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dok_rp

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Everything posted by dok_rp

  1. Hello Mr EvilBivol, Yes, by stationary I mean Static. Sorry for the incorrect reference. Thanks for the clarification. The damage values did seem a little off for the MBT's. The lighter tanks are ok, tough. :smartass: Yes, you're right EtheralN. I remember some time ago someone had posted some info on the kinetic energy of those 30mm from the Gau8 and they were astronomical when compared to other cannons of the same caliber. However, as EvilBivol has stated, the damage model for those tanks are a little off when they are placed as static objects. Lot's of interesting fixes are to come on future patches I imagine. :pilotfly:
  2. Hello folks, I was doing some practice shooting at stationary targets and I've found out that some of them are much harder to destroy when set as stationary targets. The M1A2, for example, takes up to Six Vikhrs to destroy. The T80 at least 4, and the T72 and T55 at least 2. All the other armored vehicles blow up normaly. These 4 are the only ones that are harder to kill when set as stationary then as regular ground targets. I was thinking this was some sort of simulation of the tank being empty with no gas or ammo, but then again other armored targets such as the Strykers, the BMP's and BRDM's blow up just fine. Another thing is that the M1A2, the T80, the T72 and the T55 are totally impervious to cannon fire when set as stationary. The other armored targets in the game will blow up fine with a few well placed API rounds. I know MBT's are beats in the battlefield, but are they really impervious to the 30mm API rounds in the Shark? I wonder if the cannon really cannot do any harm at all to these tanks. :pilotfly:
  3. It'll be, don't worry. It'll be. :pilotfly:
  4. But if you do take off before INS has finish aligning you'll still have the speed indication after it concludes the process, however, all sorts of errors will have been inserted into the zeroing process and your speed won't be accurate, not to mention the mess autopilot will become. What puzzled me on this one occasion I've mentioned was that I was hovering a few meters above the ground and the speed was stuck at 17km/h. I gave it to INS misalignment, even though I can't tell to what extent that is modeled into this sim.
  5. There is no indication whatsoever that the INS alignment procedure has been completed. Never heard from a developer or from Matt if the 3-minute period is indeed precise, nor have we had any word on how actual Ka-50 find out if INS has finished aligning itself. One must wonder that an Ekran message or light would go off letting the real pilot know the procedure was concluded. The reason why we have a switch for turning redundant landing lights on, but have no idea if and extremely important system, such as the INS, is properly set for flight is simply beyond me. :huh: I guess they probably did not have enough documentation from Kamov to implement this feature in its fullest and just scripted it. Can't tell either on what situations INS Heat should be turned on. I normally leave it off and 3 minutes after switching the INS on I'll consider it aligned. However, I've already had problems under icing conditions, even with all pitot heat switches and anti-icing features enabled to have my speed get stuck at 17km/h on the HUD. I haven't been able to duplicate it, but it has happened. Can't say it was INS misalignment, but can't say it wasn't either. Oh gosh, I'd love to see those pictures. Those are incredible aircraft you've had the luck to fly. Please do share that with us. Thanks!!! :pilotfly:
  6. I particularly prefer using the old trim style. The non realistic one. Move the stick to where you want it to stay, press and release trim and then re-center the stick. I find that to be more intuitive than the realistic one in which you press trim, re-center the stick and then release the trim button. I guess you have something like 0.5s or so to recenter otherwise you'll lose input in your cyclic until you re-trim the aircraft. As I've already ended up blowing myself up a couple of times due to this loss of input I prefer to stick to what works for me, and that's the pre-patch trim system. To engage autohover make sure you're already on a hover or very close to it, at a speed of less than 5km/h or preferably stationary. I don't like using the autohover. If you trim it well enough you'll be able to keep it stable enough to use the Shkval and not to fall prey to a TOW or a cannon round which will make short work of you if you remain completely stationary. I don't like to spend too much time at the AO hovering as that will end up getting myself killed, unless, of course I am really standing off and engaging from the Vikhr's RMax. In my opinion, that little sidestepping motion you get from the chopper when not under autohover will end up doing you good, since it makes you a little harder to hit. Another pointer, but you are probably very aware of that, is that TrackIR and a Hotas system will greatly help in this sim. Can't think of myself flying without any one of those. Hope it helps a little.
  7. There's definitely something wrong with the Abrams AI. I was also noticing that in missions in which M1A2's were confronted with T80's the absolute majority of times the Russian tanks were victorious, and not by a small margin, it was always a massacre. So I just created a simple mission with 50 M1A2 and 50 T80 set 1800m apart head on, all set to expert and let it rip. It was almost funny to watch. Most engagements were finished in less than 2 minutes. I've also noticed that while the T80 fires 3 times the M1A2 fires only once, and many times it fires twice, if it even lives that long, and then ceases fire. :huh: Very interesting indeed. Just found out that engagements between these two tanks will be avoided by me in mission creating for there'll be nothing left for me to destroy. The T80 is just too good to be true. :lol: :pilotfly: I imagine this is a bug? Feature?
  8. You can still "watch" them using the patched version. Go to your Backup folder in the installation directory of Black Shark and look into "missions" and then "training". Copy the "trk" files into your Missions ==> Tracks folder and play them as if they were regular tracks. There will be inconsistencies especially when it comes with small synchronization problems, but they are pretty much watchable. If you've never done the training and don't want to reinstall the game this is an alternate route. Hope it helps you. Best regards! :pilotfly:
  9. Hello guys, I am sorting around some sound mods that I've downloaded trying to pick my personal favorite selection. I've pretty much got it all figured out except for three sound files: TechnicEngine# . The # goes from 1 to 6. PlaneEnd and PlaneCannon I've been playing around with the mission editor setting all kinds of vehicles and all kinds or weird engagements to see if can figure these ones out, but that has been to no avail. :( So, could some kind sound modder give me a little headsup into the matter? I'd be very grateful. :holiday:
  10. Hello Yoyo, This is a great tool. I've just downloaded it and I want to give it a try. Thanks a lot for it!!! Is there a new version of your powerful editing tool coming out anytime soon with a load function incorporated into it? :thumbup:
  11. Hello guys! I've just download the awesome GUV-8700 pod from beczl, but I having a painful time getting it to work with version 1.02 of DCS Black Shark. Is it compatible? Do we have to manually install the mod to get it to work? Thanks in advance for any help.
  12. This is a major let down for which I've never found an answer to. I wonder if in the real aircraft the HSI will freeze when you switch from NAV to another Master Mode and moreover why would it do that? It seems the HSI simply stops receiving information from the navigation computer, but the reason for that is beyond me. There are countless times that I find myself looking for an escape route towards the waypoint where I know I can find some shelter and after glancing at the HSI in AA or AG mode I always end up at some crazy location. It's frustrating indeed. :cry:
  13. Activate is exactly what you've found out to be: The unit appears in the world. I can think of two reasons why your unit is already appearing in the map even before the trigger conditions have been met: 1) The trigger itself is broken and that'll make the unit simply spawn in the map at the beginning of the mission. 2) The unit selected to be activated differs from the one you've picked in your trigger, but then again we'll go back to the first one.
  14. I was looking for this same map too Case. Thanks a million. +1 rep. :thumbup:
  15. Just did a little test. I've set up a group of 10 Bradleys 50km away from me and flew level at 2000m observing when they would appear in the Shkval. Later did the same test using the Mercury. In the Shkval and the Mercury the targets get equally drawn at around 14nm (about 25km away). Using the Shkval they are a little, let's say, transparent up until around 12nm when they turn solid and are much easier to spot. What is interesting is that I thought they would appear further away in the Mercury, but I guess the deal here is a game engine limitation so objects get drawn at the same distance no matter what? Very interesting, though. :thumbup:
  16. Hello Falcon, I don't know if it has anything to do with the fact that I run graphics at max expect for water that is set to medium, but targets appear in the Shkval at ranges beyond 10km to me. Heck, most of the times, after knowing where the pinpointed target location is I lock onto the ground and I have to wait a good deal until the targeting gate detects the target and locks onto it. And long before that I am able to spot the target. Of course that I'll be using the 23x magnification. So, my best guess is that you relying too much on the Shkval itself to do are reconnaissance for you, when you should actually have a very good general direction of target positioning to just scan a smaller piece of terrain, locate the target at about 20km, fire, boom, and get the hell out of there. Still on the matter at hand, I can't stress this enough. If the target area is unknown to you, and you'll be doing recon flights, take the Low Light TV Pod. It has IR imaging and will give and incredible advantage at spotting targets, at the same level of the Maverick D, with the exception that the LLTV Pod will stay there after you fire your missiles. :thumbup: Best of luck. :pilotfly:
  17. The gear was fine. Nothing happened to it. The problem was the damage in the bird-stricken engine that didn't get repaired, but it just happened today again, so it must be a bug. The refueling problem also happened several other times and so it too must be a bug. I'll let it rest. Maybe we'll get these things fixed in the next patch. :pilotfly:
  18. I suggest you give the LLTV Pod a go. Your world will brighten up in ways you couldn't have possibly imagined. (Pun intended :smartass: ) It simply makes the Su25T a mean killing machine. And ground targets... hopeless victims. :gun_smilie::devil_2::gun_rifle:
  19. Hello guys, I was flying this afternoon with a friend of mine and because I had set the bird percentage thingy at 1000% ( :huh: ) I got two bird strikes in a row. In the first one I managed to stop the aircraft just short of the end of the runaway and after 3 minutes with engines off, it got repaired. I took off again only to have another bird strike. This time I jettisoned the load out, gained altitude and returned to the airfield (I know I shouldn't... but I managed it. :megalol: ) I landed and turned off the engines as I should. The only problem is that this time the plane did not get repaired. I had to eject and hit RCVR to be able to fly again. Is that a known bug? Is the plane supposed to be repaired only once per damage type? Oh... it was the same engine that got struck by birds (the A10's right one). The second problem came up with the refueling. As it was a rather long mission and there were three of us, we had to refuel a few times. After a certain number of times, they would not refuel any of our aircraft anymore. Is that also a known bug? Or did the entire county run out of aviation gas? :lol: All jokes aside, I'd like to know what to expect, for sometimes it might not even be worth bringing a limping bird back home as it'll be unrepairable/unrefuelable. :thumbup: Thanks for all the help. :thumbup: :pilotfly:
  20. Jeez... this forum never ceases to amaze me!!! :surprise: How the heck do you guys notice this type of thing? :surprise:
  21. What I do - and it can sound simplistic, but it's quite effective - is to move my head a little closer to the monitor than normal and recenter TrackIR. This way my view will be zoomed out. I use this in the Su25T. And I do it the other way around if the view is too zoomed out. You can also edit the aicraft lua files and reset the default zoom levels, but I've never done that.
  22. I think practice is the word here. Yesterday I was flying a little training mission with a buddy of mine and I'd set up a perimeter with some BMP3 (these are some nasty buggers) a couple of shilkas and some dozen or so T80. We cleared the are off of AAA and then went for the BMP3's. When those had been taken care of we were left with only a few hundred rounds from our guns, and with guns we went. I was able to take out 4 T80's without much difficulty. The good thing is that those .50 are pretty much useless so they are very easy targets. My friend took out another 4 and we called it a day for it was not worth flying all the way back to base to rearm and refuel just to take out another few which had been left. The basic idea is to open fire much closer to it. I'd say <500 yards. You don't want to do that with the BMP3 or you'll be toast. That is a completely different animal and if you want to dare take it out with guns you'd better open fire at around 1000 yards with a 1 second burst and get the hell out of there essing your way out or those 30mm will make short work of you. The basic idea is: 1) Open fire from a shorter range <500 yards. 2) Fire longer bursts. (It does take much more hits to kill it) 3) Make steeper dives. That way you'll hit the top armor which is considerably thinner than the front one.
  23. I've been faced with the same frustration. I simply cannot understand what could make the developers remove two features that were incredibly useful such as satellite view and the diamond designation of targets. It is possible to designate a place on the ground if under "Target Categories" you select the "Point" option. However, if what you are trying to designate is a moving target, you're out of joy, because the diamond will not track the moving vehicle. The only way of doing so is by adding our friendly wingman who is great for getting himself into trouble and dying. Just wish there were a work around for it and we could designate just like in FC 1.0. :cry: If it's not broken, don't fix it. :cry: Make it better, but leave the good features the way they were. :cry:
  24. Yeah... I know. If the majority of the community were really made of sim jocks like us, gosh, FC would have cost some good 150 bucks and it'd be the pinnacle of flight simulation. Well, we still got a nice product though. You can't have it all. :pilotfly::joystick:
  25. Nate, if you were a gal I'd take to dance... as you're proly not... I'll just buy you a beer. :drink: :beer: Thanks a whole gazillion. I had no idea this little option could cause such a ruckus. The strange thing though is that in the TrackIR profile the head movement is wrong when zooming past the 3 and 9 o'clock position, but inside FC it works the way it's supposed to. Never mind, right? It's working and I've screamed in excitement. :lol:
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