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dimitriov

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Everything posted by dimitriov

  1. I really hope you will enjoy this one, it was a very long work. Again, don't consider it as a training, but as a goal ;) Back to work ;)
  2. Hi :) Yes you will have a fully voiced campaign with the Gazelle. It's called Operation Dixmude. It features : 400 audios and 1000 triggers (for the ones who like numbers ;) ) 12 missions Complete pdf scenario and briefing, with maps and all the stuff. The first chapter (7 first missions) will too be playable in multiplayer up to 4 gazelles. It's a fully scripted and scenarized campaign, was quite hard to edit. 80% of the missions are night ops missions. Type of missions : Night helicopter assault with up to 20 helicopters (french gazelles and UK apache) Some T/O from the fleet Covering of an allied armored assault. Few urban combat Very low altitude insertion inside the ENI lines, below their SAM radar, in order to strike a precise target. Recon missions Escort missions Daily patrol missions Special "Survive" missions (you'll see ^^) Well, everything you can do with the Gazelle is currently in it. You'll work in pair with an UK apache, callsign Meatboy-1, and will be part of the command wing of the helicopter deployment. By the way, having created it, I urge you to read twice the pdf and mission briefings, and more than all to already know how to use all your Gazelle systems. It's not a rookie campaign, and missions are not linear at all, which means that a mission won't usually be : T/O from A, destroy on B, come back on A. Many surprises, scenario tricks etc etc. Your really need to know how to fly the helicopter to have a chance to finish the missions. Many beta testers died to provide you this campaign, the goal was to provide you an immersive and (relatively) hard experience. Missions are quite complicated, so again, study your briefings pdf ;) Sorry for my bad english, happily, I didn't make the translation from french to english ;) Nicolas
  3. For the little fun fact, door mechanism is the same than on the renault 4 L :p
  4. I'm working on the new version, bombs will remain the same than on my previous version, their blast radius was already improved, and more would be inaccurate.
  5. Ow, just saw the issue, Einherjer you sure this version works ? So I will put it on the first page ? Edit : I will make a new release in the next days.
  6. Hi guys, I'm am so compiling the new version, it will be available to download on the first page in the next minutes following this message. To answer your questions : The host needs it, that's all. Rockets Hydra 70 just have two types of Warheads in the .lua, even if there are more version ingame, they are already modified, no worries. This new version is the last test one I posted few pages before. About the randomization of the destruction area : That's a no. Simply because the warheads.lua calls in functions (coefficients) which are defined in another unfound .lua, or even perhaps in the "hidden" code of the simulator. So I cannot do it ;) Anyway, the new version will be up (underlined in red) on the first page ;) Nicolas
  7. Attached is the new S8KOM and Hydra anti-tank version. If someone could try it and tell me if it is able to one shot a tank when hitting on the rear or the side, thank you ;) It mustn't be able to do the same when hitting on the front part of the tank. 1 rocket only for the test. Put the tank in the same coalition than you so you can shoot from 20 m and be accurate. Next step of the mod will be to find and work on the 30 mm API rounds effectiveness. Nicolas warheads.lua
  8. Currently, tell me if I'm wrong but the Mirage in DCS uses the Hydra pod. If the Matra rockets are as bad as the others when they are released, then I will mod them too. Nicolas
  9. The Suppression fire script, I tried to modify it, but I don't have all the informations. I need the MBT category name to provide a modified version. I only need this, but I don't know how or where to find it. I managed to get it work for Btr-80 for example. But that's all. And anyway before anything, that's not the only issue. In kamov, in A-10, Mig or in Su-25, you are more susceptible to hit the roof of the tank than its side. But the issue is that the rocket just doesn't penetrate. So changing the penetratio ndamage coeff won't change anything. I have to increase the size of the explosive mass. And I don't want to do it, because there wouldn't be any difference between a S-13 and an S-8KOM. That's stupid. Anyway, I cannot change too the damage penetration coeff of the canon shells. And IMO, they are far more used in missions than rockets themselves. On another hand, AI is crazy, even if you manage to shock a T-55 in a column after having shot 40 S-8 and caused 40 explosions, they will snipe you from behind the smoke just like if you were standing right in front of them. That's all the AI behaviour which has to be changed. An efficient script shouldn't only focus on the hit tank, but on the whole group, and it may ask a lot of work. The suppression fire script will make an unit come to "do not shoot" behaviour. But If you try to do it on a whole group, if it does work, so the entire group will be shocked, even the tank which is 400 m away from the hit tank. And I really don't know if it's possible, in one group, to set different behaviors to each unit. I don't think. The ideal script would give a 15 seconds reaction time to all non hit targets, and 10 minutes of incapacity for hit targets. This is completely over my .lua and DCS comprehension. Nicolas
  10. Sure it is possible to do, I can do it myself. But I won't, it is not my job and I am not paid for it ;) It is not up to the community to improve the gameplay to make it more realistic, specially on a simulator. And honestly, 90% of the Mission editors hide under their table when they hear the word "script", so I think about them, not about myself or the rare people who often use them :) This gameplay point is vital, and that's not up to community to deal with it. It is not so hard to modify as long as I could do it, and I am a student in Right university, not a coder... ;) So a direct implementation in DCS by the ED team would allow people to use efficiently their rockets/canon on soft hull parts of the MBT on a realistic way. Honestly, I never managed to destroy an Abrams tank with my S-8KOM, even with the first version of my mod which only needs 2 penetrations, as long as I have to shoot from 2 km before getting sniped by the cal.50 on the turret --'''' But the AI sniping amazing skill will be for another day. Nicolas
  11. Hi :) Currently modding the efficiency of the Rockets in DCS to make them more suitable for tank destruction, I conducted several tests of resistance on the tanks which DCS features. Here are my conclusions, after several hours of testing, and working on the Warheads.lua In any situation, an anti-tank rocket like the S-8KOM, or the Hydra-70 anti-tank will penetrate a MBT if it hits : - Rear verticale engine plate. - Side plate beneath the turret. In the Warheads.lua, there is a line setting the coefficient of the damages in case of penetrating a vehicle. Currently, it is incredibly low, leading to a 4 rockets penetration to destroy a tank. Another huge issue, because it is an issue, is that rockets will be far less efficient if they hit the roof of the turret or of the engine, than the engine verticale plate itself (as I said, 4 rockets needed). To give you a simple illustration : Hovering in Ka-50 20 m above a T-55-72-80 tank, or any other heavy tank, I will need between 50 and 100 API 30mm rounds in the engine top ventilation grids to destroy the tank. Obviously, it is completely inaccurate, as long as 1 to 10 shells would be far enough to set the engine on fire. After several discussions, on french, and ED forums, it appeared that a simple rocket which would penetrate the tank, (From T-55 to Abrams), would lead to : - Possible crew death. - Possible crew heavy injuries. - Fire depending of the position of the penetration (fuel tank, engine etc...) - In any case, the blast caused would disable the crew for several minutes/hours depending of the violence and proximity of the impact point. In any situation, the tank would be disabled, and neutralized, even if not exploding, or burning. In DCS, the only way to render this result is to completely destroy the tank. So there is one way, quite easy IMO, to render it relatively well. 2 steps are needed, one can be modded (and is already), not the second one. - First : increasing the penetration damage coefficient, just like I made in the mode, so that in case of penetration of 1 rocket, the tank would be destroyed. There is one number for each warhead to change... - Secondly : Rework the armor model, and tweak a lot the roof resistance. Be aware that all test were conducted at low distance, insuring 100% hits on the targeted parts of the tank. Another way to increase realism would be to provide a repair delay to the MBT units. Just like the aircrafts, the tank wouldn't be usable during this delay, and it would clearly increase the CA gameplay pleasure. This delay would depend of the damage level of the tank. For example : 25% damage = 3 minutes, 50% = 12 minutes, 75% = 45 minutes. Thank you for reading this and considering seriously these modifications, they are essential in order to render realistic engagements. Nicolas
  12. I guess yes, as long as folders are the same. Try it and tell me. A new version is on work, it will allow a one shot destruction in case of S-8/Hydra penetration of a heavy armored tank. The reason is that after having discussed about it on several forums, it appears that a rocket which penetrates a tank will disable it, by a way or another (killing the crew, cause fire and destruction of several components etc). As long as DCS doesn't feature such detail, complete destruction of the tank is the only way of rendering it.
  13. Still reading your answers, they are very instructive and numerous, thank you very much :) And keep on, more information = better modding ;) For the "865G" of explosive, that's just me who's stupid, as long as I knew already how the S-8 worked. Just a stupid inattention mistake. For the roof attacks... AHAHAHAHAHAHA I believe you, really. But DCS doesn't ! :p During my tests, I needed more hits on the engine and turret roofs than on the side or the rear part of the Tank. That's completely stupid, but that's like this. To give you an idea of the madness... Using API 30 mm shells from 20 m above the tank... You will need 80-100 shells on the engine's roof to destroy the tank... Same for a T-55_72_80... Well, I would like to know which kind of metal the aeration grid is made of... Ah and for the L-2 era, it is not our business here, we are looking at a 1995 max battlefield remember. The M1 used in DCS is, if I don't make any mistake, the M1A1. I really don't care about the Armata tank, or any last built tank. I just care about the 80-95 tank versions, and how they are supposed to handle a direct penetration in the engine, or in the crew compartment.
  14. FOr experts, I have a question ;) http://forums.eagle.ru/showthread.php?p=2691305#post2691305
  15. Hi ;) I am currently working on a mod which increases the damages made by rockets and bombs on DCS. My question is for foreign or actual soldiers, or, better, tankists. In DCS, you will need 4 S-8KOM anti-tank rockets (400 mm penetration) in the side or in the engine of an heavy tank, (from T-55 to Abrams and Leo-2) to obtain destruction of the vehicle. It is very important to note that the rockets penetrate the armor (Explications below). My mod modifies the damages bonus coefficient in case of successful penetration of the tank. For the S-8 KOM or Hydra anti-tank, it just does this. Currently, in its first version, you will need 2 successful penetrations to destroy a tank. My question is : If an 80mm anti-tank rocket, which carries 865 g of explosives, manages to get inside the tank. Will it kill the crew and disable the tank, or will the damages be limited ? Sounds stupid as question, for me, that's simple : tank is disabled by a way or another. But I'd like expert answers ;) Thank you ! :) Nicolas
  16. I am now working on a script (which was produced by a member of the community, if it works I will contact him), to allow suppressive effects due by explosions for light armored vehicles. The last step may be to make the AI flee in case of heavy losses in its group. But my lua knowledge is quite bad, so I may need help.
  17. Just saw it. The way it was made is not the same than me. The idea for me is to increase the blast radius when the bomb misses its target. IMO, if you launch a bomb directly on a vehicle, it may absorb an important part of the energy, so the blast may be lighter. The Erp mod increases the explosive mass by 2.5, so the explosion is more important whatever the situation. So here is the new version. Are improved : Bombs : All non penetrating (HE) bombs, like Mk-82-84, FAB-100-250 etc etc etc... In case of hit on the ground : factor is of 2.5. (using the Erp chosen values). In case of direct hit on the vehicle : factor is 1.5 Rockets : - S-5 rockets - S-8 OFP-2 Rockets - S-13 Rockets - Hydra HE Rockets (frag, not anti-tank) Damage radius in case of hit on the ground increased by 3. Damage radius in case of direct hit increased by 1.5 For S-5 : Damage radius in case of hit on the ground increased by 1.5, and no change in case of direct hit. - S-24 Rockets Damage radius in case of hit on the ground increased by 1.5. - S-8 KOM Rockets - Hydra 70 HE Anti-tank Rockets Damages in case of penetration increased by 2.5 Damages in case of hit on the ground increased by 1.5 (should not change a lot of thing, but just make a rocket kill a soldier when hit 1 m from him ;) ) Penetration value for S-8 KOM Rocket upgraded from 300 mm to 400 mm. http://forums.eagle.ru/attachment.php?attachmentid=135418&stc=1&d=1456328090 First page updated. Bombs-Rockets overhaul.zip
  18. Edit : the other possibility may be to use the standard detailed code for Mk-82, and FAB-250 instead of the function. But I don't know if there may be any performance impact.
  19. For the bombs, like Mk-82, Gbu etc, the way of codding isn't the same. There is only this kind of line : warheads["FAB_100"] = simple_warhead(100.0); -- Explosive 45 kg + fragments bonus Then the function simple_warhead, which is called in this line, is the following : function simple_warhead(power, caliber) local res = {}; res.caliber = caliber res.expl_mass = power*explosivePercent; --new explosion damage effect (explosive + fragments) res.mass = res.expl_mass; res.other_factors = {1, 1, 1}; res.obj_factors = {1, 1}; res.concrete_factors = {1, 1, 1}; res.cumulative_factor = 0; res.concrete_obj_factor = 0.0; res.cumulative_thickness = 0.0; So here is the issue : I can modify the function itself, and, for example, double or triple the damage radius. But it will do it for all the bombs using it, not only the worst ones, like the Mk-82, or the FAB-250, which are IMO useless if you don't make an exact shot. So it's up to you to tell me if I do it or not, as long as other more powerful bombs will be enhanced too. Mig-21 of my team asked me to improve the FAB-250 too, but I don't know the bomb explosion radius IRL, so I cannot really say if the result may be fair or not. 15 meters from a Hmmvee to obtain destruction with a Mk-82 and FAB-250 is a correct approximation ? Do not forget that in DCS, a damaged vehicle will work perfectly. So if the bomb is supposed to destroy wheels and the crew from 15 meters, it sounds fair to make a complete destruction in the game. For the US Rockets, I will make the exact same modification than for the Russian ones. You will have to test by yourself, and telle me if it's abusive or not. I do not have an A-10C, and no, I will never, never, never put US gear on my beautiful red star Kamov-50 :p Nicolas
  20. I can do the same for US rockets yes, but I need to know which ones.
  21. Hi guys :) First of all : This mod preserves the gameplay, it is absolutely not a "God Mod", just an intent to make rockets a bit more efficient, mostly against non armored units. Here is the mod (JSGME compatible) http://forums.eagle.ru/attachment.php?attachmentid=137051&d=1458762002 I'm working on a little mod (not integrity check compatible, unless the host may use it). This mod enhances the explosion damages radius for the Rockets. Here is the situation. After 2000 h on Kamov, I often went in situations where I fired a S-8OFP-2 pair (High explosive and fragmentation rocket, 80 mm) at for example, an Hummvee. The pair hits the ground 3 m from the Hummvee. The Hummvee is fine. I too often met this situation : I make a direct hit on a T-55-72-80-90 tank with my S-8KOM pair on its side or rear (tested several times). It doesn't kill it. So I went in the .lua files... Are improved : Bombs : All non penetrating (HE) bombs, like Mk-82-84, FAB-100-250 etc etc etc... In case of hit on the ground : factor is of 2.5. (using the Erp chosen values). In case of direct hit on the vehicle : factor is 1.5 Rockets : - S-5 rockets - S-8 OFP-2 Rockets - S-13 Rockets - Hydra HE Rockets (frag, not anti-tank) Damage radius in case of hit on the ground increased by 3. Damage radius in case of direct hit increased by 1.5 For S-5 : Damage radius in case of hit on the ground increased by 1.5, and no change in case of direct hit. - S-24 Rockets Damage radius in case of hit on the ground increased by 1.5. - S-8 KOM Rockets - Hydra 70 HE Anti-tank Rockets Damages in case of penetration increased by 5 Damages in case of hit on the ground increased by 1.5 (should not change a lot of thing, but just make a rocket kill a soldier when hit 1 m from him ;) ) Penetration value for S-8 KOM Rocket upgraded from 300 mm to 400 mm. Testing : I tried stock and modded versions of the OFP-2 and S-13 like this : A 20 Btr-80 column. Attacking by diving from 1000 meters high. Fire between 2 and 2.5 km. All the rockets hit the column and the road. All rockets are fired (40 OFP-2, 10 S-13) - OFP-2 stock version : 3 vehicles at first try. 4 at second try. - S-13 stock version : 2 vehicles at first try. 3 vehicles on the second. Look at me in the eyes and tell me that you would do a lot better ;) - OFP-2 modded version : 8 vehicles at first try. 10 at second try. - S-13 modded version : same as before, not enough rockets to make a real difference. For the S-8 KOM version, i tested like this : Manage a direct pair hit in an M-1 Abrams side. (hull, not turret). - Stock S-8 Rockets : the vehicle will need 2 pairs on the same place to get destroyed. I am not an expert, but as long as S-8 KOM were designed to destroy such vehicle, it seems a little too much. - Modded rockets : 1 will be enough. You have to manage a hit on a soft part (side or rear), turret, of front of the tank will bring to the same 40% damages. For the curious. Here is the tip : find your weapons.lua file in DCS/COnfig/Warheads.lua. You will find this kind of text : (stock s-8KOM) warheads["C_8"] = -- С-8КОМ shaped-charge, fragmented { l1 mass = 3.0, l2 expl_mass = 0.855, -- Warhead 3 kg, explosive 0.855 kg + fragments bonus l3 other_factors = { 1.0, 0.5, 0.5 }, l4 concrete_factors = { 1.0, 0.5, 0.1 }, l5 concrete_obj_factor = 0.0, l6 obj_factors = { 1.0, 1.0 }, l7 cumulative_factor= 3.0, l8 cumulative_thickness = 0.3 }; l1 is the warhead mass, independant from the explosive mass. l2 is the explosive mass, we could call it "explosive power". l3 is the explosion "radius" with x=explosion on ground y=explosion on unit z=explosion on... I don't remember... l4 is the same for concrete. l5 deals with concrete but I didn't understand. l6 is I don't remember. l7 is a coefficient of cumulative effects (Cumulative*explosive mass). l8 is the max thickness to have the cumulative thickness. For the modded S-8KOM for example, we have this : warheads["C_8"] = -- С-8КОМ shaped-charge, fragmented { mass = 3.0, expl_mass = 0.855, -- Warhead 3 kg, explosive 0.855 kg + fragments bonus other_factors = { 1.0, 0.5, 0.5 }, concrete_factors = { 1.0, 0.5, 0.1 }, concrete_obj_factor = 0.0, obj_factors = { 1.0, 1.0 }, cumulative_factor= 15.0, cumulative_thickness = 0.4 }; The stock S-8OFP2 : warheads["C_8OFP2"] = -- C-8OFP HE { mass = 9.2, expl_mass = 9.2, -- Warhead 9,2 kg, explosive 2.7 kg + fragments bonus other_factors = { 1.0, 1.0, 1.0 }, concrete_factors = { 1.0, 1.0, 0.1 }, concrete_obj_factor = 0.0, obj_factors = { 0.3, 1.0 }, cumulative_factor= 0.0, cumulative_thickness = 0.0 }; The modded one : warheads["C_8OFP2"] = -- C-8OFP HE { mass = 9.2, expl_mass = 9.2, -- Warhead 9,2 kg, explosive 2.7 kg + fragments bonus other_factors = { 3.0, 1.0, 1.0 }, concrete_factors = { 1.0, 1.0, 0.1 }, concrete_obj_factor = 0.0, obj_factors = { 0.3, 1.0 }, cumulative_factor= 0.0, cumulative_thickness = 0.0 }; FOr the bombs, ED uses functions (simple_warhead), findable at the beginning of the .lua, its presentation is the same than for the rockets, so you may modify it like them. And that's all ! Have nice flights ;) Nicolas Bombs-Rockets overhaul-Version-finale.zip
  22. I guess it's some kind of home made cockpit action, just a trigger which allows you to call in artillery on the position you've got in sight.
  23. Anyway, here you've got the kind of way of working in Gazelle (even if it's a Bo ;) ) [ame] [/ame]
  24. IMO, that's very simple : "Well, let's find a new way for my flight plan in my Ka-50" Let's look at the Abris, hands off from the cyclic. Then to the PVI... I hope that nobody is aiming at me :megalol: With two pilots, there still is someone looking around. Nicolas
  25. Well, it seems that my issue isn't alone. My configuration : 4K Screen 3x SLI GTX 970 I-7 3820 oc to 4Ghz (to change) Asus P9X79 pro 16 Go RAM DDR3 SSD Samsung evo 840 pro. All options are in ultra, MSAA is 2x. Test was made over Las Vegas residential area 1 km East from the strip, Kamov-50, 40 m/ground, 200 km/h, with then an AH and a landing in the strip. With SLI : 15-20 Fps, with regular drops to 10 fps With only one card : 30-50 fps, with fiew drops around 25 fps. I'm a lot disapointed as long as I bought the third card to improve performances for DCS, using nvidia inspector and enabling complete use of SLI. To give you an illustration, GPU1, 2 and 3 are used up to 70-80% at the same time. I tried to reduce resolution to 720p, low everywhere. Only gained 10 fps with SLI enabled, while I'm at 60fps with one card. But well, 4k users know how bad looks a downscaled image on a 4k monitor. So driver issue ? VRAM limited ? Eagledynamically gestion of the SLI ? Nicolas
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