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WinterH

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Everything posted by WinterH

  1. Well that looks ok then (grumbles)
  2. 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
  3. 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.
  4. WinterH

    ships

    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.
  5. 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.
  6. 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.
  7. 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 :).
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Strange, just tested now, also FFB2, and I got forces on the stick just fine. Trim too. No stick shake when airframe is buffeting, but FFB was working pretty well for the control feeling. Repair maybe? Or uninstall/reinstall the module?
  14. Actually when we did this, we were comfortably away from AAA range by the time we turned back, felt really safe, but there weren't threats in that practice mission and only tried that once. But the key is, we did the pop-up and the missile shot both many kilometers away from the target area, and we were still some ways off by the time missile impacted.
  15. Just tried, with EB for some reason I have main axes listed with a red ! mark in controls menu and they didn't work. I suppuse it's something with my installation and probably need to clear input folder for EB. With CC, I get some FFB implementation, no stick shake when the aircraft is shaking from maneuvering, but there was some force applied to stick, it centered itself, and as speed dropped stick force decreased. Didn't try trim though. So, FFB is implemented looks like, not up to a warbird or helo level, but then 101 isn't those either I suppose.
  16. GrmlZ! Where are the videos man! People missed them!
  17. I works with S-5 and S-8 rockets. S-13 and S-24 rockets however, are manually aimed, no moving pipper with them. I think Avimimus uses automatic sight for slip/drift correction, as it indicated that quite well. Ballistics of S-5,8,13,and 24 rockets should be somewhat different, at least in longer ranges/shallow angles, and certainly VERY different to 30mm gun. I also like auto sights slip indication capabilities without having to look down on the ball.
  18. Actually, Leatherneck's own summer development report looks promising. I'd say Corsair is probably 2-4ish months away maybe, probably, perhaps :). Most of the importants systems seem to be done, flight model is getting tuned, external looks great, and cockpit's modeling seems fairly advanced, and texturing remains.
  19. It is listed somewhere either on product page or release notes, maybe both. As far as I know, we'll get one tandem HEAT version, and one high explosive version, but not the later extended range ones. Which is ok really, because already Shturm's maximum range is at the edge of Raduga sight's usable distance in my opinion. That's just off the top of my head though, best check the Mi-24's product page
  20. Start the attack run from further up, I was able to get pretty longish shots both with Petrovich and with multicrew usually. At least from quite longer range than most AAA can return fire. Sometimes I am close enough for 23mm AAA to fire just before the missile impact, but being at extreme range they are easy to dodge, or even not accurate at all. You can also try using missiles from hover, or slow flight beyond their range, but it isn't Hind's strong suite, and usually ends up with about as many misses as hits for me when I try it. And doesn't work when Petrovich is gunner, only as an actual behind the guidance/sight. The simplest attack pattern: fly low with decent forward speed, align the sights and keep stable, turn back after the missile impacts. Not always, but usually I can get quite decent standoff to turn back this way, or even get two missiles in sometimes. The key is starting the attack run from decently far away. Another one is apparently from period Soviet or East German manuals: if you know where targers are, line up while behind cover/terrain many kilometers away, pop up with a climb, sight in and launch. Tried this multicrew with me as gunner, and the sight was very, very stable this way, and we already turned back after the hit quite far away from targets.
  21. Hi, I'm pretty sure this is planned, but wanted to voice my desire anyway. It seems we currently have a ammunition belt that is either exclusively, or almost exclusively AP for the 30mm GSh-2-30K. And it is really great in dealing with any sort of vehicle, it can even damage tanks from sides! ...with the caveat of requiring direct hits. I'd really love an ability to switch between ammunition options for the gun when rearming like many other modules do. 30mm HE shells would be really handy to have, especially against softer targets, most noticably infantry. It's almost integral to support gunship kind of roles Hind would be good at.
  22. 2 x GUV-8700= 2x 7.62 and 2x 12.7 displays, and it could be lumping 30mms into one perhaps, I think it is sort of like that in Mi-8 but don't exactly recall. But yeah, it could be that 30 is indeed for the GSh-2-30K as well, which would be a lot more useful if it is
  23. Could be for GUV-AP-30 30mm grenade launcher pod too. It'd be nice if it is indeed for the onboard 30mm though.
  24. I am hoping for either an AH-1F or AH-1W, both either 80s or early 90s. They'd be something different compared to Apache, and complement both Huey and Hind greatly. Yeah I'm inclined to agree. Yes, it's graphical level IS showing its age at this point, but what matters for me is the character of the aircraft, quality of the module from system and flight modeling perspectives, and then there's the relatively recent addition of pretty well working multicrew experience. Huey IS still one of the best modules in my opinion, even if it isn't necessarily the best looking these days.
  25. Right now the only paid AI asset pack is WW II assets. Arguably there's supercarrier, but I'd say it is more than just an AI asset pack, and a sort of separate-ish category of its own.
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