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Everything posted by Spudman
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So how do I update from 1.2.4.11855 to 1.2.4.11855.154? The update button in the module manager doesn't do anything.
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Go to 2:20 Go to 3:47
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Okay, so I downloaded BS1 and installed it, made sure it was running and then went back into Module Manager and tried to install the BS2 upgrade module and it still says that I need BS1 installed and activated. Wtf? I'd rather fly fixed wing anyway.
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Well I guess we could just put a bunch of hair around the targets, that might aid in aiming and more hits. Just sayin'...:thumbup:
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Well I'm downloading it now; I hope that I can get through the activation okay. I'm guessing I'll use the key from my boxed version, as I never purchased the digital version of BS1
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The stand alone version? because I haven't seen a BS1 version as a module for DCS World.
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As far as the misses go, I've always been stationary when firing any ATGM.
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No, that's what I was saying in my initial post, BS2 trumps BS1. When I installed World 1.2.3 I was able to install BS1; I saw it in my downloads folder, but I don't remember where I got it as a module and that's my only problem is where to get BS1 as a module. I have the original BS1 as a box that I purchased from a store, but it hasn't been on my machine for a very long time. I didn't see BS1 in the module manager, I'm not sure where to go.
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I'm also having this problem, effectively make some units useless.
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Yeah, that's where I'm being told that I need to have BS1 installed and activated. In the module manager the DCS BS 2 upgrade 1.2.4 has 'install' by it, not 'buy', so I know that I've already purchased it. I just clicked on the install button on the rest of the modules and they installed just fine
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So I think I have it figured out somewhat; I need to download the BS1 module for 1.2.4. I had the module for 1.2.3, but it wouldn't allow me to install it for obvious reasons. So where do I get the module for 1.2.4?
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So after doing a clean install of DCS World 1.2.4, I began re-installing all of the modules, and everything went fine until I got to BS. I've had BS 2 stand alone on my machine for a long time and when DCS W 1.2.3 came out, I installed it as a module and didn't have any problems. Now when I try to install it as a module in 1.2.4, it says that I have to have BS 1 installed. Anyone have any thoughts, or advice on this?
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Okay, so in your experience is it the missile, or the gunner in the real world that resulted in a miss. I also know from experience that the Army allows some real tards to operate equipment that they shouldn't be operating. Some people can't get it right even if you do it for them.
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I've fired at targets from about .7 miles out to the TOWs max range of about 2.5 miles.
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Interesting; I guess the powers to be show us what they want us to see.
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So after messing around with CA for a while, I've noticed some things that can be improved; first off are the ATGMs. I can't speak for the Russian built AT missiles but I do know the TOW to be a very accurate missile. In the sim. when the TOW is fired it jumps all over the place all the way to the target, and it jumps enough that I can only hit a target 50 to 75% of the time. Either it hits the ground (which I compensate by aiming high for the first few seconds), or it gets right up to the target and will jump in any given direction and will go around the target, or hit the ground just ahead of the target, very frustrating. All the footage that I've seen of TOWs being fired, they're wild at first until they find their flight path, then they settle down right in the center of the cross-hairs and their movements after that are very smooth, not jerky and they hit their intended targets with a great deal of accuracy. Some versions of the TOW don't even contact their targets, they explode over the top and send their shaped charge downward. Second; this is an area that I have first hand knowledge of, I was a 19K (M1A1 Abrams Crew Member) for a few years. That being said, a good gunner can hit his intended target every time. In CA I place targets at ranges from 1 up to 2.5 miles and I'm lucky if I hit the target 50% of the time. Operator error you say? No, I placed 8 tanks on a hill side so that I could get a real good idea of where my rounds where impacting, I got the gun dialed in so that I knew I was on target and never moved the gun after that, The rounds hit all over the place. Looking though the sight, the rounds would leave the barrel to the right, or the left. Very few flew straight down the center line and of the ones that did, more than half where either long, or short. The ammunition and barrels on the Abrams are manufactured to exacting specifications. Are there errors during manufacturing? Yes, of course there are, but not to this degree of error. I never saw an Abrams main gun that inaccurate during my time in the Army. As far as the ammo goes, if we even saw a small chip, or gouge to the outside of the round, it was returned. The silver part that looks like the shell, isn't the shell. There is no shell, the sliver part is the propellent and it's very accurate ammunition. If you have your gun dialed in on the real thing, you are going to hit your target. Third; why not incorporate the HEAT round and, or the MPAT round, or a variation there of for the M1 Abrams into the sim.? We have a HE round, but that's not the same as HEAT. The M830A1 MPAT round(is going to be replaced by the Advanced Multi-Purpose (AMP)) is a HEAT round that can used to shoot down helicopters, via a simple twist of the fuse on the nose of the round. Twisting the fuse makes it into a close proximity airburst round. There are sensors in the round that can detect a helicopter as the round passes it and triggers is to explode in close proximity, very similar to a SAM and very effective. After all the 9M119 Svir and Refleks were written into the sim. Why not give the Abrams and other NATO tanks a bit more versatility? I believe that these improvements would do CA justice and make for a better experience overall. Anyway gentlemen that's my two cents.
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I've tried to hit bunkers with it, but no luck. It never seems to impact where the CCIP was when I released it. It just drifts too much.
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So how do I deploy this weapon so that it doesn't drift to one of the runway or the other? If it lands in the grass, then whats the point?
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How do I do that? Just type that in or what?
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Wow! That's a lot of info. I was reading through the waypoint section and I couldn't figure out how to set the waypoint back to zero. I tried it in game too and I couldn't figure it out.
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arteedecco, I'll see if I can figure that out. I'm just now learning about AI controls and how to work them. It's still very confusing to me.
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Eno, Your first suggestion worked great; if they're severely damaged they still return to base, but other than that it worked. I'll try switching the waypoint as well.
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Soldiers, sailors, airmen and Marines, question; How do I make it so that aircraft will just fly around the way points dumb like and not react to my fire? I've been messing around with the way point options, but as soon as I start firing(esp. missiles) they start bobbin' and weavin'. When one of the aircraft gets hit, forget about it, they head back to base. What I'm looking for is a target drone, more or less.
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So I've been playing since the original Lock On came out some years ago(correction, I've been playing flight sims. since the late 1980s), but I've never really done too much multiplayer. I was with the 159th for a short while, but the hours that they required me to be on just didn't work out for me. I'd like to hook up with a group of people that just likes to have fun; serious sometimes and not so serious sometimes. It would be good to really get into some missions now and then, but just mess around too. I have A-10, BS and DCS world with all of the modules. Let me know if anyone is interested.