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Everything posted by Zilch
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That's a damn good looking cockpit. Every time I see it...
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My individual wheel brakes don't work, only the "W" key. Neither the right or left brake work with buttons or axes. Is this already known?
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Wait...there's really a bug that only affects the in-game month of January?
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Just don't make my bonehead mistake of binding "A-G Gun Mode" and wondering why it's not ranging...
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For your first question...TMS right and your UFC/CDU MK button do different things. As I did with that Maverick rapid fire, pressing TMS right short creates a Markpoint *where your SOI is pointing.* The MK button on the UFC and CDU do the same thing, which is to create a Markpoint *where your aircraft currently is." They call this an overhead markpoint. I'm not quite sure what your asking in the second question...I'll take a swing. Unless someone else knows a cool CDU trick, I am not aware of a way to copy a markpoint to a waypoint directly. What you can do though is slave your TGP or TAD green cross to a Markpoint and get the Lat/Long or MGRS coordinate that displays on your MFD, write that down, and create a new waypoint on it using the CDU. If you want to learn how, see more shameless self promotion here at the 11:47.
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[REPORTED]/[MERGED] Roll Oscillation w/ AP Alt Hold - 1.5.6.3690.269
Zilch replied to Scotch75's topic in Bugs and Problems
Another confirmation. The ALT HOLD system causes increasing oscillations until the plane departs from control. Is this a new experiment in negative dynamic stability in the Hog? ;) -
Shameless self promotion, but maybe this video at 10:30 may help.
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All of the cockpit photos I've seen show MFD's with 5x8 OSB's. Those don't look like they'll get along well with the Thrustmaster 5x5 version... Are we going to need to do some hack and solder, or is the A-29 we get maybe going to have those 5x5's?
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Hey, thanks for asking a question I actually know the answer to. :P
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And then the endless complaints about why we did not get F-16A/B/C/D/E/I/N/XL/79/AFTI/AGILE/ADF Block XX...
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Aw man...the possibility of no Corsair in DCS makes my heart break. I'll buy two right now if it helps.
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It's the same Georgian Hammer campaign you can play by yourself, except that it's enabled with Combined Arms. This allows you to issue commands to friendly AI units. It's a bit of a challenge, especially when you need to have your ground units occupy a specific point to complete the mission. Be sure to get good coordinates for the objective.
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TEW Operation Hammerfall sooo difficult arghhh
Zilch replied to GazAce's topic in DCS: A-10C Warthog
I hope it helps. Happy bombing! This is why Baltic's products are great. They force you to learn new things and really show off what is possible in DCS. -
In case anyone else has an old monitor or can get one cheaply, you could do like me and velcro the TM MFD's to it. It's easy to extract MFD and radar screens to a second monitor like this.
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TEW Operation Hammerfall sooo difficult arghhh
Zilch replied to GazAce's topic in DCS: A-10C Warthog
Is this the one with the bunker below the thick clouds in the mountain pocket? If so, try this : Skip to 44:20. It'll show you how to drop a JDAM on coordinates without ever seeing your target, assuming you have enough MGRS digits. It really showcases how capable the C model A-10 can be. -
Final Rehearsal Before Starting: The Mighty Eagle!
Zilch replied to Zilch's topic in F-5E Aggressors BFM Campaign
It might, but only at angles where he can point his radar at me to trigger a warning. Besides, these missions for me are all about practicing my visual tracking. I don't think I lost sight of this F-15. The MiG-29, though, I lost track of, but in my defense he was flying weird after I gunned him in the face. -
Before digging into the campaign, I figured it was a good idea to practice engaging bandits for proficiency. The F-5, F-4, F-18 and MiG-29 all fell before my guns. The final task was the F-15...it didn't go as planned! 82 Good job on these missions! Thanks to Maple Flag for the fun times. Can't wait for the next sortie.
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This is gonna be fun. Everything I've read suggests this plane is gonna be pretty damn capable in so many ways. I imagine it might be the way to go in multi player servers with changing dynamics. Looks like it can do pretty much anything, and most of that quite well. If and when the II+ comes out, it'll be an absolute terror no matter what it's facing.
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I can't wait for this to come out...just flying my P-51 over this place is probably gonna give me the warm fuzzies. Also, the content that players come up with will be interesting to see. I'm hoping to make some "RED TIDE: WW III 1987!" style scenarios with the more modern assets, just to be weird. I mean, remember this stuff? Now we can make a very immersive version.
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It would make a lot more real-world sense to have the training in NTTR, but as many people still don't have it, and training is for newer players who may only have one module, training should be in the Caucasus. Campaign, same thing...just so everyone can play. What may be cool, though...if you're down for it...maybe a more advanced training in the NTTR. More in-depth training and techniques that make the player more of an expert.
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IRL, you don't need to penetrate the armor to knock the thing out of action. As mentioned above with the M-1 getting hit in the vents, the are softer parts that don't have that full armor protection, treads and other moving parts to get separated or jammed up, and the main gun that, if bent or dented, will effectively stop the tank from doing tank-like things. Similarly, even if it's a head-on rounds-vs-armor situation (which it would not likely be,) the crew inside is going to have a major damn bad day, especially if, as we have in DCS, there's a dude with his top half sticking out of the open hatch with his hands on the swivel-mounted machine gun shooting back at you. A strafing run that makes contact with that guy is certainly going to unspeakable things to his person, compounded by the chance of a round flying down through the hatch he was sticking out of and doing horrible things to the inside of the vehicle. As with personal armor, yes, vehicle armor may save your life, but that doesn't mean you're gonna be in the best of shape after getting shot while wearing it. You are more likely to live, but that doesn't mean you're still in the fight, and certainly not at 100% of your ability. However, again, real life is one thing, DCS is similar in a lot of ways, but still an entirely different beast. In DCS, we have none of these compounding effects with AI units, so it's a basic health bar situation. What I'm trying to do is work with the current damage model to facilitate one-pass kills against DCS T-72's. So far, 35+ dive angles starting at 0.6 miles down to 0.3 seem to work decently, but then there's that dude out of the hatch firing his swivel gun at you to contend with when you get that close, along with all of his buddies taking potshots. That's actually an excellent idea! I hadn't considered the effect of ricochets in DCS. I had assumed they were merely cosmetic, but now that you mention it I did see once in tacview a hit by 30mm that had bounced off of something else. If these ricochets are part of the damage dealing picture, that's something we can work with to improve our techniques. I hope I can get some time to test this out! EDIT: I'm sure you've seen this before, but the A-10 Coloring Book discusses what happens when tanks get hit by the GAU-8. Bending or piercing the cannon, bouncing rounds from the ground up under the tank, and blowing treads off are apparently legit methods by attacking the sides of the tank at 3 degree dive angles. However, this is an aside to the actual topic, which is blowing them up in DCS. :) Just thought you'd enjoy it: https://warisboring.com/cold-war-coloring-book-taught-a-10-pilots-to-kill-soviet-tanks-a26385113bf0#.qjbx5umju
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In reality, yes, that's ideal, but I don't think that the damage model in DCS for ground vehicles is sophisticated enough for that kind of effect until the new system comes out. Steeper dives and firing close-in seem to help though. I'm curious if the dive angle affects projectile speed enough to give it s boost, because according to my tests, dispersion isn't affected enough by slant angle (flashlight effect) to reduce hit rate when attacking from shallow dives. In these dives at 30 degrees, I'm still hitting with 200 to 400 rounds with about 80 to 90 percent of my shots landing. It seems that in DCS, projectile speed and energy matter more than number of hits.
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Here are my results: TacView tells all. Every single gun run I made in that first video made good strikes and overall, I had a 77% hit rate. The average T-72 seems to take around 300-400 bullet strikes to kill. Apparently, the debrief screen is NOT a count of actual "hits" or number of projectiles that strike the target. Likely, it groups them together. Don't think that "22 hits" in the debrief screen means that you only hit with 22 slugs in your 300-round burst...you probably hit with about 250 in reality. Also, my debrief file shows a three-second burst with no hits whatsoever. This did not happen, every attack I made hit with a high number of rounds. Again, the debrief screen probably groups projectiles together, and that run didn't have enough hits to register as a group...just a hypothesis. So, if you're looking at that DCS debrief screen and thinking, "Man, I suck, I only hit with 60 slugs out of 1150!" Don't feel bad! You're probably hitting with more like 900 or more actual projectiles. So, with hit rates at about 80% anyway, I'm not sure dispersion mods are the actual answer, since dispersion is probably pretty close to what we want, anyway? Just an idea. Now...since ED is working on the damage model, the question becomes, "How to work with what we have to get one-run kills?" I'm guessing, start firing earlier.
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A TacView review shows a different story, entirely...I'll post a video of that analysis and comparison later, it may be interesting to you folks!