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Jenrick

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Everything posted by Jenrick

  1. The MD500/530 would be a lot more versatile. Their flown all over the world carry a ridiculous number of different weapon systems and the modern version is a glass cockpit with modern flight controls. You could do a very solid AH-6 load out easily with a MD530, the AH-6 on the other hand has never carried TOWs to my knowledge.
  2. Hmm sounds like a bad install of something. I'd delete it all, and reinstall the mods and see if that works.
  3. You have to also flip the switches for the guns or weapons pylons to arm them. Toward the nose is armed, to the rear is safe. So arming switches, master arm, and then gun/pylon switches all have to be hot.
  4. I haven't tried a roll personally, but you might try kicking the SAS off.
  5. Per wiki the PT-76 has a max armor thickness of 25mm. M2 ball I believe is rated to penetrate 25mm of RHA at a a couple hundred meters. Modern SPI/AP rounds should do a decent bit bitter, and something like SLAP rounds are a good deal better in the penetration department. There is an "explosive" round, the MK211 Raufos (sp?) round that has a small charge. I believe the M3 pods in game are supposed to be API, so they probably should be effective within a few hundred meters.
  6. I haven't tried that particular mission, but the NTTR is on average a couple thousand feet above sea level. Try it in the other maps that aren't so high and see if it works.
  7. Set your fuel to about 50-60% and see if that helps. With rockets and cannon or dual HMG's, I can easily get over 200 kph in level flight.
  8. The HMP400 is the venerable M2 Browning .50 machine gun, in the M3 aircraft version which has a much higher cyclic rate, firing approximately 1000 rpm, versus the M2's 500 or so. The GIAT M621 is a light 20mm cannon designed for aircraft and LAV use. The .50 BMG cartridge was originally developed as an anti-tank round post WW1, and depending on the ammunition used is capable of defeating light armor. The .50 BMG is too small to have much explosive payload, but the Mk211 round is capable of functioning in similar effect to an HE 20mm round. The M621 is capable of firing the full range of NATO 20x102mm rounds, though what we have in DCS is basically an HE, HEI and SAPHEI. As far as practical differences go in DCS, all three rounds appear to function the same.
  9. If you YouTube some footage of the M3 mounted of various helo's it sounds reasonably accurate. It's got about an 1100 rpm cyclic rate, so it's quiet a bit different than the M2's we're used to hearing.
  10. You can turn your NVG gain down significantly to where you can see the gunsight rather than a giant bloom of light. Also you can now shoot withouth the sight being flipped down, so you can just adjust by eye at night.
  11. I'm more inclined to the idea that autohover with the new FM is going to take some new code. I imagine it will be back.
  12. For me it's RShift+F10 to turn off labels in the Gaz rather then LShift+F10 like in everything else. For me it's RShift+F10 to turn off labels in the Gaz rather then LShift+F10 like in everything else.
  13. Hmm, the KC-130J for me does a solid 139 knots. @YoYo you're getting 140 knots without redlining the engines?
  14. Is it just me, or does the include KC-130J fly entirely too fast to be able to AAR? I can't seem to get the UH above 145 knots or so even with the collective to the stop.
  15. Anyone have any luck getting the AH-6 to load in 2.8?
  16. I haven't flown the Gaz in a while, IIRC rockets are zero'd for about 1km, and the cannon at 500m. Part of the issue is the DCS core not modeling frag or blast terribly well, which is primarly how rockets damage things. The effective zone of a DCS rocket impact for light vehicles and troops is pretty under modeled.
  17. Anyone else having issues with the guns not firing in 2.8? The round counter counts down, but no rounds are fired, and no rounds are logged in DCS.
  18. Range yes. Auto range, no unless you pull to the second detent and hold (ie believe, it's been a week or so since I flew the Apache and messed around in the CPG seat). If you have a target at A, and range with the first detent it will give you the range (say 2000m) and it will use that range regardless of if you fly towards the target, away, or ciricle it. If you hold the second detent down, it will continually adjust range regardless of opening or closing range and you will in general be much more on target.
  19. I'm wondering if there is a scripting option to automate that upon mission start. I haven't had a chance to play with it, but seems like there should be a way to do that from the mission designer.
  20. If you are in the CPG seat, you shouldn't be using auto range anyway except in a snap engagement where you don't have time to lase. The LRF is activated by the trigger on the right hand grip (I don't remember the name of the keybind off the top of my head), and there is a 1st detent for range only, and second detent for guidance for the hellfire (though it will generate a range just fine, so if you don't have a 2 stage trigger just bind the second stage only). Take that half second to lase before you fire and you'll be MUCH more accurate. It sounds like you are out of limits on the cannon, ie the elevation or azimuth is too large for the cannon to engage. That would explain the interment ability to shoot.
  21. In FLT mode, long press up or down and it will change altitude up or down. You can hold it for large changes too.
  22. Thats what I meant by recenter, I edited my post, I realized I had mistyped that.
  23. Yep only thing that has caught me a few times is having to recenter and having no control authority until I did so. Just takes a little getting used to.
  24. Rockets are area effect weapons to start with, not precision. Per FM 1-140 Helicopter Gunnery, 7.5.b "Crews can expect 7 to 12 mils of dispersion from rockets fired from helicopters." The gunnery table standard is 2 out of 6 rockets need to land in a 300mx400m area at <3000m. Per the manual, in combat the expectation was to fire 2 pair of rockets for sensing before firing for effect. We tend to use rockets as precision fire options, which they we never designed to be. With that said, I agree the I-beam seems like a less useful option than some sort of CCIP sight. However remember the Apache is a 2 person A/C in the real world. A COOP rocket engagement (George locking up a target for you), is as a simple as fly the I-beam onto the flight path line and if it's solid pull the trigger. A pilot initiated rocket attack you'd be shooting at targets you can see with the naked eye, like a building or a static terrain feature, so it wouldn't be near as hard to hold the IHADDS sight steady on target. From there simply fly the beam onto the reticle and fire. The articulating nature of the pods, allow you to maintain either a conventional hover, or diving attack from a much longer (ie safer) range.
  25. Got it, thanks. I'll bide my time till it makes it to stable.
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