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Everything posted by fargo007
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Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
The issue doesn't occur in SP. -
How to change volume of missile rwr warnings?
fargo007 replied to hreich's topic in DCS: Mi-24P Hind
There's a little button in the middle. Perhaps that's supposed to shut the sound off. -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
I'm not worried about it at this point. I know it's a WIP and there's no sense chasing a ghost that I'm not sure will stick around. I'll just be as ultra-careful as I can and hope for the best until we get closer to release. If anyone does spot something I'm doing wrong, please do LMK. -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
Tacview attached. A very typical 4/8. In one of the misses you can see the shturm suddenly turn skyward with no movement from my helicopter at all. Around 13:00, two consecutive misses, both well within range over top of a broadside AAA unit. You can use the cockpit view to assess how steady I am flying when this occurs. Tacview-20210727-103948-DCS-PETROVICH.zip.acmi -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
admiki flies the same MP mission and is claiming a 8/8 hit rate with the same mods. Picure has the same issue on a totally different MP server. hmm... These are ground objects, not core DCS mods of any kind. Not an issue. I've been doing my testing with mostly hot starts. Another suggestion I got was to prioritize perfectly level flight over maintenance of the reticle lineups. This seemed to help but I need to test more. -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
I will, though I am not the best choice as I would have to reproduce it in a mission with no mods first. No mod objects are involved here at all and I doubt they are playing a role with Petrovich shooting at bone stock T-55's and BMP2's, but the mission this occurs in is loaded with them. -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
Yeah that's absolutely not the experience we are having in multiplayer. In single player, it's exactly as you describe. There are times when he's really performing well though, and others (mostly) where you'll average around 50%, with all the misses consistently being high. Attacking the same target with a human in the front = consistently 7/8. -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
Thanks guys, I had to wonder if I was smoking crack here. Forgot to mention, I have the AI crew skill slider at 100%. Sometimes I get on and go 8 for 8 or 7 for 8. Most of the time 4/8 or 5/8 is the best I will get. I know he's a WIP and will improve as well. Looking forward to the next batch of updates. The Shturm could be the outlier here too. We might have a noticeable difference with the Atakas when they arrive. -
Having a hard time getting a consistent hit rate for Petrovich on targets that are: Stationary In the open Easily in range (3.5-4.5 km) Unobstructed view I'm flying DEAD STEADY, between 150/200kmh, trimmed out, all SAS channels on and the reticles matched up quite precisely for the entire flight time of the shturm. Have tried both low angle and from higher altitude. The misses ALWAYS go over the top of the target. They do not appear to be related to the target type. Most of the time 5/8 is a good day. Wondering if anyone has experienced that or can spot something I'm missing. This is multiplayer if it helps. He seems to be hitting almost all the time in SP.
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missing info Petrovic won't fire the 5th atgm
fargo007 replied to DenTroge's topic in Bugs and Problems
Cool, just wondering if that had been looked at as a possible cause. -
missing info Petrovic won't fire the 5th atgm
fargo007 replied to DenTroge's topic in Bugs and Problems
Does this happen with a pre-provided loadout or a custom created one? There are combinations of loadouts you could create that would render the inner pylon missiles to not work. -
Mi-24P Stream Deck with DCS-ExportScript
fargo007 replied to Bailey's topic in PC Hardware and Related Software
I realize this is a kindergarten level question, but I have previously set up dcs-bios and dcs-interface for the streamdeck, but since the 24 came out none of the button ID's appear. Which underlying component do I need to update or reinstall to be able to get them to show up so I can map them? Thanks! -
The damage model is also a huge factor here. It's good that they're working on it.
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I love the auto sight for rockets but for the gun I use the fixed sight and just walk them in.
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Reverb G1, no issue.
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I can vouch for the technique he's describing here. I've seen him do it successfully many, many times in a row. I hope I get the hang of it soon!
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My understanding also.
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I'm not saying you cannot take off when overweight. You can, but it requires extreme care. If people are yawing to the left and don't have enough right pedal to overcome the yaw rate, it's not a broken helicopter, it's that you're too heavy for the type of flying you are trying to do. The issue isn't a bug or anything like that... It's simply that there's not enough torque available in the system at that weight people are trying to take off at. To prove it, drop some weapons and reduce fuel so you are now under 100% MGTOW and try again. It will be a completely different experience.
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What's the loadout and takeoff weight? Almost certainly you are overweight, and the helicopter doesn't have enough remaining torque to arrest the yaw rate when you're spinning to the left. With four rocket pods, two shturms and full fuel, you're at 108%. You would have to be down to under 10% fuel to get to a 100% MGTOW. In order to take off and fly that overweight, you would need to do a rolling TO, and your landing in such a condition would have to be equally careful.
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Simply: Yes. You need to check the MGTOW of the loadout you are putting on there. Four rocket pods, four Shturms and a full tank of gas will put you at 108% or so. In order to come down to 100% MGTOW, you will need to drop fuel to 50% with that loadout. You can still take off (e.g. rolling takeoff) and fly once you hit ETL, but at 108% you aren't going to be throwing her around like a go kart. This is also why people are complaining that they are out of right pedal authority when they pull power and it yaws left. You need not only enough torque to hold it straight, but in that situation you need enough to also overcome the existing yaw rate. At 108%, there's not enough torque remaining to do so.
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Question about AI gunner/operator shooting ATGMs in hover?
fargo007 replied to muamshai's topic in DCS: Mi-24P Hind
Yes, expected behavior. The Mi-24's rotors are tilted forward several degrees, so it will hover in a "nose-up" attitude. This makes it far from optimal to deploy ATGM's from a hover. What you CAN do is slow way down as you come off your IP toward the target. This reduces your closure rate with the target, and allows you to get off a second shot if necessary. -
Known issue I think. Have your front seater go back to spectators and rejoin and you will have them all operational. We also found an issue where it would let the front seater fire only four of the eight when going from station 1-8. Workaround: When fired from station 8 going down to 1, they all fired as they should.
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Are we supposed to be able to control the number of rockets fired?
fargo007 replied to S. Low's topic in DCS: Mi-24P Hind
Short tap is where it's at. What you guys want to do is fire from one side only. There's a left-center-right rocket switch. If you turn it to a side and touch it off smartly, you'll get two rockets. Great for checking impacts and adjusting accordingly. Then you can spam the ever lovin' stuffing out of em. I've fallen into alternating left/right sides outright on each pass or engagement. -
While I agree it's needed for completeness sake, I still don't understand why people don't just bind the controls and use them. Every single control on the countermeasures panel can be bound. Off a cold start in a multiplayer server I have no problem setting up and using countermeasures. If someone is flying around with no CM active, they are doing so because they choose to.