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Kappa-06MHR

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Everything posted by Kappa-06MHR

  1. Is ED possibly considering adding a "sea level" slider? Was this wish brought to their attention?
  2. Is it possible that dust effect have the same blocking view for IA (to make smokescreen available) ?
  3. It's possible to simulate that with a lua script. Capture the event fire, the target emplacement, remove the weapon and create flares at the position
  4. Thermo baric explosion (Big air bubble effect with a fire explosion)
  5. Yes, we only have Ropucha, we must have more landing ship from both side
  6. Adding a function: function trigger.action.outTextForPlayer(number playerId , string text , number displayTime , boolean clearview) This function would work exactly like the outTextForUnit command, but for a "player" https://wiki.hoggitworld.com/view/DCS_func_outTextForUnit Indeed, it is not possible to "send a message to unit" (outTextForUnit) to a player who is in the role of Gamemaster, Tactical Commander, or observer. Player must "enter a unit" for this function to work. (Of course, it is, possible to send a "chat" message to a player, but the display is different and limited.)
  7. Also note that the reason BS3's IGLA is so ineffective is because it uses the IGLA-1E (the same one used for the manpads in DCS), which is a fairly old IGLA. The KA-52 carries a much more modern IGLA-V. Why did ED choose to use an IGLA-1 and not an IGLA-V when they made BS3? Probably to create a "what if" of the early 80s and not a "what if" of the later versions of the Kamov (which were the stepping stone to the production of the KA-52). If that were the case, then the IGLA-V would have been used (the IGLA-V was designed specifically for use on helicopters). I personally made an IGLA-V mod based on the IGLA-1 model but with an extended range of 5-6 km, a more sensitive seeker and better resistance to countermeasures, which makes it usable in a more interesting way (because the current IGLA 1E has no interest because it enters the same field of action as the cannon, which will always remain more effective)
  8. It's all in the title: Currently, AIs can see through smoke. It would be interesting to be able to create smoke screens with smoke bombs. This would offer interesting tactical possibilities in CAS or ground assault missions. It would be easy to do. We would like smoke bombs that are capable of covering troops.
  9. "There is an internal request to give the Ka-50 a NATO-standard laser code, but it does not seem to get any traction for now. Probably because devs know well that the Ka-50 never did any buddy lasing in its time. Maybe this request will get clearance one day"
  10. Is the updated unit of dcs will be integrated to DCS ?
  11. 1-FLIR (Sam<profanity> 50) 2-RWR (president-S) 3- Buddylasing with other aircraft (SU-25)
  12. There is multiples topic about KA-50 laser code for years... I think ED must be clarify the 3 laser code using by the KA-50 Topic that talk about lasers code :
  13. For information, since thoses interrogation, ED have made a rework on Kh-25 and increase the seaker's range. It a good thing, now the range limitation ok the Kh-25ML isn't about a misile who failed to seek but because laser cooling, so it work well now!
  14. To solve the issue with scripting : a scirpt I have made that kill AI helicopter stroke by missile or 30mm guns Enjoys ! IAHelicoptersDamage.lua
  15. That's exactly it. That said, the cooldown doesn't always start and end at the same number, which is disturbing. It's not uncommon to see a cooldown start at 55 and end at 30 when shooting at long range.
  16. I recommand a coeff 4-5. For example : For a Ropucha landing ship, an explosion "volume 50" on his center left the Ropucha at 93.75 of his life (-120 HP / 2000) Kh-25ML have an explosive mass of 46.2 KG. Coeff 4 make an adititonnal explosion volume : 46.2 x coeff 4 = 184. In this grid, an explosive volume 184 make a Ropucha with ~ 3/4 of his life. So Technicaly, with coeff 4, you must use 3/4 KH-25 to sunk a Ropucha. It's more realistic. Greater is the coef, greater will be the additionnal explosion.
  17. +1. I have make a lua script to make additonnal explosive damage regarding the explosive mass of the missile (Work only against heavy ship). (Boost coeff in line 1 to increase damage). Ex : - Explosive mass of a KH-25ML : 46.2 - coeff : 3 =>Additionnal explosion : volume 3 * 46.2 = 139 It's a patchwork because ED don't work on realistic damage model for ship. IAHeavyArmedShipDamage.lua
  18. @Flappie, @BIGNEWY : We are many Kamov in differents squadrons who want to make buddylasing with SU-25 (and why not Mig-29 if they will have any guided laser bomb one day) Can you ask ED about the 3 current laser code number using by the KA-50 now ? Tanks a lot for your answer!!
  19. I'm not sure B-21 have "CAS" attribute, it is a pure Bomber !
  20. You can see it on this stream (timecode 12m44sec) https://www.twitch.tv/videos/2563969490?t=00h12m44s
  21. New bug on the KA-50 (easily reproducible): In multiplayer, we do not see the landing gear retract for our allies (players). We see all other Kamov with langing gear extended, even if they are retracted.
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