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Everything posted by rkk01
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So, hopefully the Corsair will be along shortly* In the meantime I’ve been practicing carrier approaches in the Spitfire Can anyone point me in the direction of a carrier capable warbird mod?? Arrestor hook would be the main thing I’m looking for * not intended to relate to any particular timescale
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missing info Please investigate multiple AI issues - spoiling the Sim
rkk01 replied to rkk01's topic in New Damage Model Bugs
Point. Missed….??!! all but one vid not related to my OP, and the Anton v Mossie 1v1 was higher and faster start position Anyway, my point was around the difference in a/c behaviour and capabilities between player flown and AI flown -
How difficult to take off and landing on carrier in WW2?
rkk01 replied to ju8712124822's topic in Pacific Theatre
Or try actual WW2 carriers Illustrious and Ark Royal are available as mods, as well as the post war versions of the British Light Fleet Carrier - as HMAS Melbourne USN Enterprise is also available as a mod, but I’ve not tried that one yet -
DCS WW2 is brilliant - best Sim modules on the market Each modules feels very different and all are immersive BUT, being WW2, getting up close and personal is part of the game - Mk. 1 Eyeball & unguided weapons PvE works well, and I don’t use MP… but the SP combat sim is broken by the AI models and systems AI Modules - an AI model should have the same general flight characteristics as the player flyable module, which clearly isn’t the case. In this thread I describe a series of 1v1 flights set up in the ME - Mossie v Anton, Dora & Kurfürst, with player control set for either Mossie or the LW aircraft. As a player aircraft, the Anton was hopeless against an AI Mosquito… Couldn’t turn, climb, role, dive or accelerate to evade, let alone take out the Mossie. Any aggressive moves stalled and snap rolled the a/c. The only way to beat the Mossie was head first on the first pass Flipped the other way, player controlled Mossie could successfully engage the Anton, but the repeated vertical loops defied physics and the flight model - still climbing in the Anton at 170kmh…!? No stall? No snap roll??? With two Merlins the Mossie was even better at hanging on the props, but it didn’t feel very realistic… Repeats with the Dora and Kurfürst were similar, but not as extreme - as should be expected, both German planes could dispatch the Mosquito, but it’s AI turn and climb performance both seemed unrealistic compared to player flown Dora and Kurfürst AI AA / AAA / Flak…. OK, so radar guided AA made an appearance in WW2, but not as represented in DCS… Gyro stabilised gun mounts were developed for warships towards the end of the war / post war (Hazemayer, STAAG etc), but AFAIK aren’t represented in DCS - they don’t need to be…!!! AI fire is so accurate that it can only be based on the game engine knowing the target coords (which of course it is constantly computing to run the game ) Ship and aircraft gun platforms are constantly moving through all 3 axes - pitch, roll, yaw… yet “manually” guided, sighted and trained guns can still put rounds on target at extreme range… 10.5cm hit on a Mossie at 16km 50cal B-17 hit on a FW 190 nightfighter, at night, at 6km range…!!! C’mon, this stuff isn’t realism and is tarnishing the sim
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I had no idea why my wing fell off - two separate missions… Had shot down the Ju-88 mission objectives over Dover and was heading back to Manston… probably about 2,000’, 240mph BANG - port wing gone Looked through the debrief and both occasions I’d been hit by a 10.5 from Prinz Eugen off Bologne-Sur-Mer… I was using labels to help the mission testing, so could see she was 16km away…!
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I got hit (direct to wing root) by a 10.5cm shell from Prinz Eugen… TWICE consecutive missions in the Mossie AT 16km….!!!! I’d expect barrage fire from warship main and secondary armament, but not laser guided individual fire at a fast, long-range target. For ship-mounted AA fire, you also need to explain the weirdly accurate fire from a moving gun platform. Recently read a memoir from a destroyer Gunnery Officer, where he recalled that salvo fire needed to be timed for when the ship was “upright” - ie mid point of roll and pitch For WW2 the ship and air gun mounts would not have had gyro stabilisation to account for platform movement DCS doesn’t need to simulate these levels of complexity - just have a random dial down on the accuracy, which seems to be based on the core programme “knowing” the x, y, z coords of all game assets
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Sadly true… Same goes for the AI flak, air gunners and ship borne AA Ruining what is otherwise the best flight sim available
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Agreed - I’ve been swapping between both in the same ME scenario when I fly the Anton it won’t turn or climb without stalling and snap rolling at 250-300kph… and it cant roll (unlike RL) and then dive away. The AI Mosquito is either faster or can stick with the Anton in all flight regimes. When I fly the Mossie, I can always get the Anton, but the vertical “hanging on props” routine is just daft… For such a highly regarded FS, the DCS FMs are a real disbelief and seriously hamper the SP game. Using the F2 data in track view, the Anton was routinely down to 170-180kph on its vertical loops, and not a sign of a stall or snap roll. On some climbs it was in the 160s
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Seems like the AI Mossie can out turn and out climb the 109 as well
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Hhmmm, my trials with this really shine a light in the AI weakness in DCS WW2 I’ve tried player Anton against Mossie - and the Mossie does stuff that the Spit would be envious of… Swapped out the Anton for a Dora, and yes, Dora can beat the Mossie every time, but the Mossie can still easily out manoeuvre the 190, which stalls out every time you try to turn with the Mosquito it’s all very well having the best FMs in simland for each module, but that’s pointless unless the AI have at least similar FM limits will try Mossie vs 109 next
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Nightmare against AI Mossie Mossie was a great plane, but 1v1 against a day fighter - should be toast, but the Anton doesn’t really have any cards to play
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Agreed… … it’s even worse the other way around - if anyone was uncertain about the Anton’s capabilities, then set up a 1v1 against a Mossie, 12oclock, same speed and height if you can’t get hits on the Mossie at the merge, then you’re stuffed (and the Mossie has a mouthful of teeth for a head-on) Once you’ve merged, the Anton can’t turn, climb or dive without getting down to 200-300kph and falling all over the sky
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Ok, so attack order and timing would need to be strictly followed
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Candid reply much appreciated… … but kind of sums up Razbam’s PR / community engagement challenge. Effort clearly went in to the Lightning 3D model, arguably diverting efforts from other projects (?) and certainly fuels the speculation of “show loads, complete none” Hope to be proven wrong and that S Atlantic is close (ish) to release… Zero interest in the 15E. Flogger and Tucano would be potential purchases… but why on Earth push the S Atlantic assets so far down the programme? Sea Harrier FRS1 is essential for Falklands
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OK, so have shied away from tangling with fighters so far and focused on strike… Set up a head on vs Anton in ME At rookie AI I can take out the FW, but the AI use of the vert feels very wrong in the Mosquito - it feels like the Anton would be lethal if it stuck to more prototypical moves??
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How difficult to take off and landing on carrier in WW2?
rkk01 replied to ju8712124822's topic in Pacific Theatre
From what I’ve read the Seafire was the reason that the FAA were ok with the Corsair whereas the US crews (or authorities) weren’t keen… The long nose and fragile gear of the Seafire required a gradual curving approach which also suited the Corsair -
Yes, had done most of that… but had set task as ground attack, not CAS - worth trying i think my Jug flight was borked. I reset just with the leader and he attacked a set flak position
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I get the warning buzzer with wheels down, on the runway, idling and with engines shut down…!!! only way to kill it is to kill the master power switch
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Amount of elevator trim required for level flight?
rkk01 replied to Art-J's topic in Bugs and Problems
Re trim in general… I seem to constantly add right aileron trim. I get that there are two very powerful engines, both driving props on the same rotation. This seems very sensitive to revs adjustment, so suspect that it is absolutely correct? -
Screenshot from the recent Razbam vid… Can’t visualise this without wavetop Mossies and shoreline flak batteries https://forums.eagle.ru/topic/273779-any-news/?do=findComment&comment=4791150
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So, I have set up a V1 strike mission with 3 elements… - a flight of 4 Mossies to attack the V1 installation - a flight of 4 rocket armed Thunderbolts to take out the flak - a flight of 4 Spitfires as escort Only my player aircraft and the 4 Spits do their job… conscious I must have some ME errors, but can’t work out what The Mossies in my flight bimble about following me, but don’t bomb the V1 site. If ordered to attack ground targets they climb to altitude and bomb flak sites The Thunderbolts take off from Hawkinge and just circle the airfield - don’t follow their assigned route at all… any thoughts? The two ground attack flights both have ground attack tasking and have attack map item advanced waypoint settings
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Good choice of period, well balanced… I’d go with the 109 F4, rather than the early model Gustav… Anton A4, 110 Spitfire Vb, Hurricane II, Beaufighter P-38F, P-51B Libya - Malta - Sicily - Southern Italy would make a fantastic map
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HMS Ark Royal R09 - Beginning development
rkk01 replied to Bungo's topic in Static/AI Mods for DCS World
Used to watch Ark Royal testing her cats while tied up alongside…. IIRC they used to fire a big yellow sled off both the Ark and the RN F-4 mod look excellent… even has the extending nose wheel to increase AoA -
As the title, really… We have a few WW2 carrier mods now - including Illustrious and Ark Royal. Has anyone attempted to add an arrestor hook to the Spitfire IX…? Would be good to try and land on in this notoriously difficult navy fighter
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