Jump to content

FalcoGer

Members
  • Posts

    1136
  • Joined

  • Last visited

Everything posted by FalcoGer

  1. @paco2002are you serious or is this a joke? Also why is my pilot freezing in the persion gulf in the middle of the day?
  2. When hopping into the cockpit there is a weird clicking noise in the background even though power is off and nothing is running. The same noise still plays when going to external view and zooming all the way out.
  3. I know that. It'd be just nice to have that in kneeboard format. Although wasn't Waypoints only up to 29 and RP 30-36?
  4. Does someone have a kneeboard image file for DST points, including especially the DST ranges for the different points, what they're used for (which weapons and how many points are supported) and what you enter on the f10 map to have the ground crew enter them into the DTC? Maybe fill the extra space with some instructions on other navigation stuff
  5. I think we get the block IV HARM, which doesn't have the gps receiver or home on jam, which block V and VI (88D) have. So no killing of sams who turn off their radar. missile will just go ballistic or lock something else.
  6. What do you mean? Markpoints are awesome! You can mark your targets from range as you fly in or circle your targets and mark them all without flying into the enemy engagement zone. You can then set up your weapons onto those markpoints, for example in the f16 you could set them up with the ded jdam page (if that ever gets implemented) and dump 8 bombs in one pass. You could send the markpoints to your wingmen or other link 16 participants. you could do quick BDA and see what's left without slewing your targeting pod all over, doing the whole searching again. you could quickly get the coordinates and read them to someone else. Markpoints have their fair share of use and the use will get expanded as more functions are implemented.
  7. I think you should clean up the post before copy pasting from another forum or a manual from a different game, which's mention will get you a warning on this forum because reasons Also I'd really love if the PPT would be DTC loaded as steerpoints so you have a quick reference for harm shots and can rapidly select them as SPI. I have no idea if said game models it realistically. I would assume so, but I couldn't find any actual f16 manuals that state those numbers. So yeah, don't go on and talk about TEs and campaigns, campaign engines, actually good awacs or a good radio system in general that comes with the game, or stpt auto modes that were borked in a different game or changes that were made in a different game with steerpoint lines showing on the hsd there, where no such feature was ever implemented in dcs yet - though I'd love to see it. I love the idea of everything is a steerpoint and you can select/edit it as you want.
  8. I understand that there are different versions and excuse me for not finding the USAF manual. I found what I could get my hands on. I also understand the difference between semi and auto. I just wonder how it chooses what program to execute, if any, that is if it makes a program up on the fly. Still CMS left as nothing seems like an obvious bad choice for a free hotas control. I guess I'll just bind it to the slap switch and set program 1 to flares and program 5 to chaff.
  9. They already made the concession by allowing to remove the stick. I don't see any reason why they couldn't remove that doohickey that's blocking the view, too. Also I don't know any cheap solutions. TrackIR 4 is 150 bucks, TrackIR 5 is 300 bucks. Webcam based stuff reportedly sucks. I have 20 buck 3DOF and it works fine for most cases. It's just this little annoyance. Again if you have the money to blow on that stuff, then by all means have that little thing there for you to look around and get the full cockpit experience. I'm saying that for people that do not have that luxury it would be nice to have the option to disable that.
  10. Not everybody has a 6DOF headtracking device. Some people have none at all. I use a 3DOF device that only allows for rotation and has no translation. The issue with that is in the F16 that there is some odd device (Floodlight maybe?) blocking the view onto the top part of the RWR and unlike in the A10 I couldn't find a switch to adjust the seat position down to have a clear look. I would like this obstruction removed or an option to disable it such as with the flight stick or in the special options because it's certainly relevant to know whether it's an SA10 or a Mig31 locking you up and you can't tell which it is as you can barely see the bottom part of the diamond.
  11. I'm a little confused by the countermeasure switch on the F16. In a certain other F16 simulator it is set up such as this: UP: Dispense selected program LEFT: Dispense Program 5 (out of 6) DOWN: Consent SEMI/Turn on ECM RIGHT: Stop Consent/Stop Auto/ECM off SLAP: Dispense Program 6 However in DCS it's somewhat different. (Page 299 in manual) Fwd: Dispenses selected manual program Aft: Gives consent in SEMI and enables AUTO dispense modes Left: No function Right: Disables AUTO dispense mode Slap Switch: No mention in manual (Section I-28) On top of all of this there are 5 programs in the CMDS DED page. Online I could find this information (Page 63), but I don't which one is correct or if there are multiple different software versions or whatever. It seems to however make no sense to me to leave Left with no function. Fwd: Select Manual program 1-4 or if BYP selected MDF programmed program Aft: Semi Consent, Enable Auto Right: Disable Auto, ECM off Left: ECM on Slap: Dispense program 5 (Page 224) I am also confused on how Auto and Semi work. Does it actually check which programs have what type of programming in them or does it use some other, internal programs that are not set via DED, does it use the default program numbers even though you might have changed them. How does it determine which program to use/how to dispense the countermeasures. Personally I prefer to have two controls for chaff and flares separately so I don't waste any time fiddling with the mouse to reach for that little knob down there and select another program or waste expendables and potentially give away my position by dumping both. It would be really nice if we could set up our CMDS programs like in the jf17 in the main menu. And indeed have that for all aircraft that have different programs. At least until we have our DTC. (when?)
  12. Getting BRAA calls every 2 seconds to every bandit in a 50000 NMI radius isn't helping, nor is it realistic. It's just clutter and you will just ignore it instead of constantly listening and trying to determine if it's a threat or no factor. Make it smarter. Here are my proposed changes that can only make things better, even if those changes are not perfect and could still be improved upon. However there is no need to make it perfect right away. Incremental updates can still be applied. Anything (except constant static noise or pop songs on the radio from awacs) is better than now. Even turning it off is better than the nonsense we have now. These changes include the calls we have now, but change when/if they happen: > 80nmi -> STFU (always) Passing 80nmi -> BRAA call (only once, time limit (maybe 60 seconds) to prevent bandits on parallel track to fade in and out of 80nmi generating a million calls) < 80nmi -> pop up call (once) Passing 40nmi = BRAA call (once, limit see above) Passing 20nmi = BRAA call (once, limit see above) Merge = merge call (once) Anything else = only when you ask for it Generally prevent the AWACS from constantly annoying you for no reason. There really is no need to call out that mig29 on the other side of Russia. Additionally to make AWACS more useful, this could be implemented later. These changes include new, useful calls that are currently not in the game. Add type/print information if available. Add guessed type information if available (fighter/transport/helicopter by speed/altitude/RCS or monitored taking off an airfield for which intel indicates a specific type of aircraft being stationed there (ME)). Contact faded/lost = call it (limit by time to prevent bandits popping in and out behind some mountains to be generating a million calls) this is important so you don't shoot a splashed bandit, potentially hitting a friendly instead. Contact regained = call it (limit see above) Call furball when asking for bogey dope when bandit mixed. Call groups and group composition when bandits within 10 NMI from each other. New picture call every X minutes (no less than 5 to avoid clutter) or when significant alterations to the picture occurred (multiple flights popped up/vanished/departed AO, etc) Since AWACS will now not be on the radio 99% of the time, you can remove that ugly 'fix' of them only talking to you and you not hearing AWACS calls to anyone else. To further improve AWACS, these changes could be added later on still. This includes a full on tasking and priority system that would have the AWACS AI assign taskings to flights and update as flights become available or unavailable. AWACS will assign air targets to different flights that have checked in for DCS/sweep People calling for help -> AWCS orders other flights to change course and attack bandits, advising furball if needed AWACS will keep track of assigned air targets and updates the flight if parameters change (destroyed, furball, no longer a factor, new target, etc) AWACS will keep track of ground attack aircraft and will warn them if their ground targets or the route to them have threats and advises fighters to attack to clear the path AWACS will keep enemy aircraft away from friendly helicopters by assigning fighters to deal with them AWACS will generally be helpful and not spam the radio all day long. When asked for this AWACS will provide vectors and frequencies (if applicable) to nearest airfield, nearest threat aircraft (fighter), nearest bandit (any), flight leader, home airfield, carrier Fighters can call AWACS and tell them can not comply, or accept the task. Fighters can check out from AWACS and be taken out of the loop, causing a redistribution of tasks. AI will accept tasks if able (weapons, fuel, aircraft faults) AI will check out if unable to be effective
  13. I find it most annoying that you have infinite radio range and all radio bands active in the non interactive cockpits. It's ridiculous. You get tanker calls, ALL atcs, AWACS and the carrier traffic blasted in your ears all mission long. it's quite frustrating when there is more than you flying. ATC being stupid and needing rework. I remember the first promise of this being done at least 5 years ago, yet not a single thing has been done since. And no, the "3 different eras and russian/everywhere else" is different doesn't fly. ATC is international standardized and even if there are regional differences make one modern western one and just slap it on everything (yes even the russian 1930s ATC), then do the rest incrementally. I mean it's literally just 3 if statements in code to add later... ANYTHING is better than "Enfield 1-1, hold position" for the whole mission because someone decided to AFK slightly out of place. Other sims did it just fine and they didn't even have a budget (yes the free work of *that* (can't name since that's insta delete post... go figure) f-16 sim that's being done by volunteers). Their solution might not be 100% accurate, but it works. unlike the current dcs atcs. which are 0% accurate and don't work. Heck they don't even give you instructions of any kind. All they do is yell at you if you want to do a formation takeoff. They give engine start permission and then all you can do is request startup again because it's broken. Then they yell at you constantly because you taxi without permission (and you can't ask because you can still only ask for startup). It's infuriating and you can't even turn down the radio volume in the 25T for example. And of course the age long problem of no communication on the progress. Or if they even started. (probably didn't, but who knows...) So yes. Give us an option to shut them up and only have them turn on the runway light if we want to land at night. And while you're at it, fix awacs doing callouts for every bandit in the solar system non-stop.
  14. I would add to that the ability to set pins on certain kneeboard pages that you add to the custom kneeboard folder in saved games. I want to add the f/a-18 emergency checklists and it's 200 pages. I'd like to add pins for the different chapters and possibly one for every new alphabet letter. Would be great if you can label them, too. like 1 or 2 letters would be enough even.
  15. I use the cannon at 4km to take out soft targets without issues. you just need a single round of HE to kill an infantry or a no/light armored target like a truck or zu-23 emplacement. rockets on the other hand I can shoot 80 of them downrange at 1km and not kill a single thing. in real life they would leave nothing but shrapnel covered body parts, but in dcs it's like shooting blanks that only kill when you get them in the face.
  16. Sure, rockets are area weapons and are not meant to take out tanks. But when a rocket lands 2ft next to a fuel truck and it still doesn't take it out, then that's just silly. The tires would be popped, the tank perforated and the driver's body would contain 20% shrapnel by weight (read: he's dead). If you hit a tank with an HE rocket head on, you'd certainly not kill it (blow it up and kill the crew), but you'd detrack it, you'd kill the optics, possibly bend the barrel, destroy the antenna, etc. For all intents and purposes it's out of action and needs to be either field repaired or towed away or at the very least have reduced combat effectiveness. The rocket would do something to it. Killing a tank in real life doesn't mean a burning wreck or the turret flying off in a massive explosion. You can shoot a rocket 5ft away from infantry and they'll happily keep on standing. The gun is deadlier than a salvo of 80 rockets in some cases. Might as well save the fuel and take empty pylons, rockets are like shooting cotton balls right now. An m67 hand grenade has supposedly a lethal radius of 15m. That's a tiny thing. Just place 20 infantry evenly spaced on the kobuletti air strip, load 80x s-8 ofp2 (supposedly anti infantry rockets) and just dump them evenly across that line. I get as good as 60% and as bad as 10% kills. The visuals tell me though that there should be nothing but body parts and mists of gore left. And an s-8 is somewhat larger than a hand grenade and yet you supposedly have to shoot someone in the face to kill them with it? It's not like the algorithm is hard. objects = list of objects in <explosion radius> of explosion point for (obj in objects) raycast point of explosion to object // acount for cover if valid dmg = explosion damge / (armor_rating * (distance_to_explosion²)) apply damage(dmg) of course objects could also include subobjects, such as sensors, wings, the canopy, etc. also the damage formula could be altered. i just came up with that nonsense in 3 seconds, but it would still be a better model than the current: if hit in face then dead, otherwise nothing.
  17. Well, given the prior behavior patterns of ED I extrapolate the following, likely course of action from ED regarding the ka-50: - Hype for update and features with some preliminary 3d modeling work (completed) - open visual studio (completed) - realize it's an unsalvageable mess (completed) - No further updates/communication (completed) - End of 2020: Anounce that Ka-50-III has been postponed in favor of Mi-24 and Ah-64 and that development will continue after they have been released/progressed (promised release date: soon(tm), actual release date: late(tm)) (completed) - No updates/communication (still) (completed) - no acknowledgement of pressing issues with the current system (completed) - Slap on the promised new systems without fixing or adding (in particular a new shkval logic) anything else - Break more stuff with every update - Don't acknowledge or fix any bugs, old or new - Get new priority modules - Postpone Ka-50 in favor of new priorities - never talk about it again (completed) Really it's a shame. I do wish they had better communication. I understand that programming is hard work. I do it myself. I understand that working with legacy code is scary, hard and at some point you just want to throw it all away and start over. But just tell us: "Our cobbled together helicopter module from 20 years ago is broken and doesn't include any comments and we can't fix it. After trying to make it work with dcs updates it became spaghetti code and changing anything without breaking everything doesn't work anymore. Sorry. We'll rewrite it using modern design patterns and integrate modules we have developed for other, more recent aircraft for faster development times in the future. We apologize but it's going to take at least 2 years. PS: We're hiring." What's so hard about this? Are they too prideful to make a statement like that? Just admit to your mistakes.
  18. I consistently get the same error as some described here for years. You range some ground with the laser on and it stays stable. the laser countdown starts. As soon as the laser countdown is done the range jumps from some range that was reasonable, say 7km, to something ridiculous instantaniously, say 0.1km. Then the shkval tries to keep the "100m" target in view, going nuts even in a relatively stable hover. This can happen even with reasonable laser use. The other thing is of course the contrast lock, which seems to be more or less: if (timeofday > 9:00 && timeofday < 18:00 && targetInCenter && targetRange < 10km) lock else print("do you think this is a simulation with a proper contrast lock system? that you can lock onto that thing you can clearly see on the screen, perfect black on white? think again.")
  19. What do you mean ED wants to get more close range engagements? It doesn't matter what they want. What they should want is to produce something as close to reality as possible, not make amraam ranges be 15 nmi just to get people to use their 20nmi heaters.
  20. Harpoons do not do reasonable damage. I shot at a Molniya, which is the smallest military ship available. The two harpoons that did hit did 0% and 37% damage against this tiny ship that is 1/20th the size of the missile. (two missiles missed because of another bug). A gun run did more damage than two harpoons combined. This is very questionable. In comparison with other anti ship missiles harpoons do so little damage they are ineffective. https://forums.eagle.ru/filedata/fetch?id=7147837
  21. Harpoons (fired RBL from F18C) can not pull up in time when fired at ~40 nmi with the settings RBL, LOW, SKIM. HarpoonsSuck.trk
  22. Currently naval combat is very limited. Combined arms controls are clunky and not functioning and even somewhat unintuitive. I have the following suggestions to improve this. 1.) Manual naval gun fire is single shot only and takes several dozen seconds to complete one shot while full auto capabilities are nearly 2 shots per second for some guns. However this is only done by the ai, not able to be done by a human and can't be commanded via the interface. In that regard I would like an updated interface to fire X rounds on target at the maximum fire rate (same interface could work for artillery) - Set Target - Set radius (optional) - Set number of shots - confirm fire mission 2.) Currently countermeasures on ships are not modeled at all. Yet virtually all naval combatants have chaff, flare and ir blocking smoke launchers. some even have launched jammers. some ships also employ towed torpedo decoys. I would like these countermeasures to be modeled and employed by ships when fired upon. 3.) Employing specific weapons on a target is impossible. The AI decides the weapon to be used. This should be changed. Manual launches of ASuW missiles should be possible, too. Provide harpoons and TASMs and others with waypoints, activation points and destruct points and launch a coordinated, pre planned attack at the press of a button. 4.) Many naval guns are dual purpose and can fire both HE Frag and HE Airburst for AA. In DCS the latter is not modeled. Many ships don't use their guns at all against aircraft, and when they do they use the wrong ammo. 5.) Many SAM systems on ships can be used in surface to surface mode, such as the SM1, SM2 or ESSM. In DCS this is not possible. It should be able to be commanded, however the AI should not be allowed to use it by default. 6.) Submarines and torpedoes don't work at all. No air dropped (helicopter, aircraft or rocket) torpedos or depth charges exist, nor do ships or submarines use ASW weapons. Submarines can't dive. Sonar and sound propagation in water is not modeled at all. ASW is not a thing in DCS. 7.) Ships have a damage model in that their model gets changed for a damaged one when damage has ocured. However ship equipment is rather sensitive. And while a ship may not sink, a missile hit will most certainly take out the gun, radar dishes or missile launchers or other systems. I would like to see that reflected. Hitting a ship with a harm or 3 and still it's radar system is working completely fine is ridiculous.
  23. On the hud panel is a switch to control which altitude is displayed on the hud. Radar, Barometric or Auto. In Auto mode it should switch to radar mode when below a certain altitude AGL (I believe it's 5000ft, could be wrong though). This does not happen.
  24. When selecting S-J the aircraft should go into a special jettison mode that does not fire weapons. However I had an aim-9 fired when I hit weapon release. Steps to reproduce: 1. Load a center tank and some Aim-9x and take off 2. Select A-A mode 3. Master Arm On 4. Select aim-9x 5. Select S-J and highlight the tank 6. Wep Release Expected behavior: Tank is dropped Observed behavior: Tank is dropped Missile is fired This is very dangerous and wastes ammo on a plane that doesn't carry much to begin with.
  25. The aim 9x solid tone when locking a target is not changed when lowering the volume on the msl vol knob on the volume panel. At very low setting it still blasts my ears and then all the way down it suddenly just turns off.
×
×
  • Create New...