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PawlaczGMD

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Everything posted by PawlaczGMD

  1. Shkval uncage moves Skhval to the HMS reticle. Lock just locks where it's pointing.
  2. Never mind, I did more testing, and this aspect is fine. These vehicles have some armor, so within simplified DCS modelling, they are probably immune to HE . Although I agree that the radars and launchers should definitely be hurt by HE. I hope that with the Dynamic Campaign, a better ground damage model will come.
  3. I think there's some issue with Ka-50 HE gun damage at long range. It often doesn't register. I have problems killing infantry at 3.5+ km with HE rounds, even if they hit very close. Kinetic performance should not matter in this case, as the explosion is the only source of damage. For vehicles, maybe you could explain with lack of penetration...
  4. Thanks for the info. Will wingman ejecting also be fixed in the next update? I will wait for it.
  5. Yup, VR is playable now. With MT, it was a good time to get back into DCS.
  6. I think the pod used to work like an IR sensor, as per that video. But now they have changed it to actually be a LLTV. PS it sucks now.
  7. More feedback on issues I've encountered: Overall: this is not your fault, but the DCS AI helicopter damage model is annoying here. AI helos are extremely resistant to damage. 2 Vikhrs will often not kill a Cobra, but of course one destroys an MBT. ED please fix. -CSAR mission: voice lines display text, but no sound. Yes, I have the radio tuned correctly. Also in the beginning, friendly helis fly into a SAM in the bushes after I kill the Hawk, but seem to be immune to damage? Have you made them immune, or is it just the broken DCS damage model? A little immersion breaking. -ASSAULT ON SHIRAZ 1,2: Wingman is consistently ejecting on takeoff. Sometimes he takes off fine, but more often not. A scripted voice line about wingman down plays. Maybe broken trigger? In Stage 1, maybe I misunderstood the briefing, but the way the mission plays out it doesn't make much sense. It says to take out the S300 first, but it is just disabled by some EW. I killed it, but meanwhile my guys are flying around the city and getting killed by the Hawk battery. This is not referenced in any radio chatter. Would it not make more sense to direct the player to kill the Hawks first? Also the Stage 2 mission stonewalled me for now. The city is full of enemy vehicles that hide behind buildings and meandering streets. I can't see much through smoke from wrecks, but BMPs and Kords fire on me perfectly from 2-3 km. Am I supposed to follow the waypoints low (along the boulevard)? I can probably make it if I fly very slow, remember enemy locations, and check every corner, but it just doesn't seem like a realistic environment a helicopter could be expected to survive in. Any advice on this mission? Is there a lot of SAM/MANPADS, or can I try flying a bit higher?
  8. Thanks, also noticed this. I believe it is happening under 2 conditions: -Shkval contrast/brightness set up for night visibility -Nearby ground lighting present (lamps, buildings, etc.)
  9. Make sure laser is on, and that you have switched the laser designator to the LEFT position (guarded toggle switch under front left panel). For some reason it needs this laser mode to track.
  10. Wow that spread pattern is horrible, but it does look intentional...
  11. Yup, exactly. Release just a bit short, as it takes time for the dispenser to open.
  12. They are different submunitions, the RBKs release elongated bomb-like ones, while KGMUs release spherical ones. Last time I checked, the Western cluster munitions were quite effective. It would be great to know which combination of cluster type and release profile is the most useful!
  13. Interesting, thanks for the test. Did you notice if the correct nr of submunitions is modelled? Either way, it would explain why I can never get a kill on armor...
  14. I just started playing the MAD campaign, which starts with precise alignment and no drift, and everything related to navigation works without issues.
  15. Thanks for the info. TBH I would prefer it to start precision aligned, but drift, so that there is a reason to do fixes. But I will take it over starting not aligned and either having to waste 5 minutes even with time acceleration, or having useless target/data points. It is refreshing to be able to use data points like that one mission suggests...
  16. OK, I looked at it again, and my problem was that I didn't apply nearly enough Nyogel. I put it on thick and it is so much better now. I think I still might try the thicker one, but it feels quite good. I don't want to remove the boot, because I like it. And I don't want to have to do so much work to change the setup. I will think about buying the extension if the open a USA store. Having to pay $20 for shipping for every little thing is just too much. Thanks for the tips anyway.
  17. I'm not sure I see your problem. When I had a less advanced HOTAS without such toggles, I just had flaps up/down bound to buttons, which I held down until the flaps moved as I desired. Then I let go to keep them there. I think this action mimics the real aircraft well and is reasonable. It only takes a few seconds to move the flaps through the full range of motion. I don't have the other planes you've mentioned, but perhaps they are just designed differently. I would not expect consistency between different, east/west planes. Because the lever has detents for up/down but not hold, I would guess that it is spring-loaded, but I have no actual evidence...
  18. OK, so you used the light springs, interesting. And without the boot, the springs were not strong enough to center your stick? Perhaps the extension made the stick balance better. I don't want to modify the boot, or buy an extension. I might try the heavier grease, and lighter damper tension, maybe it will feel nicer to me. BTW, did you buy the original extension, or do you know if cheaper ones exist that work with WW?
  19. I've just started this campaign, but wondering how the INU alignment is implemented. It seems to just be precise aligned even from a cold start? That would be great, I always hated the fact you have to wait for 20 minutes, I don't think that's even realistic. I just want to know how it's done here. Does the INU still drift realistically? In the first few missions, there are fix points on the way, but it really doesn't seem necessary to do a fix a few minutes after take-off. Is it just an optional thing? How realistic is it to actually implement these fix points, given that with the KA-50 we have in the game with GPS, we can do a fix on our GPS coords anywhere? Is there any advantage to using external objects?
  20. I think the toggle option is a simplification. The F-86 flap lever controls the motion of the flaps, not position. So lever up will move the flaps up, and so on. This is as opposed to the flaps moving to correspond to the position of the lever. In the real aircraft, you have to hold the lever up/down until the flaps move to the position you desire, so it makes sense that you need to hold the button down. I have it bound to a 3-position toggle switch that corresponds to down/hold/up.
  21. I'm only on mission 3, but so far I am loving this campaign! The quality is simply on a completely different level compared to the other campaigns. They might have some perfunctory voiceover and triggers, but it's mostly just fly to an area, destroy all static targets, and come back. I could make effectively the same missions in the editor with little effort, being a complete amateur. I was very disappointed that I paid any money for one of the other campaigns, while a second one was OK, but not much more. The MAD campaign immediately immerses you with high quality voiceover, briefing, and following procedures. You have to set your radios correctly, and receive plenty of instructions and feedback, not needing to guess what the mission expects of you. There is a structure to the mission that makes sense. I had more fun transferring to the Kuznetsov than most other campaign missions... Looking forward to the rest.
  22. I'm struggling to adjust the Orion 2 with dampers and no springs. I have the dampers lubed with 767A, but they still need to be quite tight to prevent the rubber boot from moving the stick. This creates some friction. Also, the stick movement feels unnatural in the diagonal. This might be because the friction on the two axes is not identical. But I still have trouble dialing it in. I wonder if I should try PG44a instead, also wondering why we feel differently...
  23. Yeah, I also have the damage dialog on, which should show if you do even 1% of damage. This is not the case. Even with the flawed hitpoint system, I would expect any penetrating hit to do non-zero % of damage. I know that even fractional damage registers there. For example, firing the Ka-50 gun at a ship- it will show damage done! So no effect at all when a RBK with heavy HEAT is dropped straight on a tank or BTR is concerning.
  24. That's all true, but we're talking about HEAT submunitions here. This is a shaped charge that does not have an area of effect anti-armor damage, so we're talking about direct hits that don't penetrate. I think it's an independent issue.
  25. I've found that the KGMU is a lot more effective than the heavy AP/HEAT from an RBK (PTAB 10.5M). These ones can't even damage BTRs. So the state of Russian cluster munitions is really poor... KGMU is only useful against trucks and maybe BTRs. I've had mixed results where sometimes I can kill 4 BTRs in a line, sometimes 0. I think that's still underpowered, because by sheer density each BTR must be getting multiple cluster hits, and they should all pen from the top, but let's say this performance is acceptable. I suspect that they don't model all the submunitions to save performance, and so the chance of a good hit is smaller than it should be... RBKs I would say are totally useless in the current state, an iron bomb of equivalent weight is just better in every case. No reason to ever load them.
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