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Posted

I remember this confirmation, although not exact quote. "Gameplay" considerations were not the only factor, core DCS engine simplifications were part of the problem too (note that these are probably responsible for not quite realistic A-G gunsight performance of F-86 too)

i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.

Posted

I should've quoted Cobra847 verbatim, I didn't quite type it out as he explained.

 

So, currently many things in MIG are still unrealistic:

 

3) From where ASP knows altitude of the target? It neither have radio rangefinder nor laser rangefinder, but it put the point of impact without any error even in the mountains :shocking:

 

3) This is a cheat we implemented knowing full well what we are doing.

It is conductive to gameplay due to various cumbersone DCS features.

 

I do not know how other airplanes' pippers behave when they're pointed at the ground, and whether they're slaved to the radar altimeter or (in case of the Su-25 models) the Klyon/Prichal laser. In the end, even knowing how they act doesn't mean anything if the MiG-21bis just plain didn't have any of it.

 

Maybe LNS could implement a row of options in their "special" section. Intelligent ASP on-off, G-load limits on-off... not just tie them into the "simple" and "realistic" buttons. :D

[sIGPIC][/sIGPIC]

 

Real men fly ground attack :pilotfly: where EVERYTHING wants a piece of you :D
Posted

The gunsight is definitely broken. Here are 3 shots taken in manual mode in a 2.5g turn with the range set to 400m, 800m and 1200m. The piper is almost the same for all 3 distances.

Posted
I should've quoted Cobra847 verbatim, I didn't quite type it out as he explained.

 

 

 

 

 

I do not know how other airplanes' pippers behave when they're pointed at the ground, and whether they're slaved to the radar altimeter or (in case of the Su-25 models) the Klyon/Prichal laser. In the end, even knowing how they act doesn't mean anything if the MiG-21bis just plain didn't have any of it.

 

Maybe LNS could implement a row of options in their "special" section. Intelligent ASP on-off, G-load limits on-off... not just tie them into the "simple" and "realistic" buttons. :D

i am also in favour of a option to disable asp gunsight "cheat" and any other simplifications for game play purposes i don't think a DCS quality aircraft should be trying to make things easier unless there is a very good reason for it.

Posted
I should've quoted Cobra847 verbatim, I didn't quite type it out as he explained.

 

Aye. So, it's engine fault :) Well, let's hope Corba and gang will indeed come up with the bright ideas as they are looking into it :)

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Posted
i am also in favour of a option to disable asp gunsight "cheat" and any other simplifications for game play purposes i don't think a DCS quality aircraft should be trying to make things easier unless there is a very good reason for it.

+1 :thumbup:

i7 8700k@4.7, 1080ti, DDR4 32GB, 2x SSD , HD 2TB, W10, ASUS 27", TrackIr5, TMWH, X-56, GProR.

Posted
The lead computation worked fine for me just now, both in manual mode (with manual ranging/bracketing of the target, like the P-51 sight) and automatic mode (at 300m). Remember, for wingspan, in automatic mode, you use the scale printed on the knob, and in manual mode, you use the scale in the window.

 

I've never been able to get radar ranging information to the gunsight, though. If the sight can indeed do that, awesome—I'd been under the impression that it couldn't, too.

 

Funnily enough I got radar ranging information when I switched to A/G mode what it did was behave like the F-86Fs pipper by expanding when you got closer to the tgt on the ground so it makes me wonder if it would more likely perform exactly like the F-86s sight pipper IRL since it behaves that way in A/G mode.(no it did not do the same with a B52 as a tgt lol)

[sIGPIC]2011subsRADM.jpg

[/sIGPIC]

Posted
Yes, however this doesn't make too much sense with the DCS: xxx title. It's not a bug then but a rather severe (in my opinion) simplification. For several DCS products there is an "arcade" mode where this approach does indeed make perfect sense. But not in the proper simulation.

Guys, how about before we start cutting even more combat effectiveness, we let the devs focus on fixing things that should help us, such as the AA-Gun-Pipper?

Posted

Seems to OK for me. Set ASP to Giro, and set wing span (left dial). F-5 is 10 meters, F-15 is 15 to 20 meters. Shells loadout is AA. Maneuver such that wingspan of target spans the diameter of circle pipper or is larger then circle pipper. Press gun fire genltly and control burst length.

Posted
Came here for answers, seems like the A/A sight is broken. Kind of ruins A/A dog fighting for me.

 

I've found that if, as the last two steps of you setup, you set the wingspan and then flip your ASP guns/missiles switch back and forth once then the sight works very well for both guns and missiles. I've have plenty of very satisfying dogfights against the F-4 using just guns, or guns plus R-60M. If the ranging isn't working properly then I've not noticed it (probably because I don't really know what I'm doing) and I've had no issues getting bullets up the enemy's pipes.

 

I did have trouble until I figured to flip the top left switch on the site though.

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