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Katj

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Everything posted by Katj

  1. Well, being a SW developer myself I should know better than to make assumptions about code that I know nothing about. Anyway, I wouldn't suggest branching the aircraft in the way you propose. I guess (I did it again) that means that we are essentially flying the multicrew version of the plane in SP, but are free to switch player slots in a way that we aren't in an MP setting. This might still not be all that complex to fix, still worse than I originally hoped, but I can see that it is out of your hands. Continuing to improve Jester may be the more worthwhile route for you guys to invest in.
  2. What? It's not remotely similar. Implementing multicrew might be a lot of work, as is implementing AI crew. But the Tomcat is already both single crew multiseat (like the helos) and multicrew. I have like 5 hours in the Tomcat so far and haven't gotten around to bringing it to MP yet, but as I understand it Jester won't come back if RIO disconnects. But I also read somewhere that this is to be fixed. I don't even know if a RIO can connect to an airborne aircraft or not. But I imagine the best solution would be a seamless transition to/from Jester whenever a pilot or RIO connects or disconnects to the aircraft. And that it would be possible to change seats whenever you're flying with Jester. But if we can't have that, it shouldn't be too difficult to give us a single player version of the aircraft to use in MP.
  3. I've had this happen a few times, sometimes when I taxi through a turn way too fast, but mostly when I accidentally cross a patch of grass at any speed. (Easily done when reversing from those bunkers in internal view with no ground crew to give you hand signals.) So I think it's partly pilot error. Though I would have thought that the main gear could handle some grass at low speed, and also that you would get some kind of warning if it doesn't retract properly.
  4. I did some testing last night against the Moskva and admiral Kuznetsov, and it seems to me that for as long as you stay below 10ish metres your biggest worry is CIWS. And by this I mean that you are completely immune against missiles. I was unable to provoke a missile launch when flying at this altitude. Already launched missiles would self destruct when I made the descent to 5m. I don't know how realistic this is, or what IR SAMs will do. 5m or so is (in dcs) sufficient altitude to launch rb-05 and rb-75, though the latter is usually shot down by SAM due to the high trajectory. The rb-05 is surprisingly easy to guide into the waterline of a ship when flying on the deck. This basically makes it a torpedo. However scoring two direct hits on the Moskva did only 0 and then 7 % damage. Beaming with countermeasures is also very effective, albeit a bit riskier. Not so effective against multiple ships either. Running away is always an alternative. A clean viggen is not easily caught by a SAM if it has a decent head start. I ended last night experimenting with toss bombing, but I couldn't get it to work properly. The bombs would always fall long. If you can get it to work that might be an alternative in the anti-shipping role, in a "We're out of guided munitions scenario".
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