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Everything posted by WelshZeCorgi
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Can you change the target size settings of a PH mid-flight? Or is it set in stone once launched?
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So I've been noticing something and would like to get more info on it. So if a track gets broken, the PH continues following that broken track on track hold, then goes active when it is told to as if the broken track was the real deal. So the obvious benefit is that, if the bandit ends up being near the broken track when the PH goes active, there is a chance that the PH will pick up and home in on the bandit, despite originally going after a broken track. Thing is, I have yet to see a single instance of this happening. (In multi-player anyways) once the track is broken, there is a 0% or near 0% chance of the PH going after the bandit, by my experience. Does anyone know if this feature is working and what are the limits? How close do the bandits have to be to their broken tracks for the PH to find them?
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Yeah I just ordered one as I did notice the index gets progressively hotter the longer it's on. I do think I will still have a sweat problem as I'm one of those guys that sweat a lot.
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How do you guys deal with sweating in your VR headset? I tried using a fan, but the act of blowing air through the headset causes the mic to pick it up and transmit it when using SRS.
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Hi, I bought this seat with speakers and vibration but I'm kind of lost on how to get it to vibrate ingame when playing dcs. I'm using it in conjunction with the Valve index and it seems that once the valve index is on, no audio channels can be used to feed the seat the info it needs to vibrate. Any help would be appreciated, thanks
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It seems to me that the RWR is able to filter out friendly radars, as I never seem to see friendly radars unless the RWR is set to friendly or a friendly is locking or firing a missile at me. In servers that have F14 on both sides, the RWR seems to understand which f14 radars are enemy and which f14 radars are hostile, as I seem to only get warnings when enemy 14s ping me but none when friendly 14s ping me. So how does this work? Anyone know?
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Sometimes, when trying to hook Datalink contacts in RWS, the other contacts get hooked without command, unhooking my DL contact and just randomly hooking other DL contacts. Not sure if this is Jester or if this is normal or something.
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I thought so too, like those robocalls. But if she's retiring, who's taking her place? Siri?
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When the Phoenix is fired, it seems to maintain its X orientation as it flies. When the sparrow is fired, it seems to maintain a + orientation during flight. Is this a DCS-ism or do missile really try to maintain certain orientations during flight? And if they do, what are the differences between an X and a +?
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So... I'm no magic light box wizard, so forgive me if I get something wrong or make the wrong assumptions. Have we hit a limit to the # of players in a server before it starts running like a snail? I guess sort of not, cause that "knockout" game can get like, 100 people in a server? But I guess that's mainly because of the low overhead required to run the game. I guess what I'm getting at is, is DCS forever stuck with 32-64 player sized servers or as the tech develops, will we see 100+ player servers sometime in the (hopefully near) future?
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Ever notice that sometimes the datalink contacts are refreshed constantly, staying on the TID without disappearing, yet sometimes, the datalink contacts popup for a few seconds, then disappear for a few seconds, then pop up again for a few seconds (in their new position along their predicted flight path) then disappear again, slow strobing like it needs a redbull? What's causing that and is there a way to fix it?
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Right... this is not the bugs and problems section of the F-14 forums... Eh... ...A little help?
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In MP, playing as a RIO, a rare bug occurs where the computer will simply restart uncommanded. The Index headset turns off, the screen turns off and then the computer restarts. When joining back in, with the same server with the same plane slot as RIO, none of the Hotas controls work. Cockpit still clicks but no HCU, no buttons or triggers or hats work on the peripherals. If I join a different RIO spot in the same server, everything works. Something permanently prevents Hotas from working on RIO positions where the unprompted restart occurs. Anyone else experience this?
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I always wondered how training missiles determined whether they hit their target or not.
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Anti-missile interceptors not targeting bombs?
WelshZeCorgi replied to WelshZeCorgi's topic in Weapon Bugs
Okay, well there have been plenty of times where I just drop a single GBU on a TOR from 35,000 feet, so it couldn't kill me, therefore giving it no choice but to intercept the bomb, but they never do. Cause it couldn't. There doesn't seem to be a line of code that allows the TOR to do this. So what's the argument? There's no point in coding this into anti-missile interceptors because they would rather target the attacking platforms? Or because it has too many to intercept? (which I don't get by the way, if I shot 100 AS-2s at a single AB class ship, it's still gonna try to shoot them all down. Just because a large number of them are going to get through anyway, the AB might as well not try at all in the first place?) But if I get the TOR in a position "in the case of a single bomb, ok". The TOR will still not defend itself by shooting down the LGB, even if it's its only option because the attacking platform is outside its range. It's still a tossup since I'm not sure if bombs are harder to track or get a return off the radar or what the interceptors are capable of, but the "because the crew doesn't feel like it" argument doesn't feel like a compelling argument. -
Hi, so I noticed that while anti-missile ships and land units like TOR will target and fire on cruise missiles, high speed kitchen as-4, glide bombs, HARMS, stuff like that to various degrees of success, these same systems will not even attempt to fire on other munitions like iron bombs, lgb and GPS guided bombs. Is this realistic? If not, can we count it as a bug?
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Don't those have a different method of clearing the barrel? Like firing compressed air/nitrogen or water (not seawater) though the barrel before loading in the next round? As you can see, after the round is fired, you see a little puff of smoke come out of the muzzle right before the shell casing is ejected. I think this one clears the barrel by shooting compressed gas down the barrel before the next round is chambered.
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They should also probably include destruction of the basket and probe in order to future proof the sim, just so we can accidently do stuff like this when ED releases the Sea Stallion:
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Well you still don't want all that particulate smoke to enter the turret, if there are still some burning propellant and it enters the turret, it could cause a fire where ammunition is being handled. Also all that smoke isn't just air, it's suspended particulate matter and can start collecting on the mechanical surfaces, building and caking on the moving parts and gumming up the works, increasing cleaning and maintenance hours. So while yes, there's no one inside, it still makes sense to keep all the spent propellant from reentering the turret.
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When you eject in VR, the POV is from the ejection seat, not the pilot, for some reason.
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I don't have MSFS20, but does it simulate wake turbulence in clouds? Cause if they don't, I don't expect ED to have the will to implement this.
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So I noticed in DCS, anti-missile missiles will take out Standoff weapons, glide bombs, HARMS, antiship missiles like the tomahawk and harpoon, AS-4 Kitchen, stuff like that. But those same systems seem to be unable to intercept and destroy something as simple as laser guided, gps guided and unguided iron bombs. Why? Is this true to RL? Can the TOR system and those like it not intercept and destroy bombs?
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I would also like to add to naval units, they don't change headings or submerge (if it's a submarine) No countermeasures are deployed, no decoys, just sail on to the waypoint and get picked off one by one. Once the weather system is fully implemented, ships should also be trying to use the weather and cloud cover to their advantage.
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Yeah, even the AI just sit there and wait to be destroyed, not only do they not use any countermeasures, they don't take any evasive maneuvers or try to get behind cover or otherwise act to defend themselves. Makes ground attack missions too easy, repetitive and boring.