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nighthawk2174

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Everything posted by nighthawk2174

  1. Yeah just more ability to add randomness would allow the creation of more dynamic missions and give more power to creators to make cool stuff. Even adding a radius where the wypt will spawn like in ARMA would be amazing as well ontop of time randomization.
  2. I think an amazing feature would be able to set up a mission with a randomized start time. Such as it could start at 8:50AM or it could just so happen one time to start at 9:30PM. I think this would be quite a nice feature to add and I can't imagine its too difficult to implement.
  3. Hmm if there's enough info to get a reasonable guess say 80% there then I see no reason not too.
  4. Ehh tbf it takes time to do stuff like cfd and the AP. There was always going to be one missile that was first and acted as the testbed to make sure stuff works. And well they chose the most popular missile in the game. Others will come in time, ED time that is, and things will improve.
  5. Seems notching may have been adjusted last patch? Maybe in the base code you could try turning it off in the files I think its in the file called missiles_prb_coeff.lua
  6. Not a new issue but I'll dredge up my post and others https://forums.eagle.ru/newreply.php?do=newreply&p=4052530 https://forums.eagle.ru/showthread.php?t=259209 https://forums.eagle.ru/showthread.php?t=250138
  7. Agreed the tolerances do need looked at but certain extreme cases are probably not worth simulating as other things are just more important.
  8. So something that is severely impacting a few of my more ground heavy missions is it seems that if a ground unit is told to go to waypoint with a go-to action that is triggered by a trigger or wypt action it will set a direct off road path even if both the previous waypoint, their current formation, and the target wypt are all set to on road. In addition to this if there is buildings or some other obstacle in the way it will cause the group to just go around in circles and not move anywhere Edit: Seems the moving in circles issue is a Syria thing only on Caucasus the unit just stops moving could be related to the impassable bushes bug.
  9. Agreed especially on the alt map on the desert maps it can be next to impossible to see the borders.
  10. Seems the P47 had some of its cooling/heat parameters adjusted last patch, maybe something got broke or changed by accident for all the warbirds in the background?
  11. Seems it may be dysnc related, if this was in MP that is.
  12. Yeah if its the non-M version it shouldn't be all aspect.
  13. +1 for sure would want this too the more airbases the better imo.
  14. The seeker range limit is part of the new model as far as I can tell whether or not it currently works is well unknown. But keep in mind for the seeker range is for a 2m^2 target from a CW transmiter from an F4 (F15?) but the F and up can home in on a PD signal which will substantially increase the seeker range. The missile battery was set too 75 sec as well iirc.
  15. The dashed line is for when you launch on a bandit at .8 mach at the speed listed in the second row of the top left box with the solid being a launch on a M1.0 target at the speed in the top row of the chart. At least that is my current understanding of the chart. How that lines up performance wise this is what I got from cfd: https://forums.eagle.ru/showpost.php?p=4136423&postcount=1
  16. Hmm hadn't seen that before maybe i'll mess with it and see if it works.
  17. Unfortunately not that needs to be fixed by ED.
  18. Ok for the stable try deleting the CoreMods folder in the mod and it should work but currently the OB and stable are not fully compatible.
  19. Yeah biggest issue as always is getting enough info but if that other prop game could do it i'm sure some 3rd party or ED could at some point.
  20. stable version you said? If so I remember that being an issue introduced by an update for an earlier version of the mod for the openbeta. Which is what this mod is updated for with some versions being incompatible with previous ones.
  21. Yeah it is
  22. Yeah agreed there's a lot of things that need fixed in terms of spotting, glint, apparent size, contrast against the ground, that odd lod issues posted above, and visibility range of contrails just as a few examples.
  23. Well hopefully the above will be able to convince you, I know you have know reason to trust me, but hopefully the sources above will do the trick. But just know that I without doubt both based on my own experiences, the experiences of others (including active duty pilots, and the documents that I've listed above can confidently say that spotting in DCS is not as good as it should be maybe not necessarily as much in max range, that being said imo it is a bit to low especially for stuff like big jets and contrails, (depending on your graphic settings) but in particular the clarity at which you can see stuff under this max detection range. Maybe this post could be a good read in this regard: https://forum.il2sturmovik.com/topic/54749-spotting/?do=findComment&comment=838363
  24. No I started in DCS and then moved to falcon for quite some time and then reintroduced DCS as a secondary primary after EDGE was finally released. Well yeah in a twisting dogfight, or any maneuver tactics,loosing sight of people is easy especially if the cockpit can get in the way. More like wanting a more realistic representation of vision.
  25. Updated the mod to V1.7 https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release ----------------------------------------------- V1.7 -F86F M3's now have 300 rounds per gun -M3 dispersion reduced -Dispersion of some M61 rounds tweaked -F5 given red tracers. -CCM tweaks for quite a few missiles -Restored F14 loadouts -Added PGU rounds to F18 -Old Deka SD10 thrust restored changelog here: https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/d22b28df484e0268c0fb0951d2fea229061d87f9
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