

andqui
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Everything posted by andqui
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So it's unavailable? Would anyone be able/willing to privately send it to me?
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Is this up-date stand-alone, or do I need the original payware? Also, where do I download it- the link in the first post just takes me to an empty google drive
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I'm having a problem where my AI wingman will begin to engage a datalinked target, and then becomes "stuck" and refuses to engage any other targets for the rest of the mission. I've attached a track. On ingress to the target, I first take out the two air-defense targets to the left. I then store the DL location of a BMP near the entrance to the town, and then send that to my wingman and tell him to engage. He does, and fires off three or so rockets very proficiently. However, after that, he freezes in a hover and doesn't engage targets, despite announcing "roger" and "Running in" to various new datalinks and orders I sent him. Eventually, he rejoins formation to the left of me and refuses to attack anything, even when I don't use the datalink and simply lock up the target in the shkval and say "attack my target". Finally, when I land at the FARP at the end of the mission, my wingman decides to fly off in some random direction- I thought landing was supposed to make the other AI craft land with you? Anyways, he came back and landed after I told him "return to base". thanks to anyone who takes a look at this. Sorry, the track is pretty long because the inbound flight took a while. I don't know how to limit the track to just the action. Back to Teberda AI bug.zip
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Exactly, I could only take down the hinds if I knew they were going to be there. The AI isn't succeptible to camouflage or anything like that- as long as they have a direct line of sight within a certain distance, they will see you and take you out. The first few times I tried this mission, I heard my wingmen call out air contacts, spent a few minutes looking down the valley trying to see them, only to get hit by a missile out of nowhere. It was only after I got hit that I paused and figured out where they were, and when I looked again from the in-cockpit view to check, they were tiny specks.
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I just got stuck on this mission too yesterday. The AI's vision in DCS is way too god, and the enemy choppers instantly come after you firing missiles while you're hiding away against the side of the mountain. All you can really do is wait and keep a lookout for them coming around the turn of the valley, and then lock them up and engage them from long range with your missiles. The terrible AI makes some DCS missions way too "gamey" and unrealistic, and this is one of them, unfortunately. Finishing this mission without some other humans flying with you intelligently is very difficult.
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The way I see it, there are two options. 1) A dynamic campaign that generates new missions on the fly. 2) A linear campaign, consisting of a sequence of missions. The current system of DCS, with fixed missions that jump to different ones based on "mission success" is half-assed and doesn't do a good job of either. It's such a shame to have such an in-depth sim, and keep trying to fly these campaign missions and figure out exactly what the mission designer wants you to do. It's like trying to unlock the next level of some silly video game. It's pointless and unnecessary. Linear campaigns can be very good. The briefings and missions can be detailed and custom-made, along with other immersive things like radio chatter and the like. However, trying to force players to complete certain things to get to the next mission misses the point. Following the story and flying interesting missions is the point. I know the missions will be scripted, and it really doesn't matter to me if I know that the exact targets that the next mission assumed I destroyed weren't really destroyed. That's what a dynamic campaign is for. Not a linear campaign. Look at the way Il2 works, for examples of how to do linear campaigns right. Campaigns consist of a set order of missions, that you fly sequentially. Finishing one missions means I get assigned the next one. There is no variation apart from the engine being able to randomly choose a mission from a pool of candidates for the next one. The mission designer can assign various conditions for success of a mission. If a certain setting, "no mission success" is off, then the player has to complete these objectives in order to progress. However, I always leave this off. The primary goal of a pilot is to get back on the ground safely. If one mission is a scramble against impossible odds, then I take off, and do my best. If I get shot down, oh well. If I take out a few bombers against the odds and return safely, fantastic, I did well. Then, on to the next mission, no matter what happens. If I'm forced to constantly replay the level because I "only" brought down 2/6 bombers, as opposed to the 4/6 the mission called for, it feels more like I'm trying to beat a Mario game than fly a complex aircraft. If the next briefing says something like "good job on those bombers", when I didn't get any of them, that's fine, I can still follow the story. But putting the player in impossible situations that no real or sane A-10 or Ka-50 pilot would face and demanding that they finish particular goals in order to progress is incredibly unimmersive.
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I've just gotten back into DCS, and need to reinstall my modules. A-10 went without a problem. On the other hand, I bought the original Black Shark 1 way back when, and then subsequently bought the Black Shark 2 upgrade. I have both BS1 and BS2 installers with serials for each. What is the correct process for installing them into DCS World? Trying to just run the BS2 installer gives me a hardware number error when I try to register the serial. Trying to install the upgrade from the in-game module manager gives an error saying that BS1 must be installed and activated. I just want to make sure I get it right, because over the years I've installed the blackshark on several different computers, and I don't think I have too many activations left on BS1. 1. Why do I need to do a full installation of the stand-alone BS1 and take up 4 gb of HD space, just to put BS2 into DCS World? Why can't I just provide my BS1 serial number as a proof of purchase, or something like that? 2. Is there a way to do something like the above in the future. Because I owned it for several years more than BS2, I've installed BS1 more times, and it would really be annoying to run out of activations for BS1 when I have plenty for BS2, and it's a pain to keep around a 4 gb installation of a game I never use just for the sake of installing another one. 3. All that aside, just to make sure I do it right this time, i should first install and activate BS1, then run the in-game set-up for the BS2 upgrade, and that should be it, right? thanks
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Yes, it's a flight simulator, but if that's all I was looking for I would stick with FS9/FSX. The point of the DCS world is to use simulated high-fidelity aircraft in simulated combat. Things like realistically modelling armor penetration, are fundamental, vital, and very basic to the engine. I don't know if it's true or not, but having AP weapons be less effective against armor than HE ones is simply shocking. Some things do need a redesign- moving towards a probabilistic damage model for ground targets, rather than straight hit points, should be very high on the list, since both of the modules revolve around blowing up said ground targets.
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bump bump bump. I've posted this here, and I submitted a "trouble ticket" two days ago. No response. That's a pretty miserable level of customer support, if you ask me. Does anyone know what's going on here, or how I actually get my support ticket answered? thanks
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Sorry, but what am I supposed to switch off? Do you mean set my DPI to 100, because that's where it is? If not, what is supposed to be swtiched off? Is the DPI meant to be set to anything specific?
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Not sure if this is the right place- I recently installed DCS world and the A-10 and Ka-50 modules. After hitting ALT+C and looking around, the game's mouse pointer is off of where the mouse pointer actually "is". If I hover directly over a button, the green icon does not appear. If I move the mouse around, I stumble upon several green movement icons hovering by themselves, and the tool tips when I hover over them link to buttons that are in the upper/left of the screen. This occurs in both the blackshark and in the a-10, and in all types of missions, training and real. Any ideas? thanks
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I agree- for me, all I can do in Warthog is fly around alone and shoot some stuff, like some sort of glorified FSX. The comically terrible AI ruins what has the potential to be something great, as well one of the best flight models I've ever seen.
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I do realize that Hinds and other military helicopters are built to sustain damage, but a Sidewinder missile detonating less than a meter above the fuselage, right next to the rotors, is going to do something. Again, this isn't just with Hinds- this has happened to me with a Hip as well.
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thanks for the responses, but none of them explain why that chopper was able to keep going. And while the F-15 may fire the missile from further away, the missile itself still behaves in the same way as if it were fired from the A-10- i.e. does the same amount of damage.
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1. Too short or not, the sidewinders detonated 2. I hardly consider a sidewinder detonating on or right next to a helicopter "a little bit" of damage. Or am I wrong about the missile's destructive power? Does shrapnel damage have less effect on a helicopter? 3. There are no friendly fighters generated in that mission. Regardless, a sidewinder fired from an F-15 acts in the same way as a sidewinder fired from an A-10.
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Please look at the attached track, made during one of the fast missions. A flight of four Hinds just took out four American Apaches, with two Hinds left, so I attacked the remainder. On the first pass, my sidewinder left the rail, and slowing down the track I see that it detonates just above the Hind's fuselage, right in front of the rotor assemble. One or two parts fall off, but the helicopter just keeps flying as if nothing happened. After this, when I watch it, the track gets off. On the second pass, the exact same thing happened, with a direct hit or close to a direct hit exploding in a massive fireball, and the helicopter just keeps going. Detonations that close are bound to do something to the rotors, no matter how heavily armored the helicopter is. To add insult to injury, the Hind proceeded to hit me with it's cannon on my second pass, taking out some avionics. 1. I know nothing about the targeting capabilities of the Hind's nose cannon, but is such a shot on an air target possible? I know I was coming pretty much straight at him, so it might have been easy to hit me, if there was some way for that nose gunner to line up the shot in four seconds or so. I know I would have a very hard time making that shot in the Kamov, regardless if the target was heading right at me or not. 2. Why are my sidewinder's not taking choppers down? The exact same thing happened in the weapons training mission, as I was taking out a Hip- both sidewinders exploded on or right next to the helicopter. Granted, the Hip was a bit wobbly after the hits, and was not as impervious as the above Hind example, but it would have kept flying and made it back had I not torn it in half with cannon fire. I find it very hard to believe that helicopters could survive punishment like this. thanks AIM-9 wierdness.trk
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A full reinstall fixed it. I must have had a corrupted install last time.
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Should I uninstall and reinstall? I haven't noticed any thing odd with the install I have now. Strange.
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I get an error message that says "A-10C version 1.1.0.5 should be installed" after the terms and conditions page, after which the installer quits. I'm currently running the final release as I bought it- isn't this the first patch?? I can't find an earlier one, and when I run a mission it currently says that I'm using 1.1.0. Is there a 1.1.0.5, where should I get it so I can install this one? There's no mention of 1.1.0.5 on the ED website's patch section. I'm running the installer with administrative rights.
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I got a new computer and am installing FC2 onto it- and everything's working fine in terms of frame rates and such- but the water in the game is gone. I see the land just floating, and there's no separation between the sea and the sky. I've included a screenshot as an example- this is on one of the default demo tracks showing weapons releases, looking out to the right of the plane towards the sea. thanks for any help. This is with a Nvidia GT330 M , 512 mb, operated on Windows 7 64 bit.
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how on earth am I supposed to complete this? This mission by the way, is the CCW_04_02 mission in the mission folder. The target the FAC gives me, a MLRS battery, is in a field. Using the F10 map, I see that there are three Roland SAM's forming a triangle around the target, with each SAM around 5-15 km away from the target. No matter how I approach the target, I will get a roland fired at me. I only have S-8 rockets, so there's no way for me to kill the roland unless it's out of ammo. What I've been doing is staying at extremely low altitude while attacking the target, hitting maybe one or two vehicles on each pass, while sending my wingie to attack SAM's, effectively making him SAM bait. Using these tactics, the best I have been able to achieve is to have two vehicles left, and I got shot down by a Roland that I couldn't quite dodge (the fifth fired at me, btw) as I lined up for the final pass. This was exploiting a gap made when one Roland ran out of ammo- sacrificing my wingman in the process. As I was extending away, the roland to the NW got me, and while I guess I could have avoided him, I only got that far by cheating and using the f10 map and repeatedly pausing and looking around. I can't think of any other way to do it- I can't come in from way up high because the sky is completely overcast at 1800 meters. To me, it seems extremely stupid to send a pair of Frogfoots only armed with rockets to attack an artillery battery 10 km behind enemy lines that has extremely good AA defense, when the only briefing on the target was the location from the FAC. A real pilot's first warning in this type of mission would be his RWR lighting up. How should I complete this mission realistically? I would think that a real Su-25 pilot, upon approaching the target and seeing a SAM looming large on the RWR would choose not to attack such a target, FAC or not. This type of mission seems to be meant for a briefed, planned hit, with a SEAD strike to help, not a virtually blind attack guided only by some map coordinates. any suggestions, or should I just chalk this mission up as unrealistically demanding and move on the the next one? thanks
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How do I tell which version of FC2 I have installed? I just bought and installed the download version- does it come with the patch already installed? thanks
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Has anyone ever managed to take out a tank with s-80 rockets? If so, any suggestions? I played a mission where I'm fending off Georgian attacks from a bridge checkpoint, and by the end there was only one tank left and I was only left with rockets- no ATGMs or cannon ammo left. I made two passes from directly behind, firing a medium burst when the pipper was right on target- two rockets hit him during the passes but they failed to kill him. So are the s-80's really only useful against soft targets? If so, are there any rockets that I can succesfully use against tanks? thanks
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Questions and a failure that I can't figure out
andqui replied to andqui's topic in DCS: Ka-50 Black Shark
1. So I should leave the pitch/bank/heading autopilot buttons on, and when I want to move I should tug the stick and hit the trim button when I've positioned the chopper the way I want? What about the altitude hold mode? 2. Yes the throttles are set to AUTO 3. So to avoid a rotor collision like that, the best way would be to pull up to slow down before increasing collective? 4. What about the K marker on the RPM scale? Should I use the collective to set it there, or manually adjust the governor limits? -
Flying the first deployment, mission, where you go on the FAM flight, I'm having a problem. I've tried it twice, and these are the only two long BS flights I've done, so I'm pretty wet around the ears. 1. When I'm cruising during the mission, should I put the RPM's at the K marker on the gauge and leave them there? If so, how to I speed up to keep up with the Hind that's showing me around? If I put the nose down, I speed up but descend. I was under the assumption that the only way to increase speed but stay at the same altitude was to increase collective? 2. What exactly do the pitch/heading/bank/altitude hold autopilots do? When I press the corresponding blue square, does it simply serve to hold me steady? If I'm at 5 degrees pitch down and engage the pitch hold, does it keep me at 5 degrees pitch? Similarily, if I engage the heading hold mode, that should keep me pointing in that heading, right? If I have heading autopilot enabled, and bank to the side, how does that work? I'm just looking for a guide for these autopilot modes because apart from bank hold and hover hold I can't get them to work right, or work the way I think they should work. 3. Anyway, I've been doing the mission like this: I'm using the bank, heading, and pitch autopilots to keep me steady as I take-off to a hover, and then disengage all of them but the bank hold as I turn to follow him and accelerate. The bank hold seems to want to keep me steady and upright, so I turn using sight bank with the cyclic and the rudder. I'm able to keep formation with him allright, and when he says accelerate I put the nose down a bit and increase collective slightly. The failure happens when I'm climbing. I pull slightly back on the stick, and increase power to climb, when the aircraft suddenly shudders, and debris comes out the back of the plane. I loose control, and the helicopter starts to roll right, and I have no control. A few seconds later, the aircraft's nose rises steeply, and the engine RPM's rapidly increase, and then I'm forced to eject. What's happening? I didn't notice the governor RPM limit lights, coming on, but they might have. I certainly didn't hear any audible warnings or sirens. Does anyone recognize this failure and what's going wrong. I'm not being shot at, so I'm somehow pushing the plane too far. thanks for the help