Jump to content

Flanker15

Members
  • Posts

    131
  • Joined

  • Last visited

Everything posted by Flanker15

  1. Open: C:\Program Files\Eagle Dynamics\DCS World\Scripts\Database\scripts\cannon.lua Find: GT_t.LN_t.RPG.type = 2 Change to: GT_t.LN_t.RPG.type = 3 Now they'll waste their shots on flying things that come in range.
  2. My 2c The Vikhr (in the game) has a 4kg explosive going off at 5m (I think), the tunguska missile has a 9kg explosive at 5m too. The tunguska is about 50/50 to shoot down a heli or fighter in one hit until I dropped its proxy fuse to 3m where it can reliably knock something out of the sky. With less than half the explosive at the same range you can imagine the vikhr is going to be pretty bad in AA mode. The At-6 has 2.4kg and the hellfire ~6kg (in the game that is) so you'd expect that in game the hellfire will destroy a helicopter better than the AT-6 on the hind. A general magnitude boost to all explosive damage might make it better which I could try. Also the Oh-58 has nothing at the front in the game code so stuff will go right through it there, it's damage model is unfinished. Some of the other helicopters have iffy coding on their pilot so getting an easy kill there is harder than it should be.
  3. Had a similar scenario with a Ah-64 and it went down with dead pilot syndrome no problem so maybe it's just a prob with the Mi-8 and Uh-1 pilot?
  4. So I had a situation the other day where I fired a burst of 30mm into the cockpit of a Mi8 and it kept on flying like nothing happened. So I booted up the combined arms and stuck some uh1s and mi8s on the ground in front of me shilka and thougherly sprayed the pilots only to have them take off and fly away? Some more tests with similar results has me convinced that you cant kill the crew of the ai choppers (my crew seems happily killable though!) Do they just not factor into the damage model?
  5. Some ideas: -Does the plane actually have the missiles mounted ;) -Rebind the launch key to the key you want it on (it might be miss-assigned). -I'm guess you're using the vhikr missiles so you have to turn on the TV thing. -You also need to turn the laser on to guide the missile.
  6. Not sure if it's still happening in the new patch since it's unrepeatable but I'll keep an eye out for it. Graphics specs are a 680 on the latest nvidia "beta" driver, 64bit os.
  7. I've never had crashes up to this version but now whenever a high rof gun fires a long burst there's a good chance of getting booted back to the menu. I've seen it happen: Multiple times during a Uh-1 minigun burst. When I fired a long burst in a shilka. During an A-10 strafe . During several ZSU stationary guns firing at once. three crash logs: # -------------- 20121007-082006 -------------- # C0000005 ACCESS_VIOLATION at 3FE66FA7 00:00000000 00000000 00000000 0000:00000000 3FE66FA7 0018ED60 0000:00000000 3FE5177C 0018EFF0 0000:00000000 3FFD561D 0018F030 0000:00000000 FB3A8721 0018F0C0 0000:00000000 FB3A8BEA 0018F110 0000:00000000 4009A079 0018F1A0 0000:00000000 4009C10D 0018F200 0000:00000000 400B3224 0018F230 0000:00000000 400B3119 0018F290 0000:00000000 401379F8 0018F300 0000:00000000 40138E40 0018F7F0 0000:00000000 4013B81F 0018F8A0 0000:00000000 773C652D 0018F8D0 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 779BC521 0018F920 0001:0002B521 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 # -------------- 20121007-051722 -------------- # C0000005 ACCESS_VIOLATION at EF332A94 00:00000000 00000000 00000000 0000:00000000 EF332A94 0013E800 0000:00000000 EF33A90C 0013EAC0 0000:00000000 ??4GraphicEffect_Impl@Effects@@QEAAAEAV01@AEBV01@@Z()+19AC F1795B94 0013EAF0 0000:00000000 ?DrawNormalLights@DXRenderer@Graphics@@AEAAXPEAPEAVRenderObject@2@H@Z()+A4 F179821D 0013EB30 0000:00000000 ?DrawObjects@DXRenderer@Graphics@@UEAAXPEAPEAVRenderObject@2@I@Z()+15D F161DE91 0013EB80 0000:00000000 ?DrawTransparent@RenderParserImpl@@QEAAX_N0MM0@Z()+1D1 F162F6CB 0013EE40 0000:00000000 ?RenderScene@SceneManager_Implement@@QEAAXPEAVsmCamera@@_N@Z()+3DB F163201A 0013EF60 0000:00000000 ?RenderMain@SceneManager_Implement@@UEAAXAEBVdPosition@@W4vCameraType_e@@AEBUViewport@smSceneManager@@@Z()+48A F1633123 0013F170 0000:00000000 ?Render@SceneManager_Implement@@UEAAXXZ()+5D3 3FDBA13B 0013F200 0000:00000000 3FDBC10D 0013F260 0000:00000000 3FDD3224 0013F290 0000:00000000 3FDD3119 0013F2F0 0000:00000000 3FE579F8 0013F360 0000:00000000 3FE58E40 0013F850 0000:00000000 3FE5B81F 0013F900 0000:00000000 773C652D 0013F930 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 779BC521 0013F980 0001:0002B521 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 # -------------- 20121007-045732 -------------- # C0000005 ACCESS_VIOLATION at EEAA2A94 00:00000000 00000000 00000000 0000:00000000 EEAA2A94 0023E770 0000:00000000 EEAAA90C 0023EA30 0000:00000000 ??4GraphicEffect_Impl@Effects@@QEAAAEAV01@AEBV01@@Z()+19AC F1345B94 0023EA60 0000:00000000 ?DrawNormalLights@DXRenderer@Graphics@@AEAAXPEAPEAVRenderObject@2@H@Z()+A4 F134821D 0023EAA0 0000:00000000 ?DrawObjects@DXRenderer@Graphics@@UEAAXPEAPEAVRenderObject@2@I@Z()+15D F5D9DE91 0023EAF0 0000:00000000 ?DrawTransparent@RenderParserImpl@@QEAAX_N0MM0@Z()+1D1 F5DAF6CB 0023EDB0 0000:00000000 ?RenderScene@SceneManager_Implement@@QEAAXPEAVsmCamera@@_N@Z()+3DB F5DB201A 0023EED0 0000:00000000 ?RenderMain@SceneManager_Implement@@UEAAXAEBVdPosition@@W4vCameraType_e@@AEBUViewport@smSceneManager@@@Z()+48A F5DB3123 0023F0E0 0000:00000000 ?Render@SceneManager_Implement@@UEAAXXZ()+5D3 3F70A13B 0023F170 0000:00000000 3F70C10D 0023F1D0 0000:00000000 3F723224 0023F200 0000:00000000 3F723119 0023F260 0000:00000000 3F7A79F8 0023F2D0 0000:00000000 3F7A8E40 0023F7C0 0000:00000000 3F7AB81F 0023F870 0000:00000000 773C652D 0023F8A0 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 779BC521 0023F8F0 0001:0002B521 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21
  8. Just noticed that they're ejecting without opening the little roof door like they do in DCS BS. I'm running DCS World 1.2.1 and CA. Here's a picy
  9. Turning on the handbrake can help with the jumpyness.
  10. Just the AP. Also just encase you haven't noticed: when the game auto updates it backs up the overwritten mod files into numbered folders in the main directory so no need to redownload a mod if it gets removed in an update.
  11. New little mod like the tracer mod before, but changes the shell to the new 3d red tracer that's easier to see from behind and has LODs. Just put the files in the bazar/world/shapes folder, back up old kinetic_type1 file if want. Kinetic_type1.rar
  12. New patch changed the effect so don't need the fix anymore.
  13. I was trying to do this but couldn't figure it out so I had to settle for just less smoke. I wanted a bright flash for the first few milliseconds so it looked more real and you could see tanks shooting at you.
  14. I'm trying to change the big grey fugly dust trails from behind vehicles for DCS:CA. I can't seem to find any files that effect them though. I thought that tankdust.lua in the particleeffects folder controlled them but no luck there. Tried some other changes on similar laus in effects folder but no luck there either. Any hints? :helpsmilie:
  15. Cooked up a quick fix that makes the cannon smoke much more transparent. Back up and replace DCS World\Bazar\Effects\Explode\TankShot\High\TankShot.x.lua Tried to do some fancy stuff but couldn't, the animation color lines seem to have no effect. Looks good with the tracer mod above. TankShot.x.rar
  16. To save 3+ pages the answers isssss: Helicopters don't use A2A missiles in real life except for a few special exemptions to the rule. There are plenty of tests, trials and mock ups of various helicopters with A2A misslies (KA-50 included) but they've never gone past that stage.
  17. He's only reviewing the arcade mode, had he the time to review the actually simulator it would probably be higher.
  18. Outside of the obvious added A-10 my biggest hope is proper Multi-core support. If we got such a good boost from the altered affinity programing in Vista imagine how much of boost we'd get from proper multi-core use and without the need to dual boot anymore. Also I see some training weapons are going in, those CAT weapons are the ones that don't fire but just simulate it to save money right?
  19. You know what I mean, the missile would come in closer to 90o than if it were fired from the same level as the tank. Whether or not a vikhr would get though a M1A2's glacial is unknown until it happens in reality. We do know that there are 3 more directions (2 with a much larger surface area) that a vikhr would get through and without the abilty to define armor for each bit, the overall armor level leans more to 1 hit kill. Ofcourse since it's a mod it's purly up to you whether or not you have 1 or 2 hit kills.
  20. On the Abrams armor, the front turret plates can stop a vikhr the hull can't, especially with the slope reduced from a high angle attack. So a one shot kill with a vihkr at any angle would make sense, unless the pilot purposely targets the turret.
  21. It looks fun, I've played through all the AceCombat games and they were all pretty good. Not sims but still good games.
  22. Ground AI is limited to the mission designer's scripting and simply shooting at enemies. ED said (somewhere) they will overhaul the AI for the ground units in the future.
  23. Nah it was way more primitive than Chuck's flight sim (which was one of my favorites, flying a modern fighter against WW2 fighters never gets old). Chuck's air combat does hold the award for the only flight sim where I avenged my plane by ejecting into the enemy plane as it flew over me though.
  24. "lol how do I start this sh*t" My thoughts exactly! Nice shot there Mustang!
  25. Just thought I'd add something for people without Vista: The windows 7 beta is running until Aug 9th and now has unlimited keys, all people with multi cores should do a dual boot for it to try BS. By then there should be true multicore support for all operating systems in BS.
×
×
  • Create New...