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Everything posted by WinterH
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Not just that, but as far as I know closing the sight doors will reset the sight to boresight position anyway, so target position would be lost. Also, does it really happen at 30mm position? I feel like the doors are closing as soon as you switch away from OFF/MSL position, but not sure. If it is only on 30mm position, I think a potential workaround (only on multicrew) could be: - Pilot switches his weapon selector to rockets, and leave it there - Gunner uses the weapons override switch to open up the sight, and throws it back off - IF the sight doesn't close as the pilot's selector isn't on 30mm, theoretically pilot can use rockets, while gunner can still keep observing, perhaps even launching Shturms, but pilot won't see where the gunner's sight is looking at of course. Also even if that works (big if BTW), it still wouldn't work with Petrovich I'd think.
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DCS Mi-24P feels very twitchy
WinterH replied to Hummingbird's topic in Controller Questions and Bugs
For me yaw channel is usually a no-go, but I leave the other two on, sometimes use altitude hold too. I should experiment more with them on-off really. -
DCS Mi-24P feels very twitchy
WinterH replied to Hummingbird's topic in Controller Questions and Bugs
To me it feels like the most stable helo, except when it's slow, or I'm trying to hover in it. However, at around 150ish km/h, it starts oscillating in pitch for no apparent reason. Don't know if it's a kink to iron out in the flight model, or a characteristic of the helicopter. Edit: It goes away when you accelerate or decelarate past that specific speed band though. I've heard this happening multiple people too. -
I keep hearing these 3 have something wonky about their armor. However, I must say that a few times I tried, 30mm cut through M113s like they were paper. Other two I didn't try. Bradley may, perhaps, enough protection to resist it frontally from longer distances though, it is one of the better protected IFVs.
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When pilot switch their weapons from anything other than OFF/MISSILE position, at least currently (probably IRL too?) gunner's sight doors close automatically, and the sight resets to centre position. And no, it's not Petrovich who closes the doors, it happens when we are in the operator seat as well, if pilot's weapon selector is not on OFF/MISSILE position, we can't open the sight doors from the front seat. What is possible, is to use the gunner's sight to show the target position, memorize where it is, then switch to your own unguided weapons. Front seater can flip the weapons override switch he has, and can open the sight up again, but then the pilot can't use weapons anymore until the switch is set back to its default off position.
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Been wanting to test these for some days now, but been too swamped in work lately.
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I was pretty sure that after a certain bit of damage units progressively: slowed down, become unable to shoot, become unable to move. But sometimes they seem to randomly ignore this. Should test it more throughly when I get the chance. BTW, do we know if infantry runs out of ammo or not?
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Hellfires or Hydras. Yes, 16 Hellfires is possible. Also, even with 8 Hellfires and 2 rocket pods, you can get a mix of HE and HEAT rockets as far as I know, becuase Apache supports different rockets loaded into different portions of same pod, and can provide relevant fire control options for it. Gun itself, as far as I know, also uses only one type of round operationally, 30mm HEAT/FRAG hybrid of sorts, that can defeat 25mms of armor at just about any range. Plenty enough I'd say.
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Yes, but to be fair, even without an overhaul of damage system, HE rounds make a lot of differencce already as it is. Ka-50' 30mm 2A42 and 23mm GSh-23L found on many modules work quite good on infantry with HE. NATO 20mm also, but to a lesser degree. So I'd rather not wait for whole rework of damage system before we just get access to some HE rounds too They should do the trick really Yep, WAAAAAAGGGGHH!!! :))
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Anyone found a good use to the grenade launcher?
WinterH replied to Frag's topic in DCS: Mi-24P Hind
On another thread on the same topic there's a test, and effective radius against infantry seems to be fairly accurate actually. So looks like it isn't modeled that far off the reality it's just difficult to be accurate enough, as even at 6+ meters of blast area, we still need some accuracy. -
Because Razbam is already doing it, and Mag3 are already doing Corsair and F-8, at least.
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Well that looks ok then (grumbles)
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A cursory look online seems to suggest that the basic, unenhanced VOG-17M round available for these has an effective radius of 6m. And enhanced fragmentation options are available apparently, like VOG-30. Did soldiers beyond the ones that died took any damage in your test? Doesn't look like it but wasn't shown in the video. Quite honestly, at this point I have absolutely no shame in directly assuming "DCS modeling is wrong" in these weapon damage related issues
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They've been in DCS forever with Mi-8, and they are as useless as ever. Damage radius of just about everything is bit of a joke in DCS yes, but these are something else a few meters off of an infantry dude, and they may not even get a scratch Yeah as far as I can see that compensation ain't doing much, if anything. Even bigger rockets just tickle soft targets with anything but a direct hit for the most part.
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I'm a bit of a ship nerd, and absolutely love pre-missile age warships in particular. But I still feel like they'd be a bit of a luxury in DCS right now. There's just a lot that can be added from any time frame, but DCS needs many AI assets in land warfare for early-mid-late Cold War to make them really well fleshed out first IMO. However, a later refit Iowa class would be very useful in all kinds of Cold War scenarios, and even up to Gulf War. And while Magnitude-3 is making Essex class WW II carriers for the Corsair, I think a Fletcher class (either from ED or Mag3) to escort them would be lovely as well, and could also stretch a bit into early Cold War stuff. But then at least one CV and DD for IJN for the Corsair to engage would probably be very nice to have too. Then there are a few Cold War ships that'd be nice to include: Sovremenny from Soviet side, as well an older DDG class for USN like Spruance or Charles F. Adams classes. It'll be funny if later refit Arleigh Burkes escort Heatblur's upcoming Forrestal class carriers after all Razbam is making quite a few naval assets for their upcoming South Atlantic map BTW as far as I know, from both UK and Argentine navies.
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Computer is the one you should use since last couple of versions. It is a sort of CCRP system, and it is quite accurate for its time and purpose, at least in DCS. In older versions of the mod, since CMPTR position of the dial wasn't yet animated, this functionality was accessed through the LABS position of the dial. LABS isn't modeled in A-4 right now, but if you wonder it and have F-86 you can test it there. Basically, it was made for "over-the-shoulder" delivery of tactical nuclear bombs. You pull straight up right over the target area, depress the bomb release button, a gauge shows you your deviation in x and y axes since you've depressed the button, and once you reach a certain angle the system decides that the bombs will fall where you've pressed the bomb release and pulled up, and releases them. In practie, you're lucky if they even fall in the same postcode you intented It really was meant more for using with tactical nukes. A-4 being newer, LABS system may have seen some improvement in the meantime, don't know, but don't think it'll be night and day better. So even if LABS was implemented, for great majority of stuff we tend to do in DCS, computer is the one to choose: CAS or strike missions with conventional bombs. It is a lot easier to use, and a lot more accurate.
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You need direct hits right now, because we seem to only have AP shells loaded. Should be a lot better later when we also get get HE shells. That said, it does very much affect them with direct hits.
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Are we supposed to be able to control the number of rockets fired?
WinterH replied to S. Low's topic in DCS: Mi-24P Hind
I am pretty sure short/med/long switch from pilot seat changes rocket salvo length, tried it a few days ago. Although I don't know if cannon fire rate switch has an effect too or not. If you want just a couple of rockets fired, you can try using left/both/center switch to only fire from pods on one side of helicopter when you want to minimize the number of rockets fired, then switch back to centre when you want all the boom-boom :). -
It isn't full on set in the stone kinda deal with "only use presets". 8x ATGM + 2x rocket pods do work, so you can safely alter the kind of rocket pods in the inner pylons. Rule of thumb seems to be: ATGM + one type of unguided rocket. Haven't tested, but ATGM + 1 type of unguided rocket + bomb or KMGU may work too. Also there seems to be a few exceptions of sorts: loading up two kinds of S-8 works, but you lose auto sight functionality. Finally, for some reason S-5 + S-8 also works, at least for now Things don't seem to like getting mixed with other weapons: GUV 12.7+7.62 gunpod, S-13 rockets, S-24 rockets.
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ATGM attacks from Hover in the Hind is useful to learn in my opinion for the very few occasions they may prove useful. But they are few and niche indeed. Like, let's say you mask yourself with a hill to your left, behind which there's a bunch of nasty air defense threats, but your main targets are in front of you, and from that position you fire all your missiles in quick succession. Or you have targets in the open, you KNOW the area is otherwise safe, and you are low altitude and light, so Hind can hover stable enough. But "poke just behind that hill/building/forest and pick off targets one by one" like Ka-50 or Gazelle isn't Hind's thing. That said, when you want to do hover ATGM attacks, what I've found so far that makes them easier: - You must hover at relatively low altitudes, otherwise you either flatout can't, or can just barely do so and wobble all the time - Your helicopter needs to be fairly light, 4x S-8 pods = well good luck getting a stable hover - Mission weather settings: If it's hot out there, you won't be hovering nicely in this big bird But even in the best case, I feel like there will be some wobble, and you will need to correct as the missile goes. There's also the bump when the missile is fired, so I usually try to prepare myself for it beforehand. When fired from a hover and in low altitude, missile will have its range shortest, which should be 4.5 kilometers. This would still be well within range of any radar SAM if the mission have them included. But it would be safe from most IR sams and I think even the most dangerous low caliber AAA like Gepard (didn't try though). 57mm AA may still be able to reach out and touch you though, and in a hover you'd be easier to hit. I feel like it does so in DCS too, at least to a degree. When fired from override, the missile dives down dumb for a second or two, and then the guidance catches it, it pulls up sharply. This makes override method unusable for really close shots, or from really low altitude, and makes it challenging when there are obstacles around you.
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Anyone found a good use to the grenade launcher?
WinterH replied to Frag's topic in DCS: Mi-24P Hind
Grenade launchers are just a novelty to try out in DCS. After trying out, one finds that even if you somehow get very close hits to softest targets, they still don't do anything, you laugh, and don't take them up again It's been on Mi-8 forever, basically the same story. -
It shouldn't change too much really, because the sight is barely good enough for Shturm's maximum range. As for the Gepard, that's easily the most threatening AAA in DCS. If you want to take on the best anti helicopter thing in DCS with an older tech helicopter, results shouldn't be overly surprising :p. I'd say against that guy make an exception and try the other two methods of Shturm employment: with override switch, or "guide straight up first, then onto target". Tell Petrovich to hold 60km/h. Perhaps that can be reliable enough need to try. 57mm ZSU-57 and S-60 are also surprisingly scary against helicopters I've found. Gnomechild's method above looks good too. At least if there's no longer range radar sams to worry about. I'd honestly rather take on a bunch of manpads or ir sam's than Gepard though. However, you can outrange most other AAA just fine really.
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Don't know about keyboard, but I do it with the same little thingie we click for locking/unlocking it: use mouse scroll wheel on it to raise/lower. Don't know if there are keyboard assignments available for it.