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KungFu

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Everything posted by KungFu

  1. You missed my entire point in my op, which was that the 2000c is (imho) as capable or better at AG as the harrier at this time, only that when you carry bombs you can only carry heaters for AA.
  2. From the manual: WEAPONS The M-2000C can load a number of different air - to - air missiles and air - to - ground munitions. However, due to limitations of the targeting computer, it is not possible to mix Super 530D missiles with air-to-ground weapons, and not possible either to mix different kinds of air-to-ground weapons. Doing so (for instance rockets and bombs, Mk-82s and Belougas etc.) may result in system not being able to handle the configuration and thus not work properly
  3. I have both as probably most people do. I haven't flown the harrier since about 3 weeks after buying it 3 months ago. I bought the 2000c about 2 weeks ago and it's the only thing I've flown since. I'd much rather fly the harrier but until it gets all it's goodies, the 2000c is my ride. I argue that right now, the 2000c is as capable (in daylight) at AG as the Harrier, maybe better and you get a radar to boot, albeit no radar missiles, just heaters with a bombload, and superior speed. Yeah no mavericks, one downside. My advice, if you want something to fly now and be able to do both AG and AA, then 2000c. If you are ok with just AG in day/night and don't care about really early access and missing bells and whistles then Harrier. But, when the Harrier systems are implemented and look this good in sim, then I'll fly her again (warning turn speakers down):
  4. Yeah, it's harder to do more "scientific method" tests than I thought and I probably spoke too soon about some of my tests as the AI did not stay within my parameters I tried to remove unknown variables and got this: it seems the m2000c doing 500kts at 10k ft head on can pick up a ka-50 doing 80kts at 100ft at around 25-26nm, at 75kts it won't see it at all. (constantly lowering the antenna elev until passing) M2000C doing 500kts, on the six of ka-50 doing 100kts will not see it until around 10nm (no matter what radar mode) M2000C doing 500kts on the six of ka-50 doing 150kts will pick it up at 10nm So the 10nm seems to be an aspect thing maybe, speed of ka-50 didn't seem to matter on detection range. I have yet to see a difference in detection using the different modes, but that could also be my current ignorance lol. But what is apparent is that it's not that easy to locate a heli in a 2000c even when you know exactly where it is.
  5. Did a little testing with the 2000c (I don't have the 15) and some AI ka-50s that I set to specific flight parameters. I set one at 30ft and 30kts over water and could not pick him up when he was perpendicular to my track (as expected, but that also could have been operator error, however i could pick him up when on his 6 at 20 miles and I was using HFR mode which if I read correctly should not be the best at slow moving / slow closure rate targets. Not sure how the radar compares to the 15 (I'm guessing the 2000c's is not as good). Granted I knew exactly where he was and it still took some work to find him I imagine if I used other radar modes made for slower contacts I could have found him quicker, but I've only had the 2000c for a few days and still learning. Not the most comprehensive test and I know there is a bungload of other parameters , but does show <50kts that I've read in other posts is a myth at least with the 2000c's radar.
  6. I fly pretty much the same, I'll hit the resources at back FARPs so they have to fly to another location to rearm/refuel and slow them down even more if the frontline farps aren't available. 125, yeah I asked what channel everyone on Red was using and was told 132 which is ground ops, so that's where I went...but will do 125 next time. There will always be spies on both sides in any game, stream snipers you name it. Not much you can do about it. Not sure how SRS works on the server side and preventing radios from blue aircraft accessing certain channels and vice versa, but that wouldn't as you say stop anyone from using another PC, etc. Probably better off just picking a flight group channel for tactical/sensitive comms and listening in to GCI on occasion, or lone wolf it with it's benefits/downsides.
  7. I'm usually in a ka-50 (although not this name :) on 132.00. Yet to hear anyone...I know SRS works because I also fly the Huey on occasion and there is always someone there. I probably could get on TS, but people tend to forget brevity unless it feels like real radio comms from within the bird. Can't stand a lot of banter when cussing the 50s autopilot in my head lol. As far as the mission, I'm glad it's not fair, I'm glad I get my ass handed to me by a 120 from a 15 if I fly like an idiot. The more real life the better. Everyone today wants fair and easy, well life ain't fair and certainly not easy buttercup. Making a mission ain't fun with the DCS editor, I tried it along with MOOSE to make a dynamic mission and everything broke with an update and I haven't felt like figuring out what broke...so you'll not find me complaining about what the 104 guys do, If it's fun and challenging I'll jump in, if not well there are other servers to try. But I can tell you, it can take hundreds of hours of work most of the time to get it just right if you value your work. The only thing I'll put forth as an idea is maybe placing some strategic targets in like factories, fuel depots, power plants etc way back behind the lines to give some long strike options in, maybe far enough to require a refuel to complete. Not sure if the destruction of said facilities could have an effect on resources at the fixed coalition airbases with the ME supply chain function, I played with it a little but not sure how good it is. But, thanks to the 104th for the fun you have provided it is much appreciated.
  8. Thank for the great info, What I meant by the 2m off the deck comment was I was hovering at night in a small town with buildings/trees on all sides and the 15 that fired the 120 was fresh and rather low, but even if he had just the slightest few degrees from what it sounds like with the PD radar, nothing much I could do about that.
  9. I've stated this before on several posts, but your VRAM has a HUGE impact on RAM usage in DCS. I can run a multiplayer server with a couple others and my RAM will not exceed 5 or so GB in hours of flying If I join the 104th for example, my RAM usage is even lower, like 4GB. I have my graphics settings maxed out at 1920x1080. I think it is due to my 11GB of VRAM as the system does not need to use RAM to compensate. My buddy has 4GB VRAM card and 32GB RAM and he sees usage of like 22GB RAM, but he also runs a higher resolution so I would expect more VRAM usage anyway. That's not saying there isn't an issue with RAM/VRAM efficiency with DCS as we can all see that, just that users with lower VRAM may be seeing RAM increases coming from VRAM being totally utilized.
  10. Trains and I'm guessing cars/trucks are client side in multiplayer, he was seeing trains where I was not and vice versa. He said he took out a train while I was hosting and I did not see anything, so I'm guessing that having the game keep up with every train/non combat vehicle and collisions and such might be a bit too much to handle. From what I understand, even CBUs can overwhelm a server. Oh and you think that is freaky, wait till you see tanks/etc drive on top of the railroad bridge spans.
  11. Thanks for the info great info guys, yeah I knew that the rotors really show a return in real life but not sure if DCS modeled it, but the <50kt speed is definitely something to keep in mind when playing ninja.
  12. Was doing some flying last night in the Ka-50, most of the time NOE in deep valleys. Well a 15 (player) found us somehow, new exactly where we were. There is also AWACS on this server. Was well out of the normal travel paths My question is how effective is the 15 (and other aircraft) and AWACS radar? Are they impaired by ground clutter, I've heard trees/buildings will block it, but he either picked us up or was guided (very well I might add) I've also been hit with 120s when barely 2m off the ground in a patch of trees and buildings. I guess what I'm asking is how much does DCS radar take terrain and ground clutter into account on returns?
  13. I've never heard anyone on SRS on Red, even when doing a sound check.
  14. Yeah to fly the ka 50 at night without sweating buckets, DF off. Shkval contrast up, brightness way down. Still can't get locks most of the time, but stationary targets will go boom easily. Moving targets going behind trees where the shkval normally would track them majically not so much.
  15. I gave up on trying to get locks and just make sure the box is as small as possible and small adjustments to keep it on target. However, the Shkval is all powerful when I can get a lock on moving targets ... it can even track through trees!
  16. Even with the hardware below I get stutters, but they are extremely rare. Got to have fast as crap drives and not have the pagefile on the same drive as DCS...gotta keep the disk contention down especially if you are on the low side of RAM and/or VRAM.
  17. Actually I put that feature in just today. What I need a bit of help on is I want the units to travel to the zone on road (Because off road travel in DCS is kinda hokey without waypoints). Then I would like the units to decide randomly on whether to move off road to a random formation/point in the zone and wait, or patrol the zone in a random formation. And I'm not sure if that is possible or how to do it exactly. So there is in OnSpawnGroup....but how to control the group after the taskroutetozone is complete? I also would like to setup zones as capture zones, but it seems like ZONE_CAPTURE_COALITION is not being recognized as an object in 2.2.6 when I do: ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( ZONE:New( "Soloniki Zone" ), coalition.side.RED ) So not sure what the problem is there. GroundFrontLineZonesWest = { ZONE:New("Hadzhiko Zone"), ZONE:New("Ashe Zone"), ZONE:New("Lazarevskoe Zone"), ZONE:New("Soloniki Zone") } FrontLineZones = { ZONE:New("Hadzhiko Zone"), ZONE:New("Ashe Zone"), ZONE:New("Lazarevskoe Zone"), ZONE:New("Shahe Zone"), ZONE:New("Sochi Zone"), ZONE:New("Soloniki Zone"), ZONE:New("Chemitokvadze Zone"), ZONE:New("Dagomys Zone") } Formation = { "Off Road", "On Road", "Line Abreast", "Cone", "Vee", "Diamond", "Echelon Left", "Echelon Right"} GroundUnitsFrontLineWest = SPAWN:New( "CCCP Convoy 2" ) :InitLimit( 40, 100 ) :InitRandomizeRoute( 1, 1, 200 ) :InitRandomizeZones( GroundFrontLineZonesWest ) :OnSpawnGroup ( function (SpawnGroup) ChosenZone = FrontLineZones[ math.random(1, 8) ] SpawnGroup:TaskRouteToZone( ChosenZone, true, 50, "On Road") end) :SpawnScheduled( 5, .5 )
  18. That is the plan, but the lua/moose struggle is real... :megalol:
  19. First of all, thank you FlightControl et all for your hard work. Are there any plans to do a video on complicated behavior with units such as I'm about to describe? Here is what I'm trying to do and I hope it's possible. 1. Dynamically spawn units from a "template group" into a random zone - got it 2. Dynamically route those units to a random zone on road - got it 3. When those units arrive at a zone, randomize the following in a loop like every 10min: a: Move to a random spot in the zone b: Decide if they should remain stationary or decide to patrol that zone in a random formation Thanks for any help on this, I'm mainly lacking in the knowledge of where the code would go, in other section, in a function etc. CCCP Convoy 2 is a late activated group of 10 units The main thing is that the convoy moves to the zone and just stops on the road, not very realistic behavior. Here is what I have for requirements 1 and 2 GroundFrontLineSpawnZonesWest = { ZONE:New("Hadzhiko Zone"), ZONE:New("Ashe Zone"), ZONE:New("Lazarevskoe Zone"), ZONE:New("Shahe Zone") } FrontLineZones = { ZONE:New("Hadzhiko Zone"), ZONE:New("Ashe Zone"), ZONE:New("Lazarevskoe Zone"), ZONE:New("Shahe Zone"), ZONE:New("Sochi Zone"), ZONE:New("Soloniki Zone"), ZONE:New("Chemitokvadze Zone"), ZONE:New("Dagomys Zone") } Formation = { "Off Road", "On Road", "Line Abreast", "Cone", "Vee", "Diamond", "Echelon Left", "Echelon Right"} GroundUnitsFrontLineWest = SPAWN:New( "CCCP Convoy 2" ) :InitLimit( 40, 100 ) :InitRandomizeRoute( 1, 1, 200 ) :InitRandomizeZones( GroundFrontLineSpawnZonesWest ) :OnSpawnGroup ( function (SpawnGroup) ChosenZone = FrontLineZones[ math.random(1, 8) ] SpawnGroup: TaskRouteToZone( ChosenZone, true, 50, "On Road") end) :SpawnScheduled( 5, .5 )
  20. That worked perfectly, much appreciated. I even was able to change the formation to "On Road" and they spawn randomly and make their way to the closest road .... excellent. Now time to get more creative :) edit: The forum is changing my text for some reason
  21. Ok, so I've been struggling with MOOSE on this and wondering if someone can give me a bit of help here. So what I want to do is spawn a group of vehicles randomly in one or more zones and then route them to another random point in another zone. Here is what I have: GroundOrgZones = { ZONE:New("Zone 1"), ZONE:New("Zone 2") } SpawnRandomCCCPConvoy = SPAWN:New( "CCCP Convoy 2" ) :InitLimit( 10, 10 ) :InitRandomizeRoute( 1, 1, 200 ) :InitRandomizeZones( GroundOrgZones ) :SpawnScheduled( 5, .5 ) GroundUnits = GROUP:FindByName( "CCCP Convoy 2" ) GroundUnits:TaskRouteToZone( "Sochi Zone",Randomize,50,"Vee") The units spawn ok, but don't move. I've tried soooo many different methods based on the videos and can't get any of it to work. Some methods in the videos and sample missions seem to be outdated (or at least not in intellisense) What I get in DCS log with this: 21609: attempt to call method 'GetVec2' (a nil value) If I can just get something like this going I'll be 90% done with an almost entirely dynamic mission that my buddies have been asking for in DCS for years. :)
  22. Winner Winner Chicken Dinner :) I must have accidentally turned of the main autopilot switch somehow as that is something I don't turn off. I don't have that mapped to any controls because I don't use it. Turning off the individual auto pilot modes didn't seem upset the bird and it remained in auto hover with only a slight movement. I tested by getting into an auto hover, made sure it was stable and then turned off auto pilot and viola the bird started moving, except this time it went starboard at about 30km/h Tried several other scenarios with differing results. It seems to be related to the structure of the ground you are flying over, which I'd expect.
  23. Had the weirdest experience with the Gazelle today, flying single player and get into auto hover. About 5 sec later, the bird starts moving forward like I have alt hold on or something at about 100km/h. I think, must be fluke, so I disable auto hover and then get back into it....happens again. Never had this happen, autopilot is off all systems appear normal as every other flight I've made. Just earlier in that mission I was able to auto hover properly. Not sure what changed, I took no damage. Anyone ever have this happen?
  24. My buddy with 12GB when connecting to a multiplayer session hosted on my rig said it crashed due to running out of memory. He is running Win 7 and had to add a swap file (he's always ran without one) in order to connect. Even then, it was choppy for him. I looked at my RAM usage when hosting and being in the cockpit of the huey, DCS was only using ~3.5GB RAM and was smooth as silk at 150fps steady. (Yes my OS is 64bit) From what people are saying, I should be using a hell of alot more than that. My specs are below. I get around 150fps with 8x MSAA and 16x AF. Trees and Ground clutter at 100% Wonder if VRAM is playing a role here, maybe objects being place in RAM when VRAM is fully used? He as a 980TI with 4GB. Because I seem to be using a heck of less of RAM with 11GB VRAM Win 10 Prof 64bit i7-8770k @4.8GHz, 32GB GSkill RAM, 1 x 250, 1 x 500 GB Samsung PCIe NVMe m.2 drives, ASUS ROG 1080Ti 11GB, Thrustmaster Warthog HOTAS, TFRP pedals, 3DConnexion spacemouse, Trackir 5
  25. No slew axis for me either with DMT, not tried MAVs
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