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rinao0o

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Everything posted by rinao0o

  1. Roll input to the left gives you a bit of aileron induced adverse yall to the right, plus drag induced yaw from the pod, you'll get 2 source of that same direction yaw moment which might be prominent enough to causes problem, try to counter it with something on the wing hardpoints.
  2. Good to know! MP had always been a bug fest, hopefully they could come up with a solution at some point.
  3. Hi peeps, so ever since 1.5.8 release the performance on multiplayer has been seriously sucking. There is this annoying stutter every second or so that reduces the FPS by a spit second and constantly repeats itself throughout the entire session, although your average FPS doesn't look that bad, it feels worse than a frame locked console game that runs smoother. At first I thought that was just my PC thing but them some of my friends commented on the same issue (one has a GTX1080ti). So it could be happening to everyone running on a moderate PC. That issue doesn't happen in single player, so something in the MP codes must be broken. Now here is how to solve it: Whenever you single-click on a server, its name gets highlighted on the server list, and the in-game player list and available slots will start to load. DO NOT EVER enter the server before this loading process is finished, wait until the player list shows up and that initial loading finishes, otherwise the stutter occurs and screw up your frames. Let's repeat the basic steps: Step 1 - Single click on a server and highlight it Step 2 - Don't join it yet! Wait for the initial loading, when the loading finishes an UPDATED player list about your currently highlighted server will show up under the server list, if it shows the old list from another server, it's still loading, wait for it. Step 3 - Check that the loading is really finished by drag over the Server IP address in the server description, if you can drag and highlight the numbers, the loading is done. If you can't highlight the IP, loading hasn't finished yet. Step 4 - Join the highlighted server, if you decided this server isn't good enough and want to join another one, repeat the process. It worked every single time for me as long as I wait for the initial player list loading to finish, worked for all my friends as well, so I highly suggest you trying the same thing. Hopefully a dev can pick this up and report it to ED, I highly suspect that there is a bug in the codes that doesn't automatically stop this initial loading generating a loop which could be causing performance and network issues. Edit: How to find out if you're having the problem if PC is too godly. After joining into MP as client(not host), go to control settings and see if changing the bindings feels laggy. If it does, you're having the problem. If it works please post your results in here, if it doesn't, hopefully enough people replying will get the Dev's attention. I've probably posted in the wrong sub forum since this is really a ED thing, but the harrier has been getting loads of attention recently, so I decided that posting it here will probably get more attention, and maybe help more people out. Apologies to Razbam team and thanks for the great module.
  4. Use the TDC action button to acquire target once the crosshair is slewed over, just like how you use TMS forward with the A10C
  5. OT warning can happen after pushing the engine over its limits too much, check manuel for details. Also if you run the engine during jetborn flight with water off and max thrust, the fan rpm will be at 109% and the maximum allowed time is 15 minutes under this configuration. Use 100%RPM or less during cruise and only kick the engine into full when in combat
  6. rinao0o

    GBU 38

    Wip, onboard GPS isn't finished yet so it makes sense that a gps guided weapons won't work
  7. I've seen it posted by many people, so it should be a bug, interval control is also glitched, right clicking the hundred switch changes the release quantities instead
  8. look for NATO ops and USMC ops manual in forum
  9. This is a copy of the original post in MOD section so more ka50 drivers can see it. All further updates will be in the original post. https://forums.eagle.ru/showthread.php?t=194418 This mod is for those who want more than just your usual Vikhrs! What this mod is: An ATGM weapon MOD created through editing vanilla game files, standard vikhrs remains unchanged. Limited to single player only, revert the client when joining MP servers. How the missile works: This missile is a fictional version of the 9M120 ataka ATGM with enhanced seeker head behavior, launched from the 8 stack Vikhr launchers. It can be loaded on ka50's all 4 weapon stations. The missile is gyro stabilized throughout the entire flight. It has its own laser spot tracker and will follow the laser spot for moving targets. In case of laser cutoff during flight, the missile maintains its top attack trajectory towards the last location of the laser spot. (Which means you can launch a missile at a stationary target A, cutoff the laser, then launch a second missile at Target B) You can simultaneously engage as many targets as you want, as long as they remain stationary and doesn't require constant target lock for position updates. Theoretically the missile can engaged targets from 1 to 8km with an off nose angle of no more than 60 degrees. The missile has two different versions, one with standard vikhrs warhead and the other with a high explosive warhead named 9M120OF, weaker against tanks but very effective against structures and soft targets. Known issues: Not tested against aerial targets. Launch permission override switch must be in the Manual position. Some launch animation clipping, not noticeable unless you slow down the game and look carefully. A version for Su25T is in mind but not implemented yet. How to use: Unzip the file into DCS main folder. Check your weapon loadouts and have fun, remember to turn on Launch permission override [ATTACH]170431[/ATTACH]
  10. This mod is for those who want more than just your usual Vikhrs! What this mod is: An ATGM weapon MOD created through editing vanilla game files, standard vikhrs remains unchanged. Limited to single player only, revert the client when joining MP servers. How the missile works: It is a fictional version of the 9M120 ataka ATGM with enhanced seeker head behavior, launched from the 8 stack Vikhr launchers. It can be loaded on ka50's all 4 weapon stations. The missile is gyro stabilized throughout the entire flight, it has its own laser spot tracker and will follow the laser spot for moving target. In case of laser cutoff during flight, the missile maintains its top attack trajectory towards the last location of the laser spot. (Which means you can launch a missile at a stationary target A, cutoff the laser, then launch a second missile at Target B) You can simultaneously engage as many targets as you want, as long as they remain stationary and doesn't require constant target lock for position updates. Theoretically the missile can engaged targets from 1 to 8km with an off nose angle of no more than 60 degrees. The missile has two different versions, one with standard vikhrs warhead and the other with a high explosive warhead named 9M120OF, weaker against tanks but very effective against structures and soft targets. Known issues: Not tested against aerial targets. Launch permission override switch must be in the Manual position. Some launch animation clipping, not noticeable unless you slow down the game and look carefully. A version for Su25T is in mind but not implemented yet. How to use: Unzip the file into DCS main folder. Check your weapon loadouts and have fun. Remember to turn on Launch permission override Super Ataka ATGM for Ka50.rar
  11. Fixed a few bugs in the last version, dont forget to download it, This missile is so fun to use i might make it available for ka50 in the future
  12. Just completely reworked everything and added in a lot of stuff, come take a look:megalol:
  13. It might work, I dont think they added any new weapons during 1.57 update, you should try it out
  14. Thanks, will keep working on this little project, might come up with something bigger for anti tank role that suits the gazelle.:thumbup:
  15. #This Mod has been extensively updated, pls go to the original post for detailed information https://forums.eagle.ru/showthread.php?t=190876 #Update coming: M261 launcher is made and tested, currently working on a rail launched Shturm missile system(ATGM used by mi24 and mi28 ), the rail is taken from the Hellfire missile. Will use the rail to implement maluka, or even hot missile in the future , check original post for download link ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ So I picked up the Gazelle during the summer sale and instantly got addicted to it, every bit of it feels like airbus beating me with a stick and somehow I love it . What I do not like however is the severely lacking firepower. Talk about the frustration when you have to waste your last HOT missile for a truck. Now there are existing mods out there that allows you to use Mavs and Hellfires etc, but after extended use of those mods i found the accuracy to be very random, and being honest having 8 hellfires on a gazelle is a bit cheaty. I remember this DAGR (Direct Attack Guided Rocket)project I read somewhere a while ago and thought I could implement it to the gazelle. And after a few days digging into .luas I was able to come up with a working DAGR rocket. The Mod is Semi-standalone, it functions by replacing some existing game files, while all the vanilla weapons remains untouched. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Features of this MOD: #Enables gazelle the ability to launch DAGR rockets with accuracy of up to 1 meter dispersion within 5KM range. #Attempts were made to recreate the flight performance of a standard FFAR rocket. The rocket motor ignites at launch and burns for about 2 seconds before it dies out, then inertia takes over and the rocket glides towards the target at +-1000kmh. #You can fire it at close range targets from high alts, which is a known problem with the current hellfire mod. #Beyond 4.3KM the missile goes into Gyro mode and flies in the rough direction it last followed, but will slowly destabilize into a climb/dive pattern, which gives it about 6Km absolute range but with worse accuracy. #Both HEAT and HE versions of the hydra rockets are available, launched from Lau131 rocket pod mounted on the Hot Pylon. The warheads are standard Hydra warheads with roughtly 4kg high explosive or HEAT. #Reduced weapon system weight to better fit the poor gazelle. #Now you can kill 7 trucks with a pylon instead of just 1 #Possible follow up mods for M261 Launcher(19 rockets), might also make a soviet S13 guided rocket in the future. Download:The mod has been extensively updated therefore this old link has been removed, pls go to the original post for more info Some pics
  16. Features of this MOD: #Enables gazelle the ability to launch TV guided DAGR hydra and Russian S8/S13 rockets with pinpoint accuracy. #Handcrafted rocket engine and flight model, fun to track and extremely effective, has optional over powered tandam warhead #Semi-standalone, functions by replacing some existing game files, while all the vanilla weapons remains untouched. #Attempts were made to recreate the flight performance of a standard FFAR rocket. The rocket motor ignites at launch and burns for about 2 seconds before it dies out, then inertia takes over and the rocket glides towards the target at +-1000kmh.(Old version, completely reworked, see below) #The rocket flies at constant Mach 1 from 1000-4300m (control range), after reaching max control range the gyro will continue guiding the rocket towards the last followed course, until it reaches 8.5km maximum range. Beware that the accuracy past about 6.5Km is pretty random, since the rocket is constantly correcting its course during controlled flight, and isn't necessarily flying directly at the target when entering gyro flight. #During the gyro flight the 2nd stage booster ignites and accelerates the rocket to mach 1.8. #You can fire it at close range targets from high alts, which is a known problem with the current hellfire mod. #Added russian B13 launcher to fire 130mm guided rockets with massive HE penetrator warhead! (5 shots, only loadable on the outer pylons, Same weight as a 3 stack lau131 laucher loaded with tandam) Bye Hot3:smartass: UPDATE Log #Jul 19 2017. Added support for M261 Launcher (19 rockets) #Jul 20 2017. Added support for XM158 launcher Added support for Tandam warhead munition (Extremely lethal but the weight is increased, which makes tracking less responsive but still very accurate at stationary target, has a stronger booster!) Completely reworked flight model and gyro / guidance system, improves range and accuracy, the engine is tweaked to reduce initial velocity and allow the rocket to fly at constant speed for longer time. Reworked smoke for better visual cue on rocket trajectory. helps target tracking. Added 3rd stage booster, accelerates the rocket to Mach2 when beyond control range. Current work in progress: Support for Lau131*3 stacked launcher. #Jul 20 2017 Patch2 Fixed Lau131*3 not launching issue. Reworked 3rd stage engine ignition timing and rocket flame #Jul 21 2017 Reworked Engine flame for rockets on FFAR platform, reduced platform weight. Reworked tracking and gyro, reduced gyro error to allow better accuracy at long range. Added russian B13 launcher to fire 130mm rockets with massive HE penetrator warhead! Added russian B8 launcher, both standard OFP2/ KOM and custom tandam rounds are available. Download (Jul 22)Gazelle Guided Rockets Pod mod.rar Do not use it in MP, always backup your files.(If somehow the files gets screwed, search for REPAIR_DCS shortcut in windows startmenu) Some pics
  17. wow, now ima hold my money for this
  18. Problem with the mg151 cannon just finished a game which a p51 took 22 cannon hits - still having no trouble flying & maneuvering and was able to turn/climb with my dora stats report picture of the damaged p51 appearantly this is more like damage done by a shotgun, either the p51 dm is broken, or the mg151 is really really underpowered is anyone having the same problem?
  19. looks really nice, gonna try it soon as i get my computer back
  20. ay. just saw the solution u posted, thx
  21. the s8 rocket pod looks appearantly wrong.. since the 1.30 update, i tried reinstalling the game a few times but it didnt fix the problem this is what it should look like this is the weird rocket pod in the game
  22. if the briefing doesnt particularly single out some arty units or cmd pods, just look for tanks n tows and signal smoke then shoot em with ur missles, always works for me.
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