked turn. And you cannot make such turn bellow 300 km/h, especially if you are damaged. You have to keep your speed around 320-350. Simultaneously there is no point in stopping the plane too early, as you will have to short RWY in front of you for take off, or you will have to taxi back. You make high speed run (100-120 km/h) to the far end. It take less time to rotate and you are clear of RWY sooner. And large number of airports does not have properly aligned taxiways which you could use to clear the RWY. You have to go further then you would like to. I use only fast and low approach, doing bellow 350 up to 1-2 km from RWY, slightly under GP. Aribrakes, touchdown around 280-320, brakes, parachute out at 250, parachute jettison at 100, rolling until I see taxiway, turn off engines, still rolling on, and by the time I turn into taxiway engines are at 0%. If I'm alone or with small number of squadron buddies on my side, I shut the engines off before or at the moment of touchdown.
-
If runway is getting too short, and parachute is MIA, KIA or RIP, shortly after touchdown retract your gear (while all three rubbers are on the ground). You will skid and stop on RWY surface (or nearby), but will not drive into the cabbage field next door, and to far away to repair. Retract gear while you are still going above 300, as you will keep your rudder control. Otherwise you could skid to a side as wheels could retract assimetrically at the lower speeds.
-
In FC you cannot select cannon ammo as there is only one type - AP. Of course, I do not mean in-flight selecting! I would like to have an option to choose cannon ammo before the flight (in weapon loadout). Currently, you have to make a direct hit into designate damage box. Destroying trucks and jeeps is harder then destroying APCs. On the other hand, two types of ammo in FC could give you a (realistic) option to load AP for built-in cannon, and HE for gunpods. No more need for direct hit. AP cannon rounds are also major drawback in air-2-air dogfighting. HE rounds are more preferable against soft airplanes. There is also a problem with unguided rockets. In effect it is like those of smaller caliber are AP, and large ones are HE. Near miss within 5 m using 80 mm rocket produces no damage at all to a truck or a jeep. There should be at least 25% chance to create significant damage to a soft target. I hope there will be two types of ungidd rockets in BS. I also hope that precision of cannons and machine guns on APCs will be lowered, as there is no way they could track high speed airplane that good. And that "search" radar will be removed from Shilka and Vulcan. Well , will have to wait for episode "Dealing with AAA". Producers note number seven? :music_whistling:
-
During online freez-up only thing that worked was the reset button. Teamspeak was operational, but keyboard, mouse and joystick refused to comply. Rapid applying of excessive and cruel force did not help. During mentioned squad testing, I'm afraid it did not occure to me to check the task manager :doh: Will do a comparison on the next run, but stutering definetly decreased firstly by removing static objects, then by removing AI helicopters. I'll check the exact number of ground units as well, but in another squad mission (no dedicated server!), with more then 200 vehicles (about 50 moving), 6 players flying various payloads on both A-10 and Su-25T, there was only lagging for players with larger ping, no sttutering or freezing. Later on I introduced about 6 AI enemy helicopters, and there was a small increase in FPS at my end, but other players did no complain.
-
Bandwidth usage of dedicated server
Renato71 replied to Renato71's topic in Lock On: Flaming Cliffs 1 & 2
Hi Torwak! PM sent. I was about to contact you on this subject as I remember that you had network usage graphs on stats pages. Do you have any log or screenshot about that? Thanks in advance, Renato