-
Posts
407 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Kappa-06MHR
-
Iglas/Vikhrs very little damage against AI helicopters
Kappa-06MHR replied to Noctrach's topic in Bugs and Problems
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) -
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.
-
"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"
-
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
Is the updated unit of dcs will be integrated to DCS ? -
Ka-50 short Wishlist/missing (should-be) features
Kappa-06MHR replied to evanf117's topic in Wishlist
1-FLIR (Sam<profanity> 50) 2-RWR (president-S) 3- Buddylasing with other aircraft (SU-25) -
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 :
-
Iglas/Vikhrs very little damage against AI helicopters
Kappa-06MHR replied to Noctrach's topic in Bugs and Problems
To solve the issue with scripting : a scirpt I have made that kill AI helicopter stroke by missile or 30mm guns Enjoys ! IAHelicoptersDamage.lua -
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.
-
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.
-
+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
-
@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!!
-
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
I'm not sure B-21 have "CAS" attribute, it is a pure Bomber ! -
[Report Thread] Bugs of China Asset Pack
Kappa-06MHR replied to RocketmanAL's topic in Chinese Asset Pack
UP -
Regarding headlights, the problem is more complicated than that: In a war zone, an armored column traveling at night will primarily use NVG or infrared devices to avoid turning on their headlights, which would make them visible from miles away, especially when faced with aerial reconnaissance vehicles (drones, helicopters, planes, etc.). It is therefore normal for columns to travel with their lights off on DCS. Outside a war zone, however, they would turn on their headlights normally. Also, it might be more interesting if ED added an adjustable "Lights on at night" option: true/false (default: false). Regarding brake lights, I believe some vehicles have them (but probably not all models). However, I find that this is clearly not a priority for ED; I would still prefer if they added many new units. At ED, you have a model with 2 animations: "intact" and "destroyed". The explosion allows you to make this transition between the 2 animations (this hides the texture change) A ship can sink in 10 hours. A ship can sink in 2 hours. A ship can sink in 18 minutes, like the Lusitania. By convention, in most video games, when a ship is destroyed, it sinks in 1 minute. It's true that it might be interesting to extend this duration of the sinking for rescue operations, for example. Perhaps add a slider option to define the sinking time? Or something relative to the damage ? We can already adjust that. There's an option to adjust the dispersion time during an attack. Personally, I often set the dispersion time to 3 seconds, so it looks like everyone is swerving (panic), then pulling themselves together and continuing on the road without stopping.
-
We're seeing more and more videos on this KA-52 mod, it seems to be maturing, do you have any idea when the mod will be released? And if it's not ready, what work remains to be done?
- 335 replies
-
- 3
-
-
- ka-52
- black shark
-
(and 3 more)
Tagged with:
-
I hope Georgia with the new tech!!
-
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
To complete my previous com, I confirm my "in game observations" : There is no arguments for Tor destruction on animations null -
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
Hi @currenthill On certain ships (like the Moskva, Molnya), we can destroy sub-parts, like radar, weapons, etc... I have made a test : Can we destroy the Tor on the Patrol Ship (like a sub-part) ? It seem to be "no". Could we consider making the armaments destructible so that we can consider treating this type of corvette with lighter armament? (Example: a Kh-25ML, Vikhr, or Hellfire). Being able to hit the Tor or the cannon would make it possible to disable a patrol boat without destroying it. All recent ships should have destructible sub-parts Thanks for your feedback, and thanks again for your work! null -
Hi Ugra Media! You've made an incredible map with Germany. But I have one question : Why the base map (F10 or editor map) as tiles with same color than the "city" layer ? This can be confusing because it makes half the map appear "urban" even though some farmland areas appear as cities (even though they aren't). Screenshot example:
-
- 3
-
-
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
@currenthill : Thanks again for the official release of all these wonderful assets. I've been waiting so long for some of these units in DCS! For your next official DCS asset pack, would it be possible to include your infantry packs? I belong to the 06MHR, which is one of the largest European helicopter squadrons, and we have tons of transport helicopters that would love to have greater tactical utility by transporting soldiers equipped with Javelins, Kornets, or snipers, or even your mortars (which are air-transformable). This would be a real game-changer for our Chinook, Huey, and Mi-8 pilots. The biggest flaw in official DCS assets has always been its lack of diverse infantry; this is even more noticeable for the specialized modules in the CAS, and even more so for the transport helicopters. Adding ATGM & Sniper infantry would be a real game changer for squadrons like ours! -
UP, it is very important! All other command exist for level ; coalition, country, group, unit. But the menu lack the unit level! Most of the community have to create one group per unit for player to use scripts to compensate... I don't think it will be so hard to implemant!
-
I think dust cloud must be removed above the sea.