

PawlaczGMD
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ACLS landing too hard, too steep, comes up short, and bolters
PawlaczGMD replied to David A Sell's topic in Bugs and Problems
This definitely used to work all the way to touchdown. -
ACLS landing too hard, too steep, comes up short, and bolters
PawlaczGMD replied to David A Sell's topic in Bugs and Problems
Do you have wake turbulence on? I've found it is too strong and doesn't work well with ACLS. Try turning it off and see again. -
F4U .50 cal machine gun damage and the Zero model
PawlaczGMD replied to Kreutzberg's topic in F4U-1D
You will not hit all of the 160 bullets, and they will not hit the same exact spot, so their armor penetration doesn't 'add up'. -
F4U .50 cal machine gun damage and the Zero model
PawlaczGMD replied to Kreutzberg's topic in F4U-1D
That's hugely exaggerated. Resonable .50 armor penetration at usual distances is around 0.5 inches of steel, and not every round is AP. After going through aircraft skin and fuel tanks, tumbling, it is not going to penetrate the armor seat, let alone go into the engine when shooting from behind. And regarding energy dumped into the target, it is not directly proportional to damage done, and penetrating shots do not dump all their energy into the target. I think we are missing some structural damage and ammo explosions in DCS, as well as better damage visuals, but .50 is already quite effective. -
F4U .50 cal machine gun damage and the Zero model
PawlaczGMD replied to Kreutzberg's topic in F4U-1D
This is true regardless of the weapon used. The Spitfire can also dump a lot of 20 mm into the Anton and not kill it. -
F4U .50 cal machine gun damage and the Zero model
PawlaczGMD replied to Kreutzberg's topic in F4U-1D
I am actually doubtful about many reticles' size in DCS. Spitfire one notably. -
F4U .50 cal machine gun damage and the Zero model
PawlaczGMD replied to Kreutzberg's topic in F4U-1D
The .50 cal is actually very good. Yes, you need a little bit of a time on target, and you don't want to be far from convergence. But you have a lot of ammo that is fast and heavy, and thus doesn't slow down much. If you get a solid half second burst on target, you have to be very unlucky to not do major damage. The 50 is probably the easiest to get hits with on a defending target. It's a skill issue. -
Even just a 20mm cannon option would be very fun. It should not affect the flight model beyond the change in mass and COM, which means it's easy to add.
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LST Mk2 can‘t be destroyed by torpedoes
PawlaczGMD replied to GKOver's topic in DCS: WWII Assets Pack
They work in Silent Hunter -
FW-190 D9 Targetdistance / Wingsspan wrong
PawlaczGMD replied to Doughguy's topic in Bugs and Problems
bump -
LST Mk2 can‘t be destroyed by torpedoes
PawlaczGMD replied to GKOver's topic in DCS: WWII Assets Pack
Even in WWII there were magnetic fuzes designed to detonate the torpedo under the keel. -
try again, it's now fixed for me
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I can confirm that one of the latest updates fixed MSAA for me. I no longer need to use OptiScaler, AMD adrenalin panel, or otherwise mess with it. The game looks so much better with default MSAA, and I think lighting effects like tracers are also more visible for me.
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Steer point issue after auto start F16 w/ Video
PawlaczGMD replied to LHP's topic in DCS: F-16C Viper
I mean this should work, but it also wouldn't kill you to learn the basics of starting up the a/c yourself. Switch to stored alignment during the process, then to nav once the ICP symbol flashes and you're good. -
Steer point issue after auto start F16 w/ Video
PawlaczGMD replied to LHP's topic in DCS: F-16C Viper
Looks like INS didn't finish aligning, check what the switch position actually was. ALIGN should flash, then you move the switch to NAV. Maybe the autostart script is broken or you have some bindings messing with it. Does this happen to you if you start up manually? Also a track is better than a video, we don't see any switch positions here so hard to tell you more.