Art-J Posted January 23, 2015 Posted January 23, 2015 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.
Stealth_HR Posted January 23, 2015 Posted January 23, 2015 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
MBot Posted January 23, 2015 Author Posted January 23, 2015 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.
Cobra847 Posted January 23, 2015 Posted January 23, 2015 We are looking at some things with the ASP implementation currently. More info to come. Nicholas Dackard Founder & Lead Artist Heatblur Simulations https://www.facebook.com/heatblur/
crazyirish93 Posted January 23, 2015 Posted January 23, 2015 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.
MBot Posted January 23, 2015 Author Posted January 23, 2015 We are looking at some things with the ASP implementation currently. More info to come. Good to hear, thanks.
Andrei Posted January 24, 2015 Posted January 24, 2015 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 :) AMD R7 5800X3D | Aorus B550 Pro | 32GB DDR4-3600 | RTX 4080 | VKB MGC Pro Gunfighter Mk III + STECS + VKB T-Rudder Mk4 | Pimax Crystal FC3 | A-10C II | Ка-50 | P-51 | UH-1 | Ми-8 | F-86F | МиГ-21 | FW-190 | МиГ-15 | Л-39 | Bf 109 | M-2000C | F-5 | Spitfire | AJS-37 | AV-8B | F/A-18C | Як-52 | F-14 | F-16 | Ми-24 | AH-64 | F-15E | F-4 | CH-47 NTTR | Normandy | Gulf | Syria | Supercarrier | Afghanistan | Kola
CoBlue Posted January 24, 2015 Posted January 24, 2015 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.
SUBS17 Posted January 25, 2015 Posted January 25, 2015 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] [/sIGPIC]
panzerd18 Posted January 30, 2015 Posted January 30, 2015 Came here for answers, seems like the A/A sight is broken. Kind of ruins A/A dog fighting for me.
Kobymaru Posted January 30, 2015 Posted January 30, 2015 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?
DaveRindner Posted January 31, 2015 Posted January 31, 2015 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.
atsmith6 Posted January 31, 2015 Posted January 31, 2015 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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