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Posts posted by PoorOldSpike
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On 4/28/2021 at 11:22 PM, Admiral189 said:
I would like to add my submarine test yesterday! The photos below tell the story! The 4 torpedoes completely missed the destroyer!
I tested the Viics submarine today and they did hit the ships but they have to be close. We all know a modern enemy sub isn't going to get anywhere near any modern warships.
Yeah,
PS- The YU-6 torps seem to be oldfashioned "dumb" types that don't have an active acoustic seeker head, and they can't be steered either, we just have to fire them and hope they hit.
I noticed in my tests earlier in this thread that in the final mile or so of their run they begin running in an S-shaped path sweeping from side to side which increases their chance of hitting.
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Perhaps the instructor simply means double-check to see if it's already uncaged ok.
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Incidentally how big is the ED development team? If they want more manpower I'm sure they could sign up volunteer (non-paid) forum members to help them with playtesting etc to speed up the DLC's release, for example I'm on the Panzer Corps 2 playtest team-
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The Tunguska missile is very small which is possibly why it doesn't have enough room to carry proximity-fusing sensors, unlike larger missiles like the Patriot seen below taking out an SU-25 with a proximity airburst-
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I've just run some tests to try to find out if the Tunguska missile has a proximity fuse, or whether it has a crush fuse that requires a direct hit.
It seems to have a crush fuse.
Pic 1- the AI missile seems to be right on course
Pics 2 and 3- But it just misses and doesn't explode-
Below- in this next test the AI missile gets a direct physical hit and blows the plane apart-
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5 hours ago, BIGNEWY said:
I have spoken to the team, the aiming is correct as is. You can lead a little but you should keep the circle on the target.
Yes, Here's a video of a test I just ran against a slow-moving helo, the missile is guided by the black circle (no lock needed) and will simply fly towards the circle, so the trick is to keep the circle on the target, very difficult.
I used the mouse to move the circle, you get 8 missiles, some will miss, some will cause damage, but if you're lucky one will finally kill it like here..
Tip- You can't fire another missile until the previous one expends itself by hitting the target or the ground or the sea, so if its missed the target and is flying downrange for miles, hit Backspace to free the Tunguska tracker unit, then you can fire again.
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Ok I watched your files, yes it's very difficult to get a hit with manual control, I couldn't do it!
The guy in this tutorial video fired Tunguska missiles multiple times manually and he couldn't do it either because the missiles are SACLOS (Semi-Automatic Command Line of Sight) and are not the locking type, so they have to be steered manually, very difficult.
Pick it up at 10:50 -
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What specific folder do I download your file into?
Meanwhile I just ran this test and the AI Tunguska shot down an F-15C and an F-15E no problem..:)
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How do I open the file?
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20 hours ago, Чарик80 said:
And how many missiles do they fire at a time?And you can't recharge them.
Each ship carries about 30 BGM-109BTomahawks.
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2 hours ago, Looney said:
It was the case that when in a vehicle and pressing the autopilot button without any waypoint set, would switch off the engine, I don't know if that's still the case though.
Remind us where the autopilot button is and i'll test it out..:)
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Incidentally i've noticed that after reaching the DP, AI aircraft will then simply land at an airfield somewhere on their own initiative.
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I suppose MP rules are strict so that we can't do anything that might be unrealistic.
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GUNFIRE TESTS Ships main guns have the following approx ranges-
12nm
Pyotr Velikiy
Moskva
10nm
Ticonderoga
Burke
Perry
Neustrashimy
Rezky
All Chinese vessels
8nm
Grisha
Molniya
Example: A Molniya is close enough to attack a Perry with missiles AND Gunfire. (inset: shell splashes on and around the Perry)-
Ship guns can also bombard any spot on land; they scatter slightly to plaster the area around the specified impact point-
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More tests: Antiship missile firing arcs
Only the Ticonderoga and the three Chinese ships (052B/ 052C/ 054A) can launch at targets anywhere in 360 degrees, including behind them-
but the Perry can only launch in an approx 180 degree frontal arc, so it has to turn almost broadside on to the target like this to fire-
And the 4 Russian vessels (Pyotr Velikiy/ Moskva/ Molniya/ Kusnetsovs must turn to get the target into a forward arc of about 100 degrees in order to fire like this.
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Incidentally if anybody's noticed these two MG's on the Burke's aft deck, I've never seen them actually fire at anything in the game, although the Gatlings do fire, as below-
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23 hours ago, Northstar98 said:
[re firing Shipwrecks]...The 2017 one does last time I checked..
Thanks, yes, this test confirms the Kusnetsov 2017 does fire Shipwrecks like the other Kusnetsov..:)
(I've amended the Kus entry on the chart at the start of this thread accordingly)
PS- we have to wait a while for the carriers to turn towards the target ship to bring it within the carriers frontal launch arc; note the curved wake below-
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I've griped about this in the past when the AI planes instantly popped flares when I fired Sidewinders at them, but people replied saying that's just the way it is in DCS and there's no fix.
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7 hours ago, VTJS17_Fire said:
That's awesome, guys!
@PoorOldSpike
Could you please add the ranges of cruise missiles carried by these ships against land targets, as well? This would be a nice addition.My tests found that there are only two ships in the game with land attack cruise missiles, they're the Ticonderoga and Burke which both fire BGM-109B Tomahawks with a range of at least 900 nm.
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On 3/10/2021 at 4:20 PM, Seaeagle said:
"Ship's antiship missile ranges
Kuznetsov: none"
What?
Thanks, sorry i never knew aircraft carriers could fire antiship missiles..:)
I'll edit in a correction later, meanwhile here's a test I just ran to confirm the Kusnetsovs both fire Shipwrecks-
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Incidentally, the Ticonderoga and Arleigh Burke IIa carry 2x cannons each as well as Gatlings.
Here's a Tico's starboard cannon in action against an SU-25T, the other tracer stream is from a Gatling-
A close up of the Tico's cannon-
Below- one of the Burke's cannons in action-
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I did these tests to help me when scen-designing-
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US FLEET
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I just ran these tests and they worked fine, perhaps I set them up differently to you, I don't know, play the vids fullscreen for maximum dramatic effect.
In this first test I let the Bradleys own AI fire at the T-80U while I just sat munching my popcorn watching.
Note: the vid begins about 8 seconds after the tank trundled into view, it took that long for the Bradley AI gunner to wake up and launch a TOW at the tank, meanwhile the tank AI gunner is quicker and gets the first shot in but missed, luckily for the Brad.
And in this second test I boarded the Bradley and fired the TOW myself with no delay..
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2.7 Views and Controls
in DCS: Combined Arms
Posted
Yeah I always drive in external view for maximum sit awareness, much more fun than having to peer through the drivers vision slit all the time..:)