Search the Community
Showing results for tags 'revision'.
-
Currently the default option is everything is on the MFD when it should be the other way around. So instead of a option to Hide a unit there should be a option to "Show" on MFD. Unless you suggest that intel is that great so we know exactly where everything is on the battlefield. (this is satire) But anyways, I could be wrong but I think most mission makers would like the objects to be hidden by default and make things a lot easier. Why: So mission makers don't have to go through every unit to hide them from populating on a MFD or COORD page. Instead the key focus targets or main threats are the ones populating on the MFD with using a Show on MFD option. First example: AH-64. The apache automatically adds every single unit (Friendly & enemy) to it's COORD pages and there's only 9 pages and it populates very quick. And if there is a mission maker or campaign maker using units to populate a base those 9 coord pages are now completely filled. And if you're in the cockpit and have to remove those populated units, its a one by one process. Do you see where I'm going with this? So if we're playing a mission or campaign that someone else made and all 9 pages are full from auto populating, but we need to add a waypoint with a control measure, lets say a friendly unit. Now the user needs to go into the coord page, do the process to delete one of those automatically populated points, pause the game, read the message history for the grid again because they're to busy deleting a point that shouldn't be there by default. This example is very real in DCS and would be prevented if the default behavior was set to hidden on MFD. Last example: F-16. The HSD page only shows units that have a radar. If a mission maker is adding radar guided AAA or SAMs they're automatically populating on the HSD. So by default the MFD/HSD is spaghetti soup full of threat rings. If there's a vulcan 100 miles away and nowhere close to the route or objective area, it's populating on the HSD. And if the mission maker doesn't want those units to be seen they have to go through them in the editor and hide every single one.
-
Damage models: Most of them are FUBAR. I don't know if it's to be player friendly that way players can get away with more to benefit game play. I have personally put hellfires, GBU's into a hind and it shrugged it off. Tricker has tons of videos of him hitting helicopters with multiple 25mm from a Bradley. wow what a great segue. Weapon Damage: A burst of 25mm from the above example would wreck any aircraft, especially a helicopter. I proved that anything below a 30mm rarely damages anything past 4,500ft in my SA-6 thread. How I conducted my test: Using the previous known range of 4,500ft that was the constant. I started each test with a Bradley to engage with its 25mm(since it doesn't have AP/HE in DCS which should be fixed since the LAV does...) This is a good control to start with. - a common issue, the AI shooter would think a helicopter was destroyed and would stop engaging. This is after many rounds hitting target. - I would place the helicopter on the ground as a cold start(meaning they have to start up to get airborne) right above the 4,500ft mark so around 4,520ft. And run the editor. If the helicopter survived the 25mm event, I brought it within 4,500ft. - IF the 25mm was able to destroy the helicopter that was the end of the test, move on to the next helicopter. If not, I replaced the bradley with a common 30mm unit like a BMP-2, BTR-82A, and a BMPT for faster 30mm engagements. Same method, above 4,500ft, within 4,500ft. - IF the helicopter survived the 30mm test. I moved on to a 120mm test from an Abrams or Challenger II. That's where I stopped, no offense but the Russian 125mm tanks in the game are B.S so I didn't use them (prior master gunner, fight me). Test 1: CH-47F Survived all 25mm, 30mm and 120mm engagements, took off and flew away, even with damaged rotors. Truly amazing. Test 2: AH-64D Destroyed within a few bursts of 25mm from above 4,500ft. Test stopped. Test 3: Ka-50 III 25mm destroyed it right before take off above 4,500ft. Skipped straight to 120mm, it took 22 hits to destroy it, last hit was while it was airborne. Test 4: Mi-8 25mm above 4,500ft stopped engaging because it thought the AI was dead. Was able to destroy it within 4,500ft. 30mm above 4,500ft took it out within a few burst. Test stopped. Test 5: Mi-24P Survived all 25mm & 30mm engagements. 120mm needed 7 hits to destroy it. Test 5: OH-58D Survived all 25mm & 30mm engagements. Survived the 120mm above 4,500ft engagement and took off. 120mm within 4,500ft it almost took off but after numerous .50cal and 120mm hits it was finally destroyed. Test 6: SA342 25mm destroyed it above 4,500ft within a few bursts. Test stopped. Test 7: UH-1 25mm destroyed it above 4,500ft within a few bursts. Test stopped. CH-47 vs 25mm above 4,500ft.trk CH-47 vs 25mm within 4,500ft.trk CH-47 vs 30mm above 4,500ft.trk CH-47 vs 30mm within 4,500ft.trk CH-47 vs 120mm above 4,500ft.trk AH-64 vs 25mm above 4,500ft.trk Ka-50 vs 25mm above 4,500ft.trk Ka-50 vs 120mm above 4,500ft(22 hits to kill).trk Mi-8 vs 25mm above 4,500ft.trk Mi-8 vs 25mm within 4,500ft.trk Mi-8 vs 30mm above 4,500ft.trk Mi-24P vs 25mm above 4,500ft.trk Mi-24P vs 25mm within 4,500ft.trk Mi-24P vs 30mm within 4,500ft.trk Mi-24P vs 120mm above 4,500ft(7hits to kill).trk OH-58 vs 120mm above 4,500ft.trk OH-58 vs 120mm within 4,500ft.trk SA342 vs 25mm above 4,500ft.trk UH-1h vs 25mm above 4,500ft.trk