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Cik

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Everything posted by Cik

  1. i'd rather it stay the way it is, some missions are relatively frustrating, and with the long flight times being forced to fly to target for 15-20 minutes only to repeatedly fail and then being forced to fly back again is not a good time. as long as the mission isn't a total failure (IE, the player dies or the objective/forces involved aren't totally destroyed) i think the mission should just go to the next. the real ideal is to have a branching, persistent campaign but seeing as DCS doesn't really support that at this stage and the amount of work it would entail the first option is the best choice IMO. the thing is, if you really want to replay the mission you can always just play it stand-alone by going into mission ---> the campaign folder and selecting it if you want to see what a total success looks like or for the challenge.
  2. http://forums.eagle.ru/showthread.php?t=159795 it's just a single file, replace your warheads.lua with the one in the download link in the OP. this will solve many of your problems matte, and most of the problems experienced by every "less capable" platform than the original 2 (a10, ka-50) with killing anything. in general it magnifies bomb effectiveness vs. infantry soft vehicles and lightly armored vehicles by quite a bit, while keeping tanks reasonably difficult to kill with HE save direct or extremely close impacts.
  3. it's just a simple file swap (literally one file, warheads.lua) full disclosure i've connected to a server while using the file (though i flew exclusively AA so i wasn't exactly cheating) with no ill effects that i saw. that was blue flag though, so maybe they are more permissive, who knows. in any case replacing the default values is the work of about 5 seconds and it really does make things way better so worth it either way to be honest.
  4. CCRP isn't really accurate enough (at least from anything resembling altitude) that you can expect kills against medium+ armor, and this is true of almost every aircraft that uses anything like it. this is why things were invented like ripple settings guided bombs bigger bombs dropping from a lower altitude CCIP btw bombs in DCS are really lackluster in terms of strength, so you should install warhead mod which will help at least a little, though in your specific case it may not solve the entire problem. if you are trying to release from over 10,000 feet AGL i'd imagine even the radius / power increase isn't going to compensate for the inherent inaccuracy of level release dumb bombs.
  5. 1. type steerpoint name on CDU keypad 2. click the #? button on the right side of the CDU page to create a new steerpoint with that name 3. bottom right of the CDU MFCD page click L/L to switch it to UTM (coordinates) 4. type in coordinates on CDU keypad 5. click bottom button on the left side of the CDU MFCD page to enter coordinates as location of new steerpoint 6. verify left grey knob below CDU is set to MISSION to verify non-flight-plan steerpoints will show up 7. flip to created steerpoint 8. verify target is on steerpoint (may require a little adjustment as coordinates are not perfectly accurate) 9. choose weapon 10. kaboom repeat as necessary until enemy is destroyed note: these are not actually markpoints, they are just waypoints with target coordinates assigned to them. markpoints are different entirely
  6. essentially you're flying it all wrong, you need to trim the aircraft and be gentler. you're pitching all over the place. in particular, "safe practice" is pick 2 of 3: high forward speed full throttle (for climbing) maneuvering if you pick all three you will occasionally die. tl;dr you're doing it all wrong and have maxed collective the whole time. keep collective 80-90%, stop pitching all over the place, fly slower. pick 1-2 of these and you'll be fine. i should mention that you if this is average flying for you you really need to study up dude, it's pretty terrible. i don't think you trimmed the aircraft a single time, and in the ka50 that is a mortal sin.
  7. speed brakes can be used to slow down before touching down as well as helping you decelerate while wheels-down. they are the big 'creases' in the wings outboard of the flaps, traveling about 50% of the wing in from the wingtips. they just add extra drag so you can slow down essentially. flaps travel from the body of the aircraft to the edges of the speedbrakes and provide extra lift for the plane while at low airspeed. essentially, they will help you take off and land.
  8. don't bother with the drones, BD's right and they're totally busted. what's funny is that the MQ-9 reaper's targeting pod even tracks the group you set it to lase, but no matter it's altitude, aspect etc it won't fire a pointer or laser how logn has this stuff even been busted? has it been a long time and nobody noticed? anyway you should be able to just use infantry. just have them use the advanced waypoint settings to set themselves to invisible or immortal then put them 50m away in a straight line from the stuff you need them to lase. you can make it a little more complex if it's actually supposed to be a scenario but if it's just a test it's no big deal.
  9. my advice is if you are having problems with terrain use an AFAC predator drone at 15000~ feet. he should always have sight and be able to lase as long as he's anywhere near the target.
  10. >the short range cross works >even though getting that close means you almost always are able to see them >the long range where you need to be able to just shoot at the diamond all the time due to the longer range always occludes i'm sure it's simulated correctly but an extremely puzzling design decision to be sure
  11. yes. the laser is not normally visible; the IR pointer is designed specifically to be visible through the use of night vision goggles (NVG) which both the KA-50 and A-10 are equipped with. to fire the IR pointer, go to the right side of your TGP screen while it is active (so, in A-G or A-A modes, not STANDBY) and click the button that says "LSR" there are three options you can flip between "LSR" (laser) "PTR" (pointer) in pointer mode it only fires the pointer, which won't guide laser-guided bombs, and "BTH" (both) which will fire both at the same target. it's a very useful marking tool as it's incredibly easy to see, even from long distances, and both projects a very bright "beam" from the A-10 (so you can easily see where the A-10 is, roughly) and a pretty decent "spot" on the ground, which allows you to easily find the target that's being pointed out. the disadvantage is that only the A-10 has one, so the communication is one way, and it's only useful at night because in the day obviously the NVGs are totally useless. you are very welcome!
  12. it's a process. i got the thing and tried to fly it being new to helicopters entirely. after a few hours i threw in the towel for a month after learning to hate the thing and it's totally bizarre handling, strange propensity to turn all over the place for no reason (well, a reason) and flight limitations that had me ripping my own rotors off constantly. then a month or two later i was bored on an afternoon and gave it another go. the real trick to the KA-50 is understanding how the autopilot works. once i understood what it was actually doing and how it interacted with the trimmer it clicked for me. after that it didn't take long to become proficient and start enjoying flying it. the nice thing about the KA-50 is that if you fly it smart, the autopilot can do 99% of the work for you. really, it's a wonder of technology.
  13. that shouldn't work either but i've never tried it. if it's a night mission and both of you are have night vision the IR pointer will do the trick, though. and there's always good old fashioned marking smoke, either delivered by rocket or by a JTAC's grenade launcher.
  14. server is excellent i won a few engagements in the su27 i don't think R-27 seeking is any better than ER (worse?) but at the ranges you are generally fighting eagles at hits are actually a possibility player GCI is a miracle too my god it's almost like you can fight as a functional unit or something please never go away blue flag i love you so much
  15. it's a known issue, run the program as admin and it should fix it
  16. make sure you are turning on the weapon system. it's under a black switch cover to the right of the ejection seat arm on the right side of the pit. without it your ammo counting systems won't work and you can't select pylons.
  17. i've noticed some positive changes in this area recently in that vehicles appear to be missing me now (that never happened before) in any case, a technical with a 7.62 machine gun isn't much of a threat to a heli, due to it's range, let alone a hawg who could probably eat a hundred or so rounds without much trouble. the real trouble is the ZU-23/30/40mm guns on the APCs as the range is just too high for the more basic rocketboat helis/planes to handle without getting shredded. i think it would help to diversify the insurgent weapons. add technicals, improvised rockets, heavy machine gun teams and ATGMs and you could make more reasonable missions for non-hawgs.
  18. our experiences are totally different then, because i've never had any luck killing heavier armor with rockets (even HEAT rockets, which won't kill them for the reason they simply don't hit anything, at least on the A-10) it always seemed to me that the effective range of a BTR or a tank's AA machinegun was way longer than the effective range of rocket pods, but keep in mind i almost never use russian rockets so maybe that's the difference. the m151 HE rocket on the A-10 has always been entirely worthless in my opinion, even before 1.5 which may have made it worse. i tried to like them as in general i like rockets as a weapon and the A-10 seems uniquely well designed for getting in close to use them but they just have no effect on target unless modified
  19. the launch warning you get from a hostile radar has to do with it's activity state AFAIK a track that's accurate enough to guide a SARH needs to be suitably intense. your RWR knows what that looks like from that specific targeting radar. it's probably unrealistically infallible in game. you might ask "couldn't they just emit the same activity state to fool your RWR into thinking you've been shot, even if they haven't fired?" the answer i believe is "sure" but it's not modeled ingame (unless you count FLOOD?)
  20. IMO the realism argument doesn't really hold water until that sort of thing is fixed. for tanks it's not terrible as it is; they tend to explode when hit by heavy weapons (well, the modern ones less so) but trucks, open-topped guns (zu-23 i'm looking at you) infantry are way too survivable against light HE weapons. it seems like everything where the crew is exposed is way more survivable than it has any right to be. BMP2+ where LAV/tanks actually start to gain armor work out okay, though.
  21. the game doesn't model shrapnel or shock at all, nor does it model crew effects on vehicles, or any sort of subsystem damage tl;dr most of them are undermodeled, maybe the russian rockets less so (they seem fairly potent) until it is, realism takes a back seat to the weapons actually being useful of course you're free to keep using the useless rockets if you want, that's why it's a mod :^) edit: i should say that i'm not sure where i got that figure. it might have been shrapnel + HE weight instead. i'll look around a little bit and see if i can't find a figure that is how heavy the 'skin' of the bomb is. anyway, 500 lb. bombs are nothing to screw with. failing to kill trucks with relatively close hits is super weird.
  22. in general there are lots of missing niches where are my grenade launchers for instance no infantry/man portable AGS-30 or MK19?? ED pls edit: the real problem i think is that the environment was designed around the KA-50 and later the A-10, which are far more "capable" platforms than what we got much later (huey, mi8, more light attack craft relying on iron bombs) most of the ground attack stuff that came after the ka50/a10 get totally slaughtered in the murderously accurate AAA, and the armor / capability level of even insurgent forces is very high. it feels like even the most capable platforms can barely use anything but standoff weapons. rockets on the A-10 at least are a total wash. the gun you can use because of it's very high range and accuracy, though.
  23. it's nothing scientific. there was a warhead mod on the mods subforum that increased bomb damages; i'm not some sort of explosives expert. i just set them to be twice as powerful i don't think the explosion modeling in the game is necessarily wrong, but the lack of a shrapnel model and the rather basic damage modeling (too binary) ends up meaning that even relatively close strikes by multiple rockets doesn't really end up disabling even light vehicles. the warhead mod turns up the damage of most high explosive bombs and i just increased the damage of rockets by about the same amount. i'm having way more fun with very simple iron bombs now; the mk82 actually feels powerful (keep in mind this thing has about 480 lb. of high explosive) and all of it's PGM children are more lethal too. rockets are still ineffective against tanks, but against what they should be good against (trucks, infantry without cover, zu-23, very light armor like BTR-80 / BMP-1) they are actually effective against now.
  24. the game uninstalls itself to be honest i have no idea as i've never done it. the other thing i'm not sure about is what if you have 4 pods, will it fire 4 per release interval if set to RIP PRS? never tried that either as i don't use rockets much on the A-10 (though that changed recently since i 'adjusted' the damage they do)
  25. setting RIP PRS means that it fires 2 rockets per interval, the ripple setting means that it fires "full auto" up to the amount of rockets set for the ripple quantity so if you set rip prs quantity 4 and hold down pickle it will fire 2, then 2, then will require another button press to launch 4 more. if you have 2x 21 m151 HE pods for instance, and set RP PRS 42 and then hold down the button, it will empty both pods.
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