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Cik

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Everything posted by Cik

  1. Hi. I'd like to just pop in and air my grievances and ask if anyone else is having the same issue. So background: I play 107th primarily PVE and usually as CP/G. My experience is that in actuality, radar guided threats (SA-8, etc.) Are less dangerous than ironsighted infantry weapons. While it seems to me that lots of aspects of the damage model of the apache are WIP or not implemented, I worry that when they are eventually added the bird is going to get roasted by light infantry fire that seems extremely and unrealistically accurate. I have been repeatedly killed while moving at distances <1000 by RPGs and have been absolutely shredded at 800+ by pinpoint accurate rifle and machine gun fire by infantrymen. While this latter case doesn't seem to do much if any damage (maybe realistic, can't say) I worry that it's warping the balance of power so to speak of this range. It seems like once you start taking rifle or machine gun fire <3000~ the fire (despite not being ranged or aided by anything that measures velocity) is as or more accurate than the apache's own gun. From my understanding hitting a moving helicopter with any sort of weapon that doesn't have an FCS should be pretty difficult unless maybe it's flying right over you. Using rockets or cannon (without just hovering far beyond the range of anything not radar-guided) is unduly risky (IME) I think that the aircraft once it receives more updates to the damage model might be at an unrealistic disadvantage vs. it's primary threats and I'd like to see if anyone else has seen / experienced this and thinks it should be looked at. Thanks.
  2. AI infantry units are ridiculously accurate when shooting at attack or transport helicopters at medium range (hundreds to ~1000 meters) drawing what seems like a perfectly ranged / lead computed gun solution and absolutely shredding these platforms. I appreciate that RPGs are supposed to be a threat to these platforms but my experiences lead me to believe there is basically no inaccuracy or dispersion being applied to these weapons as I have been hit often even while maneuvering at medium range. Can we get this looked at as it has been a problem since the black shark / Mi-8 days where infantry once you pass their "maximum range band" are inhumanly accurate with simple ironsighted weapons. It reminds me of the days where a Zu-23 AAA gun would draw a perfect 10 second lead at an A-10 300 kn / 15000 feet and achieve an 80% hit rate in one gun burst with absolutely no means of ranging or measuring target velocity against what was a black dot in the sky. it makes anything but sniping with hellfires unduly risky when attack helis should rule this range with 30mm - rockets without the presence of enemy AAA, shilka, SA-8, etc. Please fix.
  3. Hi Friends, Is there a way (currently) to perform a ground stab (or anything like it?) currently keeping a cursor on a target with a human backseat pilot is pretty tricky, especially if they are not an extremely practiced helicopter pilot, as the ride will be pretty far from stable. Is there ANY method that will help with dealing with the left/right or up/down drift of the TADS while the aircraft is in motion?
  4. Neg, already tried full reinstall and I cleared out that stuff already.
  5. GTX 1080 I7 at ~4.0 ghz 40gb RAM game running on m.2 SSD ~256 gb air cooled (temps fine) game worked fine for last 5-7 years~ problem appeared very recently with no significant trumpet call heralding it's presence. All other games continue to work. :helpsmilie: actual log.txt.txt
  6. Hi. As above, game freezes during map loading mission editor, every map. have run repair, cleaned shaders, deleted settings.lua, reinstalled game, no dice. is there a nuclear option here that I haven't tried? getting a bit frustrated, honestly.
  7. i'd be happy if they implemented a baghdad-style skyfiring routine to the AAA. would make a cool setpiece.
  8. the Zu-23 ural is a technical, but we still need lower-tier technicals across the board, tbh. there are huge gaps in the OOB for modern wars in the syrian mold. we still don't have ATGMs, machine gun technicals (m240, m2, dshk, kord, pkm, etc) heavy weapon teams (same) etc. etc.
  9. to be honest i wish they would stop doing such highly detailed texture models. look at the truck they teased in the weekly update a while ago. I mean, no kidding really pretty, perfectly modeled seams in the tarp over the back, high res license plate, beautiful reflection mapping and all this stuff.. none of which you will ever see even at 150ft going over the thing in a helicopter, the slowest and lowest type of thing you will ever fly by in one. just give us a basic looking model that performs pretty close and do it inside 3 months, the game is in dire need of units and if it takes years to put in a single SAM system we're actually behind the event horizon. there are going to be new SAMs coming out in real life faster than old SAMs are being added to the game, it's silly. We're still missing huge chunks of the order of battle of almost everything, guys, come on.
  10. it doesn't work nearly as well as you say. In the end it can only manipulate alert states which is a really trash way of turning SAMs on and off. (it's not the scriptwriters' fault, it's just the support for actual control of SAMs via script is not great)
  11. my experience the missile is basically useless outside WVR. if missile time of flight < bandit's time to notch you can achieve a high PK, otherwise you use the missile to position yourself for a merge and then kill him with archer / ET. over short distances, it's a pretty good missile. it moves very quickly, while the motor's burning it's almost impossible to dodge. everything else it has is a downside, though. seekerhead will let you down 99+% of the time if there is a couple of chaff bundles in the air.
  12. you can 100% kill even T-90s with GAU-8 ingame, you just need to get unwisely close and come in very high. usually it's a death sentence if the tanks are defended and/or lucky, which is why it's not generally done.
  13. each pylon has it's own coordinate set. you should program your PP2 into the second pylon's PP2 as the pylons step between drops.
  14. practice practice practice
  15. even the lights that do work do not work very well. the taxi lights barely illuminate anything, both the ones mounted on the aircraft and the ones mounted by the side of the taxiway.
  16. DCS desperately needs a 2d planning layer. real mission planning is nearly impossible without it.
  17. it's cluster in DCS, the only clusterbombs that kill stuff semi-reliably are MK-20 and CBU-97. They'll probably tune it. until then, i'd just launch 2 at one target. theoretically this should get you a pk of 70-90% against unarmored stuff. I've not had any luck killing BTR-80s, even with 4 JSOW-A launched at them.
  18. it took me about 2 hours of banging my head against the wall to figure it out :^)
  19. it automatically steps, but it does not automatic assign new mission targets. to set it up, you must set the missions for each pylon, so you set up the 2 targets for one pylon, STEP, set up the two targets for the next pylon, STEP, until you have targets for every pylon. then, set all pylons to PP1, pickle until you are back to the first pylon, then PP2 pickle step PP2 pickle step PP2 pickle step etc.
  20. each pylon has it's own MSN target set. the procedure is now PP1 - PP1 pickle pickle PP2 pickle PP2 pickle, so it's a bit faster than it used to be, especially for releasing two bombs, where it's almost instant.
  21. PP is working fine for me, as long as fine corresponds with a ~2-3m miss in any direction around the target. C kills light armor relatively well, infantry very well.
  22. we're still missing like 3/4 of guerilla warfare staples to this day. zero dismounted ATGM units zero sniper units zero HMG tripods / man portable HMG very little RPG variants (none of the modern ones) no toyota HMG/rocketpod/improvised mortar truck/whatever no BTR-40/50/60/70 no SA-7 strela no redeye game's missing a ton of really important light vehicles. it still shows it's KA-50/A-10 heritage too much, now that it's basically a 3rd gen aircraft sim. the "weakest" armed units are way too modern now that there's a bunch of light attack assets in the game that rely on being able to fly into an area without getting gunned down.
  23. zoom as a cure for terrible spotting is a joke, though. i don't know if every zoom advocate has telescopic eyes IRL but it's not exactly realistic to be pounding zoom to see things at close range.
  24. is there any possibility of changing the liveries to be less ambiguous? ambiguous spotting is part of realism, but most people would probably agree with me that the total inability to see color until you are at spitting distance isn't realistic. the P-51 russian (red star) scheme looks basically identical to the luftwaffe schemes, and some of the 109/190 schemes also have golden noses like some of the P-51s. Also, the mottled green of the spit looks identical to the luftwaffe schemes as well. it makes any sort of "attack from above" strategy really difficult as you will not be able to IFF until you are at spitting distance. granted, this isn't really mostly your fault, but still it might help.
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