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Everything posted by Preendog
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This is a thing. I just tested 20 times. The wheels popped at speeds between 160 and 220. The tires will pop at any speed above 160 if you give it enough time. This happens with any weight loadout, online and offline, with any stick position, while braking, skidding or just rolling forward. My brakes are bound to keys, so it's not an axis issue. To replicate: Roll steadily at any speed above 160 and wait. I think it has to do with how the M2000 jiggles a lot while taxing. The plane's speed is 189 here, but the instantaneous speeds of the wheels jitter randomly as the plane jiggles. If a wheel exceeds 220 for even one physics step, it pops.
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First of all, M2000C is rad. Can't believe it's so inexpensive, especially after the update. I was wondering if I'm using IFF right. The IFF selector on the lower center console looks like it's "OFF" with no option to move it. The diamonds do appear on friendlies, though, when I press interrogate/NWS, so I assume it's working. Also, is there a way to have a persistent IFF in any mode? Even in STT the hashed lines (friendly identity?) go away shortly after pressing. The NCTR is also pretty sweet, though I wonder if this is right: e: NCTR names can be changed in NCTR.lua Thanks!
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fixed Skhval won't lock clearly visible targets.
Preendog replied to IronChancellor's topic in Bugs and Problems
Workaround: When press designate, the game generates 9 pictures of the terrain centered around the skval viewing direction. One of the pictures contains the target and the others, just the terrain. The pictures are jumbled so the player does not know which picture is which side of the shkval view. If the player clicks the picture containing the target, the shval lock succeeds. Otherwise the lock fails and you cannot try again for 10 seconds. This will confirm that the target has enough contrast to lock, and the player is not just randomly clicking (like you can do in current version to lock through trees). -
G limit is currently based on aircraft weight, see thread for details.
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Don't know if it is related, but SA mode doesn't seem to kill my frames anymore. They could have reduced the rate at which links are tested or information is shared to improve game performance. Total guess.
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what's the fixation on CCIP At least in older versions (haven't tried AUTO lately), CCIP has been way more accurate than AUTO. A year ago, 99% direct hits on vehicles from 10k was possible. AUTO didn't get similar results because of the granulairity with which it checks for release conditions. By the time the computer decides to drop, the plane has already moved slightly away from the release condition. Also, you can't (easily) attack multiple targets in one pass with AUTO. 8 hits used to be possible with CCIP from one dive. CCIP also uses the least key binds and usage is similar in all planes of all eras. Not saying high accuracy is realistic, but the F-18 CCIP should work at least as good as a SU-33.
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Dealing with hidden MANPADs while flying solo?
Preendog replied to Mr_Blastman's topic in DCS: Ka-50 Black Shark
After dying in a SP mission to manpad I got into the habit of avoiding all mission waypoints, and approach the target area from a different direction than the planned flight path. Seems to work pretty well. If the mission designer adds manpads to a map, they are likely to put them somewhere they think the player will fly, or at least nearby in a corridor around the player's path. They won't pepper the whole world with them because those might interfere with other AI aircraft in undesired ways. -
Battle of Mogadishu but this time there are Apaches.
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In the F-18 and F-14 I find helicopters to be basically unlockable on radar in the current beta version. Which suggests a release soon; they are improving the stealth of helis in anticipation of the AH64 release.
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I am aware of the dirt and the mud and the nails, Jester, you've mentioned that. We are over the ocean and the closest SAM from the briefing is 200 miles away. Yes, those friendlies are pretty cool, but maybe point the radar the other way, toward the enemies. -see dots directly ahead- Unable unable unable no can do sorry, I can't do that... -spray dumbfire Phoenixes before R60 enters brain- But sometimes he says "stinger" or "he's going to shoot" out of the blue, so it evens out.
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They want to release before Christmas for the presents. What will happen? Some possibilities. -Before Christmas, stable -Before Christmas, glitchy -2022, George's IFF is backwards and they couldnt fix it in time.
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Yeah, its super deadly, and the AI is pretty aggressive with the EO attacks. Even if they are defending a missile themselves or damaged with no radar, they will still fire at you.
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If it was R77, the plane and missile may have been in a RWR blind spot (above or below). If it was R37 or R73, they can be fired with electro-optical sight alone at close range.
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now available When's black-shark 3 coming?
Preendog replied to hawa0835's topic in DCS: Ka-50 Black Shark
I'd pay 20 bucks just for Igla. Tired of not being able to hit planes moving laterally with vikhr. -
Have radar guided hellfires ever actually been fired in anger?
Preendog replied to CrazyGman's topic in DCS: AH-64D
The weapon is a waste of money simply by being designed, and stocks manufactured. The only question then is whether the weapons get fired or they expire on the shelf. There probably aren't many radar Hellfires compared to laser ones, and it would be important to reserve most of them for a real war, but the ones about to expire are hammers looking for nails. Might at well shoot them at shacks or motorcyclists at any opportunity or excuse. The soldiers will love it, the spectators will cheer and the MIC will be happy to replace them. -
The F/A-18 has had a variety of wingbreak sensitivities during it's development. In earlier versions, you could do 35+G without consequence by using the circuit breaker trick. In later versions, the wings would break off above 20ish G, and it would usually be a neat 1/2 wing split on each side (so you could keep flying afterward and achieve higher than normally possible top speeds). In this version or the previous one there was a significant reduction in survivable G that will be felt by those who enjoy the paddle switch. For those interested, the following test results to better know the new limits. ---- Conditions: Dec 25, 29.95, 20°C, 20,000ft Procedure: Descend in a spiral and do porpoising pull-ups (push stick forward, then quickly pull back with paddle switch). Adjust speed to achieve the highest peak G on the HUD display. Continue pull-ups with increasing G until wings break. Note peak G at wing break. -- Conformal missiles only, 10% fuel: 13.1 G Conformal missiles only, 100% fuel: 9.7 G Conformal missiles, fuel tank, 4 x MK84s: 8.5 G -- Notes -Exceeding the FCS limit is easiest at <10k altitude between 400-500kts. At high altitudes the wings mush, and at high speeds the pitch response gets too stiff. -The limit certainly changes with airplane weight, including both internal fuel and ordnance. -If is extremely easy to wingbreak with heavier loads, and the breaks can happen at higher altitudes. -It seems random which wing pieces are lost, and the plane is unlikely to be flyable afterward. In about 20 tries, I was only able to keep flying and land once (left wingtip break, with two Mavs on the right wing for balance). -It wasn't clear if stress is cumulative, or if there is a simple hard limit. It is possible to wingbreak on the first pull if you get the conditions right, or survive repeated pulls just outside the right conditions, suggesting that it is a simple hard limit. -Related note: Wing damage, even scraping a wingtip on the ground, will dramatically lower the load limit for the damaged piece. Wingbreak will be very likely even without using paddle switch. Fly safe.
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Was wondering what the boresight autoaq range was against helis now. You can't lock, at all, at any range, from above (against Mi-24). That is some aggressive ground clutter through the sheet metal. Also, the "look down" logic seems to be based on relative altitude to the target, and not the terrain itself. You can lock a heli right hovering right in front of a hill, as long as you are personally at a at a lower altitude. And the AMRAAM, which is 1 pixel big, gets picked up right away. -removed off topic comments e. and before you say it's rotor interference, the locking works just fine at many miles from the side or below, with similar interference.
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IDK if this suggested before but... Huey has no air to air missiles, ok. Realistic, but kind of suck. Huey is probably capable of carrying a manpad soldier, and it has probably happened IRL at least once. So... add manpad soldier as a loadout option, and control him just like you control the existing side door M60/miniguns.
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I appreciate the hardcore and real life operators helping making the sim so good, because the imitation to real life is what creates the complexity and challenge to be a rewarding (if initially challenging) game. I am just saying if the game helicopter can fly and shoot, it would be nice if the player could, you know, fly and shoot online. If seat switching online is impractical for programming reasons, there's no technical restriction with just making the front seat position the default "host' for online, instead of backseat pilot. The front seater can just do more functions. But on original topic, the Wags Introduction video in Oct 23 says that you can fly pilot and gunner online "with friends". Not conclusive, but suggests that seat hopping will not be possible, and the backseat will be the only occupiable slot for a single player. So online single player combat without manipulating an AI gunner will not be possible. Possibly even AI gunner will not be available online, and you would be restricted to sightseeing. So I guess, wait and see. edit: Link to description of player duties. I appreciate the clarification of this part cuz it means everything to casual airquakers who have an hour to kill after work. https://youtu.be/LEHEgvqS1GA?t=55
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From a standpoint of a causal MP player who doesn't have, or doesn't want a human assistant, it is essential to be able to fly and shoot stuff without unecessary frustration. It would be easier to just control everything directly, by being CPG or hot seating, than using any kind of AI interaction menu. No matter how elegant the menu is or how smart the AI is, AI on your team always sucks and is always aggravating, in any game. Could be the best AI in the world with decent behaviors and charming personality, but the honeymoon ends when he's not locking what you want him to lock, or not aiming the gun right, and you die. Then ragequit, and using a different module without the hassle. When the F-14 first came out I saw a lot of them in public servers, but now I rarely see any. When I do see them, the player is visibly struggling with getting the WSO to do what's needed. I get that a large part of the DCS market likes to roleplay as pilots and whatever, but it's no reason to make the product inaccessible to single players or those with simple hardware. To be clear, if you can't control targeting and flying it is basically unusable for a single player online. And it does hurt sales and/or disappoint people who get multicrew craft without knowing the control restrictions. Every other Apache sim I know of has you controlling all flight and targetting functions. It works fine, it's lore-appropriate for the CPG, and doesn't need to be any more complicated. Imaging playing a Mario Brothers game where you control movement but need to manipulate a separate menu to shoot a fireball (and the AI shoots it in the wrong time and you die).
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So to confirm for the unknowing, for most multicrew aircraft in DCS, only a single station is selectable in MP, and only once that 'host' station is full can the other station be occupied? And it's currently not known which station will be "host", or if ED will remove this limitation in the future?
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Ok, I strangely thought the guy in the front seat was the pilot, thanks kgillers3. So, the front seat CPG can operate the flight controls, camera, laser and weapons, but has to ask backseat pilot to start engines. And single players don't have to fear being locked out of vital systems and can preorder (?)
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Thanks guys. About targeting camera, I'm reading different things in different treads, or don't understand. Can pilot move the targeting camera and lase? It's a lot of controls but Ka-50 does it, and I don't trust any AI that aims stuff after getting shot at by friendly F-14s so much online.
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Sorry if already answered, is it known how a single player will control the Apache? ie. Can the player switch seats in flight, will there be a Jester/Petrovich, or something else? Also, is there anything essential that the backseater can do, that the pilot can't?
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In testing testerday, I found AGR on and off has different CCIP pipper behaviour. AGR off uses current RADALT. AGR on acts like a raycast from the plane to the CCIP. If the ground radar is sweeping, AGR is off. If you see the AGR screen with the range numbers, it is on. The lore is often misleading, it is prudent to ignore it and test for the real behavior in game.