

Cik
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yeah, i do wish it was better simulated, as is some things are far too strong and some things are far too weak; columns of armor generally moving along roads will stop when attacked for instance, why would they do that? likewise, insurgent zu-23 are hilariously strong, considering they're an ironsighted gun built in the 1960s and probably not cleaned since then, crewed by scruffy-faced dudes they probably shouldn't be able to perfectly bracket a plane they can probably barely see at maximum range on the first shot i mean shilka? sure, at least it has a radar.
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Russian missiles - usage, bug, problems, advantages
Cik replied to tovivan's topic in Su-27 for DCS World
ETs can guide on ER engine trail, i've seen it. it'll never hit because of missile kinetics but it'll of course misguide the ET so it'll miss 100% of the time(?) you usually try to fire ET first if you are going to ripple but usually that doesn't work just because LA is very difficult to attain unless you are tail aspect or at like 5~ nm. -
yeah, the turns you're pulling are just too hard. when you try to pull lead you're yanking into like 25+ degree AOA, which bleeds all of your energy. the only time you should do that is if you're totally sure you can kill him in that turn, otherwise don't do it. you're 'lufberying' too much, you need to keep your speed up and that exploit your climbing ability, not do horizontal turns and bleed all of your energy. another thing you should do is a 'lead turn' where you turn in the vertical in advance of the merge, it will give you an initial angles advantage that you can turn into gun shots earlier, thus ending the fight sooner and with more energy. also you're trying to pull lead pursuit when you don't really have a good gunshot. don't chase their nose, chase their tail and you won't have to yank so hard. only convert to a nose-chase when you're about to fire. you'll save energy and have a much better deflection when you finally do line up a killshot. basically you turn in the horizontal too much, this isn't a mitsu zero it's an f-15. exploit your climb and dive more. if you're going to do hard turns to gain an advantage do them in a split-S sort of dive rather than horizontal, you'll bleed similar energy but the dive cushions you against loss of airspeed, allowing you to maintain an egress chance. remember that while you can win fights by flopping down to like 150 kt, you really don't want to do it because if there is an unseen enemy in the fight or you are fighting 2v2 the enemy's wingman can easily go vertical and make high to low gunpasses against you you won't be able to defend at all. try to avoid getting below 200kt. edit: if you upload that mission i can give you a track of what i mean exactly, but if you don't want to do that i understand. to be honest i'm lecturing too much already.
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refrain from doing hard turns if you can manage it, remember the higher your AOA the more energy you're bleeding. try to 'sit still' in the fight and get them to pass in front of your nose and then go after them. remember dogfighting basics, lag pursuit always unless you are pulling lead to fire your cannon. remember that you don't always have to follow them everywhere, just keep your eyes on them so they don't get behind you i don't know how much do you actually know about dogfighting? there's a few primers floating around.
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How to use countermeasures effectively/friendly missile launches?
Cik replied to WelshZeCorgi's topic in DCS: A-10C Warthog
the trick really is to sort the battlespace, the A10 lives or dies on it's intel; if you see a missile launch on your MWS at any point and there is significant uncertainty about who's missile it is you've already failed. anyway, it shouldn't be a big problem. you're carrying like 180 flares right? if not do that and you won't have to worry about wasting a few to make sure you aren't killed. -
they're actually pretty good, the default RPM and HOF settings are very bad though, all they seem to do is scatter a bunch of ineffective bomblets over half a gridsquare. you can try HOF ~1500 and rpm 500-1000, that might kill the first few infantry in overwatch; the lower the HOF and RPM, the tighter the group; i find HOF 900 and RPM 500 delivers a very dense pattern of instant death to anything that isn't an MBT.
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are you using WHOT mode on the TGP? i find that depending on the type of terrain they aren't too bad to see. the real trick is using weapons that are effective against them, for whatever reason rockets are really pretty bad, the blast radius is extremely small even for the HE ones. i would use mk82 derivatives or HEI (if you have a good line on them) in particular if you want to fly overwatch i'd suggest getting down their line (as in, fly so you can drop bombs in a straight line down their rank) and then drop in a few mk82, you can also release several GBU-38 on each soldier and it should kill them. the real trick though is guessing where the TGP diamond is, as for whatever reason it's occluded by the bomb pipper. you have to move the pipper over the target and guess pretty well, then release in a good parameter to hit the target. note: it's easier to hit them if they're firing or being fired upon, as the tracers can provide good clues as to where to drop. you can also boresight the TGP and then put the diamond over them, making it much easier to find them. tl;dr it's difficult esp. because each infantry 'unit' is just one guy instead of say, a platoon but doable. stick to mk82 or derivatives like the gbu-12/38, or HEI cannon ammo. maybe try getting some of your troops in contact so you can figure out where they are if you are having trouble finding them. make sure you are making passes 'down the line' so that misses may generate hits on targets you weren't firing at. you might want to avoid taking more than a single pylon of rockets, they simply aren't very good due to very ineffective blast radius and high deviation unless shooting at very close range. oh and do note that when the JTAC sends data it's perfectly accurate(?) as opposed to the gridsquare which can 'miss' the target by quite a ways, a problem when hunting for one guy standing in a field. try hooking and setting your SPI to that, then use china hat forward long to slave all sensors to it. should help.
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existed in earlier versions too, you can get it to come back on by turning your MFDs off then toggling JTRS datalink IFFCC and the other one.. the three switches below the left MFD it isn't actually broken once it's repaired, it just gets stuck off.
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had this problem, was a CD key issue. log in to the ED site, go to profile and then check that all of your keys are bound to one account. if they are on another one, make note of which ones, then log into those accounts, check the keys and then use the "unbind" option, then log back in on the other one and bind them all to that one. fixed the problem for me, probably some new protection added in 1.5 that wasn't in 1.216 (which worked fine for me..) would have been nice of them to tell us, instead i spent half a week tearing my hair out looking for the solution.
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is there a reason you aren't using stick to trimmer mode? i find that you can make much harder trim inputs with it as you can jam the stick forward which trims very quick. accuracy doesn't matter so much in the initial trim, just have to get rid of the annoyance first.
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Russian missiles - usage, bug, problems, advantages
Cik replied to tovivan's topic in Su-27 for DCS World
i don't know, FC3 is a sim no debate, but at the same time 'buffs' aren't exactly proscribed just IMO as none of the missile modelling seems terribly realistic; if the ER were just a terrible missile and it was nigh worthless against a maneuvering target then i'd be okay with it as it is, but i've seen no evidence that that's actually the case. no argument it's just frustrating sometimes because the only real way to engage is to fly high and fast, fire early and then do a hard disengage. if you get within a certain distance you will be sucked into the AMRAAM vortex, a capability you simply don't have. even if you play the BVR game perfectly your chance of killing any sort of moderately skilled opponent with 6x ER on your sukhoi is almost zero as chaff resistance as of 1.2.16 is very low. 1.5 may be different, i haven't actually gotten a chance for real MP field testing because every time i enter my password it crashes :^) -
Russian missiles - usage, bug, problems, advantages
Cik replied to tovivan's topic in Su-27 for DCS World
it's balanced enough but could be better. in particular flanker indications in terms of rangetape are basically laughable. if you are high and at burner you will get LA at like 50 km which is impossible. i'd like to see a slight buff to the ER at least, as it is it's nearly impossible to kill an opponent that actually wants to survive. you can fire in good parameter and your PK approaches 0% if he employs even basic defensive maneuvers. if you fire the amraam at the same % of RMAX your PK is much, much higher. small effective range increase for ER wouldn't be amiss, scaling as you get higher and faster. as it is your range advantage is only really on paper, unless you have a significant altitude/energy advantage your range isn't really that much farther than an AMRAAM, and the seeking on the AMRAAM isn't a bad joke. -
still doing it if anyone's out there. i have the steamversion if that matters, though it must be a me-only problem if no one else has reported it (that i've seen) any hope of a fix? i cloned the config folder as demon suggested but it still does it 100% of the time. tried reinstalling the game, reinstalling C++ (because the crash references MSVCR120.dll) no luck at all. have to assume at this point that it's on the server's end as i've exhausted all my options. pls help.
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if you're asking me to do that i don't have that config file nor do i have a dcs.openbeta folder.
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hihi, 1.5 is nice but i can't log into multiplayer at all. what i expected to happen: i enter my nice legitimate credentials and it does not crash the game what happens instead: it considers my user/pass combination for about half a second and then crashes to desktop without fail. note that it does not crash to desktop if i purposefully enter a wrong password, only if it's correct. verified with three different accounts. time to crash is semirandom but always within about a second after entering username/password. if i close out of the user/pass prompt the game works fine except for multiplayer which of course does not work. specs: i5, radeon r9 390, not that i expect it has much to do with that anyway. oh and sorry if this thread is a duplicate, i gave a cusory glance around first.