

Cik
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Everything posted by Cik
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eh, maybe F/A-18 can generate enough drama to make something happen with weapon effects in general. unfortunately CBU-87 being busted for every hog jockey for years hasn't been really a huge uproar just because there's plenty of other weapons around for it that are murderously effective (97 in particular) now though when you're stuck with nonfunctional weapons as your only (save iron bombs which granted have their own problems against soft targets) there's more vehemence in getting it looked at. honestly though legacy platforms (F-5, mig-21, helicopters of various types) have it way worse because they don't have sophisticated INS bombs with tiny CEPs to brute force this problem by just hitting the target with the bomb straight-on. as it is now it feels like every war earlier than mid-80s should have been conducted with zero casualties on all sides as explosions barely seem to have an effect even on uncovered infantry, let alone anything that might qualify as "armored" even if only barely. BMP-1 for instance is basically a truck with a 76mm IIRC.
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SA-19 missiles are radio command guidance, they don't need to hard lock you to kill you with them. the hard lock and frequency pattern is what trips your launch warning indication, if there is no hard lock and frequency pattern, and/or you are in a blind spot of your RWR, there will be no launch warning unless you have a missile approach warning system, which may trip automatically depending on however it works. (usually IR flash, audio indication (sonic boom?) or radar tracking or some combination IIRC) the best way to survive these types of things generally is to never enter their envelope, usually the best way of doing that is just flying at a normal fast jet altitude of 25,000+ and not playing around in the dirt like a peasant.
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couldn't tell you fren, but it is capable of delivering tons of GPS/INS kit at standoff ranges (JSOW, SDB(?) SLAM & SLAM-ER, GBU31/38/54(?) etc. i assume it either accounts for wind in some way or just ignores it because accounting for wind is kind of built into the steering mechanism for GPS/INS stuff and really was the original thrust in GBUs becoming a thing way back. that and being able to deliver from somewhere above 400ft agl, anyway.
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happens to my buddy too, but not me. nothing really seems amiss about his pitch attitude and the blackout is momentary enough that he doesn't crash. happens everytime i think.
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i have never once entered LASTE(?) wind data and they hit everytime anyway. IIRC it's basically just GPS IAM which means that as long as it knows where it is and the target is it can deflect it's fins to get there as long as it can compute an intercept solution that will get it there.
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even if they could i doubt they'd be in by now. need more GPS/INS underpinning for modeling them probably. IIRC the guided cluster bomb is going to be AGM-154/A JSOW which is cluster based standoff glide weapon. but that's probably going to be awhile and who knows if it will actually kill anything when it gets there- only cluster weapon in the game that works with any reliability is CBU-97 and there it's the guidance that makes it fist of god level lethal.
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burst height isn't even the problem. burst height has been fully implemented on A-10 CBU-87 for half a decade and you'd have been better off popping your canopy and trying to shoot them with a survival pistol cluster itself is busted and has been for years.
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Cik replied to shdwp's topic in User Created Missions General
it's a cool idea and has promise OP. my only gripes are: ATM it needs to wait for everyone to go to the marshalling point, but some of the steerpoints it will generate as marshaling points are too high for helicopters to go to (or, they didn't spawn at least making it impossible to progress) making a "force mission start" option might be good. in addition to this, marshaling points often have little relation to ultimate target steerpoints. in a mission i flew earlier it sent me 20-30nm east from my base (soganlug) then i flew nearly 100nm west to my target (kutaisi) if it could somehow evaluate distance to target and then place them between T/O location and target that would be maybe better. in addition, it might be nice if at least some of the "baseline mission assets" (SAMs, etc) are just spawned automatically at mission start, the world "popping into existence" is a little odd. also, probably the hardest request i have but very necessary in my opinion is that the strategic AI needs to be able to launch attacks from multiple bases / base clusters. ATM i can't really load up a CVN group with hornets and have them escort anything, because missions are only generated from friendly base ----> enemy base. also naval missions seem broken. i launched 2 hornets (me & buddy in MP) earlier and despite following waypoints 1 --> 2 several times nothing spawned and the map was empty besides us. mission type was "intercept" i believe. also if you could allow the ability to buy naval escorts, having a single unescorted CVN seems odd and also makes the group vulnerable (depending on how red AI handles it) theoretically it could be sunk by a handful of mig-15s as carrier air defenses are relatively tame IIRC. also if you could have it handle tankers that can be based at certain airbases that would be neat. and if missions could be grouped. granted, i don't know if i want the whole theater flying around in one mission (though it would be neat) but having a bunch of "grouped" missions that can be simultaneously written into a .miz file would be nice. as it is, often some of my buddies won't be able to fly what they wanted in particular because the mission doesn't call for it. anyway i don't want to demand the sun & stars from you, it's legit cool but teething issues, you know. hope you continue developing it, DCS really needs something like this imo. -
trim is just for comfortable level flight while moving between fights once you are in the fight, it's irrelevant. if you need to pull on the stick, just pull on the stick.
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it's not even 50% with 8(?) bombs it's probably around 10% pK even with this experiment which seems designed to exaggerate it (where one bomb could theoretically affect 20+ targets whereas best case is usually 10 in AoE of bomb at best)
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many of these vehicles can be punctured by machine gun (12.7/14mm) so surviving a hellstorm of superconcentrated shrapnel (not to mention heat, spall, general noise & chaos etc) seems a little odd. at the very least the crew of many of them would be 100% dead even if the vehicle didn't cook off. but this is an unrealistic test (at least, the part where they are super concentrated) do the same test against a single LAV and the pK is going to be probably pretty low. which is ridiculous to me personally but maybe no one else.
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seems to me that if you have resources to model civilian stuff, you should just model any of the huge holes we have in the roster of red/bluefor imo the code side of having n+n sides though, that would be nice. ideally we could have red/blue/neutral/terrorist/whoever, and multiple subdivisions of all of those, so a bunch of different militias could be shooting each other while red and blue operate in the same airspace and there are three neutral factions with various forces involved, like real life. but just putting a bunch of unarmed guys in the ME? nice to have but nothing critical imo
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that's a very strange test case- low level attack with 6(?) CBU against non-dispersed packed target with v. low burst height and literally every square millimeter of ground has a bomblet hit it. still ~50%(?) kill rate. i don't know if this really proves your point senpai.
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need a model with a big bardiche or halberd, until then it's not complete.
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so the answer is "it should"? is there any way to prevent jettison (or quickly jettison everything but sidewinders)? it seems a little odd that when i end up in a fight and dump tanks, it pitches 80% of my AAMs into the water..
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when you push E-jett, it will jettison the 2x sidewinder rails- should this be the case?
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phoenix is perfectly capable against fighters, except maybe at extreme ranges where it won't have the speed to maneuver against you. modeled realistically, i feel like it's going to ruin multiplayer because every single AAM in the game is basically going to be a joke compared, and this is doubly true if hornet gets a better AIM-120C along with it. red at that point might as well be flying mig-17s.
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Any reason AIM-7 Sparrow will not (initially) launch despite "SHOOT" cue
Cik replied to Bearfoot's topic in DCS: F/A-18C
my advice is that you should also not even be attempting to launch a sparrow at <10 miles. any sort of symbology that indicates that you could theoretically hit anything at range in excess of 15nm is fibbing. i think even at m2.0 with a non-maneuvering target at m2.0 nose on at 45,000 asl you would probably struggle to get near that, though i've never tested it because you're lucky to find a target that isn't at 200ft AGL the whole time anyway. -
use your radar senpai, that's why it exists.
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all cluster is basically useless, save CBU-97 which is hammer of god tier effective. two reasons for this generally: units, especially light units seem way too tough- BMP-1s can be penetrated by .50 cal and yet bunch of cluster explosions do negligible damage game itself has a bizarre fixation with extremely high-tier units, while neglecting any sort of low-tier ones. BTR-80/BMP-2/3(!) which overmatch most airplanes in the sim at this point, but no BTR40/50/60/70 (which would be any force that isn't a frontline russian unit) no machine gun tripods, no man portable ATGM units, no syrian-style improvised artillery/mortars, very few conventional iron-sighted AAA, etc etc. almost everything you are dropping MK-20D on are much newer than that bomb, and even those things are probably more durable than they have any right to be. since there's no penetration or crew modeling ends up being a big ol' health brick that can soak what would probably spall half the crew. regular iron bombs suffer similarly, but at least have one mid-sized+ explosion so if you get close enough you will damage it, whereas a thousand tiny explosions are laughed off unless you are very lucky. they dropped thousands of these things in GW1 and presumably they killed stuff with them so the fact that they have basically 0 effectiveness ingame seems a little odd to me.
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F/A-18 radar is actually pretty good as long as you are not trying to lock anything. generally i have little trouble finding targets at ~60nm regardless if they are high or low. are you adjusting your antenna elevation to cover the spots you want to look? you're going to have to be adjusting that in a pattern basically constantly if you want to find stuff that's outside your current scan. granted, 40-60nm~ scan zone is very wide.
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not planned I want to see more low-fidelity aircraft, and here’s why
Cik replied to CptSparrow1993's topic in DCS Core Wish List
"i want my simulator to be less realistic" i will never understand this opinion -
position your nose to maintain corner, then pull. this will win you a pretty decent number of fights, especially if you have numbers and/or SA advantage. otherwise, the question is a broad one considering there is a ton of stuff you will encounter and everyone is different. for instance, against a mig21 i would advise a nose high sort of strategy, then come back down into WEZ and fire. however against sukhoi27 what is going to happen is that he will use his nose authority to instantaneous turn into his roughly 180 degree archer WEZ and then waste you. tl;dr master basics, apply basics- everything else you must strategize against individually.
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it's an issue with the fact that the majority of players don't know how drag works and the fact that countermeasures are so effective you can often get away with pulling stupid crap like sacrificing all of your potential energy and firing up from a high drag environment as long as you get a little lucky on your CM diceroll, and in addition the balance calculus is off on both sides - on blue you can get away with playing dirt eagle because your missiles are so much better and on the red side you are forced into it because your missiles have 0% PK past WVR and so there's no incentive to actually increase your F-pole because hitting anything at your increased range is impossible. and also the lack of AAA and SHORAD granted that isn't really true in some servers where it will be quite thick due to helibois doing heliboi things around your bases.
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poppycock. there's like 3 servers (the more popular ones, even) that are at least as terrain control centric as your average tactical shooter. the fact that everyone plays terrain control as if it's TDM is an issue with player mindset.