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redrooster

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  1. Is it possible to release a single FAB-100 off the MER*4 racks? I've tried every interval and quantity setting, and the best I can do, is release one whole rack, two racks, or all of them. From looking at the training videos it seems like you need to have the interval set to the same setting as the KMGU, but that doesn't seem to change anything.
  2. I have tried even on the lowest settings, and the game always crashes while trying to load a mission. I have attached the log file. dcs.zip
  3. So I just installed the beta through Steam, and the main screen does not display anything besides the options icon, the login button, and the newsfeed icon. I have (as far as I know) my modules binded through the main DCS site. It seems in the main screen for DCS, there isn't even an exit button, and when in the options, there is no exit button from that section either. Anyone have any suggestions? Thank you EDIT: Shift + Enter seemed to do the trick
  4. So does that mean that guns that have a dual feed of AP and HE rounds will have one extra in the barrel round? I did some looking and noticed that the Bradley has an one of the extra AP barrel rounds, so I'm guessing this is part of the scripting for any dual feed gun? Is it done so when you take control of a vehicle you aren't always loading a gun first? Thank you for the clarification :)
  5. Haha actually no, I just noticed while in the BMP-2 that it had 161 AP rounds, and I thought that was kind of an odd number (pun intended) so it prompted me to go look up what the loadouts for it should be, and from that led me to examine the BMP-3 as well
  6. I did a little digging for both of these vehicles and I was wondering if anyone can speak to the accuracy of the 30mm loadouts for the BMP-2 and BMP-3? These loads are from 1.2.16, I have not been able install 1.5 beta, so if anyone knows if these issues still persist, feel free to comment. According to the sources I could find both vehicles carry a total of 500 30mm rounds. BMP-2 has a load of 340 HE and 161 AP rounds currently. I have read that it carries 340 HE and 160 AP rounds. So it needs one less AP round. BMP-3 load is said to be 300 HE and 200 AP. Currently it has a load of 340 HE and 161 AP rounds, same as the BMP-2.
  7. It's in the 1.2 official. I haven't been able to install the 1.5 beta.
  8. I've noticed that if you reload from either of the ammo trucks (M818 or the Ural-375 PBU) or from an airbase, you receive one extra round for every weapon on your vehicle. This includes both HE and AP rounds for tanks. For example, the T-72 starts out with this load: 12/10 AP 7/10 HE 3/3 9M119 50/250 12.7mm After firing one round from each, and then reloading from the truck or airbase the load became: 13/10 AP 8/10 HE 4/3 9M119 51/250 12.7mm What is also interesting is that after reloading, and firing off a round of each type, I was unable to reload from the truck/base. It was only after firing 2 rounds (bringing the number back down to the original load) that I could reload again from the truck/base. I've tested this on a couple different vehicles and they all have the same problem, haven't tried it on any of the SAMs but I suspect it will be no different. Anyone else notice this?
  9. It would be useful if there was a pivot point for ground templates. It could be set to the first unit in a group. For example, currently when you have a template that consists of a road outpost and you have some vehicles positioned behind the L barriers, and you place that group on a heading other than the one it was originally created on, the vehicles are all out of place and have to be re-positioned. If you could designate the template as a group pattern or something like that, so all the units hold their positions when you rotate the group, it would make the creation of roadblock easier, since you wouldn't have to reform them for each heading. Also useful if you have a template for a mortar team or something like that.
  10. Roger that. Who knows, maybe in a future update they will be controllable. I'll have to check out how they operate with the AI. I also noticed that the BTR-RD is the same with the bow mounted PKTs.
  11. I was looking at the BMD-1, and noticed in game and also in the encyclopedia, that it has two bow mounted PKT machine guns. I was wondering if it was possible to fire them? As far as I have been able to tell, you can't operate them. I also noticed that in the T-55, if you are firing AP rounds, it lists them in the sim and in the debriefing as being 105mm, while the HE rounds are labeled as the correct 100mm. Is that one of the bugs that will be fixed in the new 1.5 update? Thank you for any clarification.
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