

Sleksa
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Russian missiles - usage, bug, problems, advantages
Sleksa replied to tovivan's topic in Su-27 for DCS World
I agree with the vast majority of what you said. Most of the deaths in multiplayer setting come as a result of a series of mistakes and/or lack of situational awareness. This seems to be quite a universal thing for all the aircraft. Another point you're raising is the missile supporting. The ability to break as soon as the missile goes active makes the F-15 a lot safer platform to fight from, and the fact that the target aircraft gets a proper warning not when the missile is fired, but rather when it goes active is a thing that creates huge advantages if we look at average multiplayer games where the people flying might not be as good at reading subtle indications of incoming attacks as the people attending organized events as a part of a bigger group. The only thing I'd disagree on is the ER/ET combo. The theoretical range advantage is only really applicable from long ranges, where the attacks can be seen coming miles away and can easily be avoided by the prior mentioned return amraam+3/9 to break the lock and disengage to drag the chasing plane to your friend's crosshairs. The only real advantage comes when you get on a advantageous position (below and behind) to find and fire without alerting the RWR. In such a situation you'd never want to fire ER's in the first place though because they'd only alert the target aircraft. -
Russian missiles - usage, bug, problems, advantages
Sleksa replied to tovivan's topic in Su-27 for DCS World
I think you're arguing against completely different things than what I said. It is certainly possible to kill F-15's by using russian aircraft, as a freebie I can even throw in a picture of me killing one with the -21 However we can't really make the argument out of such data that the MiG-21 is equal to the F-15, rather we'd need to look at the overall statistics of multiplayer servers to find the truth. the crucial point from such data is to understand that there's a rather huge and distinct difference between possible, and likely. For every few kill I get against the F-15 on the -21, I have to disengage due to incoming amraams a dozen times, and many of those I end up as a flaming wreck or out of fuel a hundred miles away from the nearest airport. So while it's certainly possible, the F-15 still has a obvious advantage, and this advantage persists against any currently flyable non-modded aircraft in the game. You're not really adressing the core argument here, but rather semantics like what fuel load would be optimal to further maximize the F-15's advantages The argument I'm saying is that F-15 inherently has a distinct advantage. This advantage can be negated situationally by employing what few advantages the other aircraft have, but at the end of the day the majority of the engagements will go favourably for the F-15, which always retains the option to safely disengage from a fight with a high chance for a return kill against the agressor, as long as the distances between the aircrafts are over 10-15km. The R-77 and the R-27ET have this capacity theoretically yes, however on the R-77 it is impractical due to no idea of knowing whether the missile has gone active or not, and on the 27ET due to the missile's abysmal performance against even the most half-hearted evasive actions. In engagements this advantage is also very distinct. The F-15 can afford to disengage from every single combat as soon as the amraam goes active, and by doing so frees the F-15 to disengage from the fight. However every other aircraft in a similiar situation has to keep chasing the enemy, which puts them yet again at a distinct disadvantage, like being flanked, loss of altitude and potential energy to disengage, loss of situational awareness due to the need to support the missiles, and high consumption of fuel from a much lower reserve. Again it is certainly possible that the F-15's can lose fights if the enemy aircraft get into favourable positions, and in air-air combat things never go as smoothly as one likes to think, but this is in no way an argument to say the F-15 doesn't retain massive advantages over other aircraft. Do you have any actual data on this? From the single event quoted in here the amraam was responsible for 18 of the overall 25 kills, with the ER being responsible for 0 and the ET for a handful. I could also bet my left nut that that statistics from servers like 104'th (if they collect such data) would likely see the amraam dominating the primary cause of pilots hitting the ground anywhere else except the runway. And again to repeat myself. I'm not arguing whether this is how things should be, but rather how they are. I still personally fly the MiG-21 for pretty much all my multiplayer flights because I personally get a kick out of being the underdog. -
Russian missiles - usage, bug, problems, advantages
Sleksa replied to tovivan's topic in Su-27 for DCS World
The payload doesn't really matter as you can discard it whenever you want, but what it allows one to do is to get from the airfield to where the fight's happening with full afterburner and still retain some fuel on the external tanks, as well as 100% internal, a feat which'd burn the entire fuel load of any other aircraft. There simply is no reason not to do it from the DCS point of view, real life might be different but that's not really the topic of this discussion. As far as the ET/77 go, the ET is probably the only realistic threat if the firing aircraft manages to get on the side or rear of the F-15 to fire, but then again, even a MiG-21 can achieve a kill from these parameters with a heat seeking missile. However to get within such firing parameters without alerting the enemy on the FC3 russian aircraft, one needs to go in essentially blind without using the radar, and even then it's still more likely to miss if spotted by simple turning and flaring, if it even has the kinematic performance to achieve a hit on a target that's running and turning. The 77 I wouldn't really even mention. The performance of the missile is much worse and the plane carrying it has a radar performance equal to the mig-21. Firing it gives the enemy aircraft a definite warning and there's no way to know when the missile goes active or not so from the pilot's point of view it's essentially a sarh with a chance to go active if radar lock is broken. The situation is already a lot worse than the F-15's, but when you factor in that the mig has probably spent his external+half his internal fuel load by flying to the combat area and spending 2 minutes on the afterburner whereas the F-15 is likely to have half his external tanks left doing the same on full burner since takeoff. This allows the F-15 to do any kind of defensive maneuvering he wants, and as many attempts to disengage as he needs, whereas the mig has a number of attempts to do before needing to head back to the airfield. I'm not arguing whether or not this should be how things are, but objectively looking there is no reason to fly these aircraft if there's F-15's available on a multiplayer setting as it puts the players at a distinct disadvantage. And the disadvantage might be migitated a little by changing the missile's performances, but it will never be negated with how many other advantages the F-15's have. -
Russian missiles - usage, bug, problems, advantages
Sleksa replied to tovivan's topic in Su-27 for DCS World
If we take the usual loadouts of the respective planes, any sane person will take triple tanks on the F-15 and a maximum load of Amraams. This grants the F-15 several distinct advantages over every aircraft in the game. First one is the flight performance, with a flight time of an hour with the throttle permamently set on medium afterburner, the F-15 has a distinct advantage to both engage and disengage fights at any ranges between 8-100miles, this is only further enchanced by the aim-120's active mode, where the F-15 pilot can in any engagement he finds himself in to respond by firing a 120 at the incoming plane, wait for active and then run away from the incoming shot. The chasing plane then has a distinct choice of chasing and dying to the 120 with absolute certainty while bleeding off the entirety of his fuel (if any other aircraft than another F-15), or attempting to avoid the missile and have a slim chance of living for the duration that the F-15 spends turning, reacquiring and firing new 120's. There is no chance whatsoever that any of the Russian planes could stand up against the F-15. There should simply be a mandatory message in MP upon selecting a FC3 RU plane which states that you are nothing but fodder for the F-15's in the server/mission. This is slightly compounded by the Russian radars which become blind the moment the target aircraft performs any kind of maneuvering, and R-27ER/T's which have less kinematic performance than the R-13M1's carried on the MiG-21's, but fixing either will never bring any kind of advantage for the russian aircraft on a multiplayer setting. Nor should they really, as the SU/MiG we have in the game is pretty much a default 80's aircraft, while the F-15 seems to be from mid 2000, which is an age difference equal to trying to fight a MiG-15 with a biplane. Fun, but with an obvious outcome. -
I sincerely hope it's a MiG-25!
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Sure. Can you give any explanation on what it does exactly? Also, where is this file for Steam users, as there is no DCS.openbeta in the saved games folder?
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This seems to have done the trick, thanks a lot!
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F-15's at altitude are probably the easiest targets I come across in MP games while flying the 21. Also I don't know much about the sitting duck, but good luck catching the ones that dont sit there waiting for the missile to connect. I also can't really see the mirage contesting the f-15's at any altitude in the game simply because the F-15 has such huge advantage with the triple tank spamraam loadout and essentially cannot die unless the pilot gets a) jumped on, or b) commits to a disadvantageous fight. It's far more likely that the mirages in MP will stay fast and slow in the valleys just like the migs, where the radar (and rwr) where the fight between migs and mirages becomes a lot more equal than it looks on paper.
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Excellent news! Serverside, is there any information on whether this version has improved the performance? I remember asking before about the possibility of having mobile targets for the ground pounders and the reply then was that it was a serious resource hog.
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Would love a fix for this as well, or any idea what's causing it
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Mig21 BIS Cleaner Cockpit Glass / Hud Glass
Sleksa replied to Tetra's topic in Utility/Program Mods for DCS World
Is there a updated version of this for 1.5? -
They might not be expensive today compared to modern missiles (if any of them were still in production), however they at some point in history were new and modern, with a likely high pricetag on them.
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M-2000C for DCS World by RAZBAM - Available for Pre-Purchase
Sleksa replied to MemphisBelle's topic in M-2000
I'd buy the mirage even if it had nothing but a/a weaponry. However the BM 400 as a rocket assisted bomb is a rather unique thing, which would in my opinion be a interesting addition to DCS. The system itself started out as a private venture, but was adopted by the French airforce in the late 80's, and was sold to asian countries as well (although in very small numbers). -
M-2000C for DCS World by RAZBAM - Available for Pre-Purchase
Sleksa replied to MemphisBelle's topic in M-2000
What about the BM 400 modular bomb from Thomson Brandt? The biggest difference compared to BLG-66 was the addition of a booster rocket which gave it a range of about 10km http://www.rediff.com/news/1999/may/31tara.htm https://www.flightglobal.com/pdfarchive/view/1984/1984%20-%200660.html -
M-2000C for DCS World by RAZBAM - Available for Pre-Purchase
Sleksa replied to MemphisBelle's topic in M-2000
I had a booksource somewhere saying the armat was cleared for use in the French airforce for mirage III, 2000, jaguar as well as atlantique patrol aircraft, I'll try to find it. -
Is there any documentation on what the rwr system on the mirage looks like?
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Any update on this mod?
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For me it's been the complete opposite. I've had cases where I'm right behind a target, lock onto him in the ECM filter mode and fire, only to watch the missiles go left when the target goes right. The range isn't anything spectacular either, the initial burst of speed is okay to roughly 5 km, but after that the missile pretty much hits a stone wall and drops from mach 3-4 to mach 0.5 in a span of few seconds, whereas many other missiles kinda float forward with a slow 'n steady decrease of speed.
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I don't think this is just a ATI-specific issue since many of my friends can also spot targets from the same distances with different computer setups and varying ingame settings, by looking for the smoke trails. The smoke itself though is already completely modifiable (By leatherneck, or ED) as currently every smoke (except the huey) uses ExhaustTrailAir.lua in particlesystems 2. It is already possible to make a specified airplane use, for example a custom ExhaustTrailMiG29.lua file. However this is for obvious reasons non-compatible with the majority of online servers. Ideally I'd personally want to see atleast several rough categories of smoke variation, like Heavy, medium and light smokers, as currently they're all either smoking or not. You're right about the topic location possibly being in the wrong section though considering the direction of the thread's gone from the initial findings of the have doughnut report to the structure of smoke systems in dcs in general :).
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I have a ATI card as well, and A-10's as well as F-15's might as well be invisible to me if I'm not within 2km of them and right on their tail. Migs and Su's though can easily be seen from up to 80km from the signature smoke at daytime, and 20+ km at night time. Although showing exactly how easy it is through screenshots is a tad bit hard since the movement of the smoke against a background is one of the things that makes it so easy to spot, however these 2 showcase just how absurd it can be: Day: Night: I'd argue that being able to spot targets from their smoke signature, beyond ranges of the mig 29's or even Su-27's radar, isn't too realistic. From gameplay point of view this is also quite problematic as it gives some planes a significant disadvantage that's akin to having a pink/purple banner behind the plane.
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4 minute climb to 100.000 feet towards bulls followed by a mach 2.X dash to fire on the unsuspecting target and running away almost faster than the spamraams fired towards you. What's not to like? :pilotfly:
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Try checking whether any of your mods are conflicting, this was the case for me at one point. http://104thphoenix.com/integrity-check/
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Does 104'th keep any record of the track files played on the server? If so, is it possible to have the replay uploaded/sent to my mail from the night mission played at 07'th of may at around midnight gmt+2. Me and my friend were playing on that mission with a few peculiar events happening, but the replay file got corrupted for both of us so we can't verify what actually happened.
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Great! :thumbup:
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