

Rabb
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Solution is in this thread: https://forums.eagle.ru/showthread.php?t=170416
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Of course, only vehicles equipped with smoke canisters can launch them. ;) In real life, T-55 and T-72 can produce thick white smoke though exhausts, which isn't modeled in DCS. Proper implementation of smoke would reduce target acquisition visually, and by laser and IR sensors.
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Excellent idea. We need additional units of all sorts, definitely. You forgot stretchers. ;)
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All vehicles in DCS use smoke canisters when hit in such a way it produces damage, unless they are destroyed with a first hit. You can use heavy machine guns to reproduce that on tanks, IFVs or APCs. BTR80 is a fine example. However, smoke they produce in DCS is very unrealistic in deployment, size, general appearance, range, effectiveness and duration. Also, many tanks can lay a smoke screen by releasing oil into exhaust.
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And what is wrong with stats? Just now I had finished few sorties. I got 4 or 5 visually confirmed kills, and in the end I got credited with just 2. The one before last sortie , I got killed by a player after I shot down one enemy, the last time, I got shot down by SAM, after I shot down another enemy... The way scoring system used to work was much better. This one, which works for several months, apparently, is no good.
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I know this is a strange concept for most of DCS severs, but what about "Keep teams even"?
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I just checked http://gadget.buddyspike.net/ and I was utterly shocked. Yesterday, or day before, red were generally getting an upper hand. And then, server went offline... For hours and hours and hours... Now, server is miraculously on and blue are an inch away from winning... Come on, really... Like it's not enough that most of the time blue outnumber red, now this? BTW, I had only twice heard someone using simple radio, although I regularly connect. Teamspeak is still more popular and used.
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Well, based on the interesting read you provided, it appears Chinooks were more efficient in wrecking. :)
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I really enjoy Hollo Pointe server. The highway mission is one of my favorites. Taking a Su-25A is a real challenge there, almost as big as taking Red CA role.
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Does this work for AI planes, also?
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Transporting SAMs and other units and conquering enemy bases. They usually practice both roles, but the main problem usually happened then some of guys would try to recreate berserker version of WW3 scenario in a role of tactical commander. Even one irresponsible player, so-to-speak, in a role of Tactical commander can induce massive problems for all players and the server itself. Having two tactical commanders on each side with multiple JTAC or other individual roles can work fine (provided that there is a server admin oversight or few controllable units). So, if a player wants some ground action, and Tactical commander slots are occupied, he can take an individual tank or SAM and contribute to the effort. I just had an idea how some of the problems I mentioned could be resolved. I don't if it's possible, but it's an idea. By having country-specific Tactical commanders and just several units from each country in a coalition, I believe massive movements could be prevented.
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Livery selection as part of the refuel/rearm window
Rabb replied to Wyatt109's topic in DCS Core Wish List
Well, chaeaters there are and always will be... It's the players' and server admin's task to identify them and ban them. Actually, my proposal is quite different - there is no skin download. Imagine everybody's game downloading some 5 to 40 MB textures (F-15C, for example) from a player who respawned... It's not gonna work. My proposal is different. ;) Of course, even now, there is a possibility of misuse of current textures by dishonest "players". -
May I ask what MOOSE is? Except a big, horned thing hunters shoot at :) . Right now, on some nice servers, through CTLD, helicopters are taking the role the CA (could have) had. In many CA-included missions I played online, 159th GAR for instance had massive units. The problem was, and probably still is, that some CA players would start an all out assault by moving all units, and that would induce a comparably massive lag and/or FPS drop for all players. So, the admins would intervene if more than five units were moved at the same moment. Both in those missions on HolloPointe, which were more balanced, and on 159th GAR, objectives could have been reached either by planes/helicopters or by CA alone, or combined. But the super fast mutually assisted assault by armor and strikers... Wow. And I don't want to start about both difficulties and enjoyment when using SAMs and AAA in defense of your units. Or when you roll your tanks straight to enemy FARP or airbase (game over, basically) :)
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There used to be cows... :) You are familiar with Bill et John? Original LOMAC machinima.
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Ok, we got that. That it's not modeled. ;) But can it be modeled? As an wild approximmation, at least.
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Ok, we got that. That it's not modeled. ;) But can it be modeled? As an wild approximmation, at least.
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Livery selection as part of the refuel/rearm window
Rabb replied to Wyatt109's topic in DCS Core Wish List
Well, that would be a nice feature. I also like that in Il-2. It is true in real life that doesn't happen, but neither repair is done in 180 seconds nor rearmament in less than 60 seconds. ;) User skin download would be a big trouble for servers considering size of textures. So, how can it be implemented? Variant 1 - user-selected skin is seen only by player, but not by other players (if skin download option is not selected - this is how it works in Il-2 1946; if skin download option is selected then both the pilot and airplane skin were downloaded the moment the player spawns - even with 1 MB textures - this induced lag). Variant 2 - all players have same sets of skins - game calls them out and they are visible to all. Player's aircraft with a customized skin, out of skin set is shown as painted in mission maker's choice or default paintscheme (I believe this is how it works in Rise of Flight - skin packs are prepared and published by game developer; the other variant from a different game is having hard-coded skins, so everybody can see them). Variant 3 - Modification of the previous method, if possible - query for filenames of user selected textures - if other players don't have them, they don't see them. Data transfer would be small. Hope I didn't get too creative. :) -
Well, for the most part, there is no CA in multiplayer servers. This observation is based on my online experiences some months ago. Two most notable exceptions that come to my mind were HolloPointe and 159th GAR. Coordinated fast action of strikers and armor was amazing. And that happened couple of times between players who got together for the first time. Amazing. So, basically, my point was I would like to see it more. ;)
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That's a good idea, shagrat. It would be even better if their rules of engagement could be implemented - who ever starts shooting at peacekeepers, gets a return fire.
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Based on my testing, I would say it's the wind. Drop at 10 m/s wind results with near miss on a tank, while at 15 m/s wind bomb misses large targets. Wind at 500 meters is automatically calculated. And I have noted earlier it regularly has much higher velocity than winds at other altitudes. The settings in the attached image result in near miss on a tank, but a hit on a command post/warehouse or any object large enough so that deviation from the center of the target produces a hit. During testing, I noted several interesting things, or possible issues: - Contour recognition is not implemented - you don't need it to get Launch Authorized and there are no misses without it; - Launch window is not accurate - you can launch KAB-500Kr from maximum distance, but later release, at approximately half of a launch window or later, practically always produces a miss. Like a bomb's guidance has no view of the target. This, I presume, has to do with change, in my perception, of bomb's fall path; long time ago, it used to quickly turn to vertical fall, with some wild maneuvers to return back (that's how it looked) towards the target; now it glides. As I've said, this is my perception and I may be completely wrong; - Occasionally, second bomb loses tracking and misses it's target; I'm not sure whether that is in the attached tracks or not, and I didn't have more time to test it further. If I have forgotten to write some observations, I will add them later. KAB-500Kr-WindsAndNoWind.zip
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This is a track I just made. External views and icons (labels) are turned on for ease of review. DCS 1.5.5 here, latest stable, automatic updates installed. Trim reset (emergency autopilot) used for level flight. Both KAB-500Krs hit the same spot, to the left of the intended target. KAB-50Kr-Misses.trk
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OK, I just tested, KAB-500Kr are missing. I tried with create fast mission, had them and attacked a group of tanks. Shkval recognized targets from far away, I waited untill I got Launch authorization for KAB-500Kr, released them, and they both missed stationary targets. Either overshot or went sideways. Usually, they go sideways, and miss by far margin. Even almost perfectly aligned, from 4500-5000m altitude, and at half (not maximum) of release window.
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Come on, Enduro14, what do you exactly mean? Having ""killable" civilians, and even "killable" animals would get this sim an R or an even higher rating. Nevertheless, if you kill "neutral" or civilian objects right now, you get fratricide accusation from the game, and you lose all your offline scores. Logical, right? Example, killing a truck or a bus on a highway will get you there (provided you turned on "Civ. traffic" option). DCS is an exquisite airframe simulator. However, if we're to be completely objective and honest, it is still not a good combat simulator. I don't want to start a discussion related to that. It is being improved constantly. My two cents.
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CA is neither dead nor not improved. I would like the pace of improving it to be quicker, but nevertheless, it is being improved constantly. Really. What is the most needed thing is that creators of multiplayer missions/campaigns (and single player/offline) include CA in a meaningful way. You can find a DCS development roadmap in these forums, and you will se how many things related to CA are there. ;)