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Everything posted by Kappa-131st
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This is the real feature we hoped for Black Shark 3. But BS3 is an Frankencopter.
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KA-50 is definitivly an abandonware for ED...
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Agree. ED, you must make buddylasing possible between KA-50 & SU-25T !!
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
What I really hope is LHA with much more parking that work on multiplayer. For example, Tarawa with 9 parking... Actualy, there is only 4 places available... If you want to make naval operation with an entiere squadron of 18 Helicopters... You must put... 5 Tarawa instead of 2!!!! Ideally, it would cost just one with the possibility of parking for the helicopters, but we're not going to ask too much (Are the supercarrier developers not interested in adding the possibility of helicopter parking for the LHA? that would double the number of volunteers to buy supercarrier!!!) Going from 4 places to 9 would already be a game changer for the helicopter squadrons ! -
Have a totally redone damage model for AI helicopters
Kappa-131st replied to Kappa-131st's topic in DCS Core Wish List
Thanks for the news. But we are awaiting that for for than 10 years So I prefere to use my script ^^ It work well Last version of my script (add another way to kill ennemy without explosion if you use 20 or 30mm with warhead, or with explosion for missile) local eventhit_helicopter = {} function eventhit_helicopter:onEvent(event) if event.id ~= 2 then return false end-- if not event hit : exit if not event.weapon then return false end -- if no weapon : exit (ex: crash) if not event.weapon:getDesc()["warhead"] then return false end -- if not an ogive : exit if not event.target:hasAttribute("Helicopters") then return false end --if target is not helicopter : exit event.target = Unit.getByName(event.target:getName()) if event.target == nil then return false end --If target is yet destroy : exit if event.target:getPlayerName()~= nil then return false end --if target is player : exit if event.weapon:getDesc()["missileCategory"] ~= nil then --if weapon is a missile then trigger.action.explosion(event.target:getPoint(),3) --little explosion on the center of target end trigger.action.setUnitInternalCargo(event.target:getName() , 5000000)--set target mass to make target fall like a stone (for 20 or 30mm canon) end world.addEventHandler(eventhit_helicopter)- 15 replies
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Have a totally redone damage model for AI helicopters
Kappa-131st replied to Kappa-131st's topic in DCS Core Wish List
Trigger : Do Script- 15 replies
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Massun92´s Asset Pack - Official (update march 2024)
Kappa-131st replied to Massun92's topic in Static/AI Mods for DCS World
Thanks for helping ED to integrate officialy this pack !!!- 523 replies
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Other stuff that can be a good idea : ----------------------------------------------------------------------------------- MT-LB Vasilek (MTLB with Mortar) ----------------------------------------------------------------------------------- MT-LB Podnos (MTLB with mortar too) ----------------------------------------------------------------------------------- 2S23 Nona-SVK (BTR-80 with mortar) PS : I will love this one, very quick middle range mortar ! ----------------------------------------------------------------------------------- BRDM-2 9P148 "Konkurs" (BRDM with ATGM) Love this one too, deadly. ----------------------------------------------------------------------------------- BRDM-2 Malyutka-P (BRDM with ATGM too) ----------------------------------------------------------------------------------- MT-LB Shturm-S (MTLB with ATGM) -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Thanks a lot for your amazing work. You make DCS funnier to play every day ! -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
@currenthill, is it possible to make a HD's model for the rest of DCS russian ships : The Grisha class The Krikav II class (Rezky) The Neutrashimy class The Kirov class Thus, with the AKULA & Typhoon mods, and the Sovremeniy & Udaloi mods that can easily be found on the site, we would have enough to populate Severomorsk with both a Russian (Modern) and Soviet (Cold War) navy. Of course, any additional Finnish, Norwegian or Swedish units would be a must to populate this new map! -
I think this is precisely part of the scam: We give you a map that is very, very far from being finished (and which is very ugly at helicopter height, even in the "HD" regions), and we give you says: Don't worry, the map is not finished, it will evolve. - Only 1/4 of the map is in "HD" - No winter textures at the moment, that's planned for later - The current textures also need to be reworked, particularly at low altitude. => What I deduce from this is that the card will require more years of work, that what currently exists does not even represent a beta, we are closer to an alpha... It is released " too early". If the map was at least 70% complete, and the textures in the HD areas were correct, I would be confident, but here, I sense the map coming which will be patched 2 or 3 times before becoming abandonware. I feel that the map will never be satisfactory for any aircraft operating below 10,000 feet. When we look at the quality of recent maps like Syria, Sinai or Normandy2, we are clearly a notch below. The fact that the map is in early access cannot be an excuse for the state of the current map. They could have waited another 6 months for the release and it would have been much more worked than that (even if there was always work to come afterwards). This map was released " too early"
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I'm disapointed. The map is ugly, even on the "HD" region. Severomorsk :
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In Soviet tactic, attack helicopter are considered like attack plane (like Su-25)... But this does not mean that their laser codes are incompatible, especially for 2 devices of the same generation which share so many components in common, as well as a lot of weaponry. The Su-25T is equipped with the Shkval as well. It is not unthinkable to say that the laser designator of the 2 devices is very close or identical. It is not because the Soviets did not practice JTAC or budy lasing that their equipment was incompatible... Give me your source which states that these two laser designators are incompatible, I would be curious to read it... After BS3, and its 3-pylon wings, its WMS on the ABRIS (a Finnish civil computer mounted on a prototype to add a Glonass), this excuse is no longer legit. If ED break realism for gameplay, I think, they can give us the possibility to make budylasing with Sukhoi who have the SAME missile (Kh-25 ML). It is probably much more realist than the IGLA on KA-50... And a much more interesting addition for coordination between 2 players who can then work together and not separately. Many people forget this, but DCS is also a game, the objective is to make players work together, this is how the fun of this game begin : Coordination & synchronisation... Only for Kh-25ML weapon (Vikhr work different) and it is yet the case when you have many KA-50 (there is 3 possible laser code on the KA-50 to avoid misguiding weaponry, we just don't know the code of the laser...)
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- budy lasing
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I'm a little disappointed that I haven't seen an upgrade to the Sinai map to add bridges over the Nile Delta in the last two updates... I understand that this can take time to complete, but adding bridges is of crucial importance to exploit this map with convoys! Even adding a few bridges on a first time will solve the problem a little, even if it means adding more bridges later... It would be appreciated.
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Buddy lasing BS3 (unreliable or working as intended)
Kappa-131st replied to MortalMando's topic in DCS: Ka-50 Black Shark 3
I have make tests and I agree with you : - Laser range sometime decrease under 60 sec (40 sec) without explaination. It reduce range of shooting for the budy. On this case, laser go to "pause" more quickly than expected. - when trying to make multiples shots, sometime it work well for the two Kh-25, sometime, only one Kh-25 do the job, the second fall. And when we try budylasing with two budy, it work for only one budy... I have try with two KA-50 firing 4 Kh-25. There is alway a fail for one of the two KA-50's misssiles -
It was a shame that ED didn't make the possibility to do budylasing with other craft, JTAC unit with FAC mission or Su-25. Any moderator can explain more about that? Does ED have any plan to improve budylasing between KA-50 and other craft?
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- budy lasing
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Yes; I have try 111, 1112 & 1113 with Spot.createLaser() It does not work
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Does anyone know the 3 laser codes used by the KA-50 for the Kh-25? I want to try budy lasing with Su-25 T, or use JTAC soldier with FAC mission, or try to use lua function : Spot Object Spot.createLaser(Object Source , Vec3 localRef , Vec3 point , number laseCode) The objective is to create a laser designation for the Kh-25 ML. But there is no documentation on the laser codes used by the KA-50. There is a 3-position rotary button in the cockpit to change the laser code of the KA-50, without knowing which laser codes are used. @ED, can you give us some feedback? Is budy lasering possible: - Between devices of different coalitions - Between Russian aircraft (such as the Su-25 and the KA-50)? Buddy lasing is already possible between KA-50 knowing the Kamov laser codes would allow us to carry out tests between different devices
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- budy lasing
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And mine : https://www.digitalcombatsimulator.com/en/files/3334726/ Bourget's style
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Request for changing the mechanic regarding laser module repair
Kappa-131st replied to zerO_crash's topic in Wishlist
I challenge you to succeed in firing 3 complete 12 Vikhrs loadouts without burning out your laser, even if you pay close attention to the cool down times. It always burn somewhere between the second and the third loadout. -
Bullet on glass, rain on glass.... KA-50 is the first module of DCS, the one that all begun... But we also have the feeling that it is the one that is also the most forgotten by ED
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Respecting the counter will certainly preserve the laser for longer, but even if you strictly respect the cooling counters, you will realize over a long gaming session with several resets that your laser will always end up being burned. Even if you're careful. After around 24 Vikhrs fired, the laser will always end up being burned, and respecting the counter will just prevent you from burning out even sooner.
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Realisic. It is the KA-50Sh with Sam<profanity>'s optronic turret. But this is the 90's glass cockpit's KA-50, the one we hope for BS-3 but we never have.
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Request for changing the mechanic regarding laser module repair
Kappa-131st replied to zerO_crash's topic in Wishlist
The laser of the Kamov always get damaged after ~ 24 missiles (with one rearming), even if you stricly wait for the countdown. An option for the ground crew to change the laser (with motor hot, quick time fix), will be a good solution indead!