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Posted

Yes the ordnance luas are the same, but the bomb_common.sch are new since 1.2.15 , which should affect all bomb related explosions ?!

OK I'll give up - and be happy to have a better bombing experience :P

Posted (edited)

Are the bombs tweaked?

 

I looked again into the folders and luas

 

many bombs from the bombs_table.lua call theyre parameters from the Bomb-common.sch scheme file in:

 

C:\Program Files\Eagle Dynamics\DCS World\Config\Weapons\schemes\bombs

 

and this file is "last edited" 02.03.2015 .

 

I don't know what to believe?! I see a difference in the file system, I see a difference in the impact and explotion FX, I feel a difference in the effectiveness but they say: it's just imagination? Maybe I think too much :D

Edited by Einherjer
Posted

It sounds like a great adjustment! More damage per bomb = more fun for me.

 

If you want to know more about details like this or other things we speculate about on the english forum... I suggest to use google translate and go to the russian forum where the devs are hiding :)

Posted
I looked again into the folders and luas

 

many bombs from the bombs_table.lua call theyre parameters from the Bomb-common.sch scheme file in:

 

C:\Program Files\Eagle Dynamics\DCS World\Config\Weapons\schemes\bombs

 

and this file is "last edited" 02.03.2015 .

 

I don't know what to believe?! I see a difference in the file system, I see a difference in the impact and explotion FX, I feel a difference in the effectiveness but they say: it's just imagination? Maybe I think too much :D

Tbh, I have NO clue what these .sch and .lyt files are supposed to do ... but when I compare the .15 with .14 versions, it seems that there are changes related to the new delayed fuze option for the Bf109.

 

But who knows, maybe this has some sideeffects ... and/or I don't see or understand every change in there.

Posted
It sounds like a great adjustment! More damage per bomb = more fun for me.

:huh: ... :doh:

If you want to know more about details like this or other things we speculate about on the english forum... I suggest to use google translate and go to the russian forum where the devs are hiding :)

Can you provide a link, please? No, NOT to google ... Or was that just a general advice?

Posted
Tbh, I have NO clue what these .sch and .lyt files are supposed to do ... but when I compare the .15 with .14 versions, it seems that there are changes related to the new delayed fuze option for the Bf109.

 

But who knows, maybe this has some sideeffects ... and/or I don't see or understand every change in there.

 

 

That's possible - I mean , the cluster issue from 1.2.15 doesn't came from nowhere! You know what I mean?

 

The parameters are cryptic for me too, I just see that bombs like the MKs and FABs calls the bomb-common.sch .

BetAB i.e. Calls bomb-concrete.sch and some others call the bomb-small.sch

I don't have the time to compare these weapons ingame to see some differences , maybe this weekend

 

Can you send me the old .sch and .lyt file?

Posted (edited)

Are you sure all those trucks exploded at impact at the same time?

 

Trucks and soft vehicles explode when they are very near to other burning vehicles because the fire.

 

PD. Sorry didn't read the pic XD !!!

Edited by Esac_mirmidon

" You must think in russian.."

[sIGPIC][/sIGPIC]

 

Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´

 

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Posted
Result after one Mk. 82 (1.2.16)

 

Not sure if this is extraordinary ... and I have atm no means to check it with 1.2.14

 

Looks spot on to me, as the fragmentation and secondaries would realistically take out most of that column.

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted (edited)
Looks spot on to me, as the fragmentation and secondaries would realistically take out most of that column.

That is the point, there is no fragmentation effect ... up to at least 1.2.14.

 

Therefore, I meant "extraordinary" in DCS terms. To me, it looks totally reasonable as well, but I am not sure if this result were to be expected in DCS: 4-5 insta kills, 2 secondary. The spacing is quite dense, though...

Edited by Flagrum
Posted

I've seen close spaced t72s go up in smoke after a javelin hit on one and the follow on secondaries took two more out Real world. Close spacing equals death to many no matter what vehicle. Has dcs world ever had fragmentation effects simulated? I think if not this current config seems to work well especially light skinned vehicles.

I'm now seeing up to 3 kills per vikhr now on light skinned vehicles with close spacing. Again theirs a few second delay before the follow on destruction ensues from the secondaries which is very nice

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted
I've seen close spaced t72s go up in smoke after a javelin hit on one and the follow on secondaries took two more out Real world. Close spacing equals death to many no matter what vehicle. Has dcs world ever had fragmentation effects simulated? I think if not this current config seems to work well especially light skinned vehicles.

I'm now seeing up to 3 kills per vikhr now on light skinned vehicles with close spacing. Again theirs a few second delay before the follow on destruction ensues from the secondaries which is very nice

No, fragementation was not modelled. And because it seems as if the effectiveness of the ordnance seems to have increased - while their definition (amount of explosives) in the lua code remained unchanged, we all now wonder what exactly is the cause.

 

IF the effectiveness has in fact increased, THEN the second question is "why". Is it an unintentinal sideeffect? What else will how be affected by it then? And is it really a proper(ish) modelled fragmentation effect we see? Or just an increased blast effect? Just increasing the blast effect will have undesired results on other target types...

 

For example, not too long ago, rockets and gun shells got more virtual explosives - probably as work around for them being rather useless against infantry. The work now quite well against infantry. But they now work also exceptional against tanks. S-8OFP is now way more effective against tanks than S-8KOM ...

 

But I am atm struggeling still with the very first question: has really something changed or are we halluzinating? :o)

Posted
No, fragementation was not modelled. And because it seems as if the effectiveness of the ordnance seems to have increased - while their definition (amount of explosives) in the lua code remained unchanged, we all now wonder what exactly is the cause.

 

IF the effectiveness has in fact increased, THEN the second question is "why". Is it an unintentinal sideeffect? What else will how be affected by it then? And is it really a proper(ish) modelled fragmentation effect we see? Or just an increased blast effect? Just increasing the blast effect will have undesired results on other target types...

 

For example, not too long ago, rockets and gun shells got more virtual explosives - probably as work around for them being rather useless against infantry. The work now quite well against infantry. But they now work also exceptional against tanks. S-8OFP is now way more effective against tanks than S-8KOM ...

 

But I am atm struggeling still with the very first question: has really something changed or are we halluzinating? :o)

I've noticed that aswell, I wonder though if we are looking in wrong spot. Wonder if the vehicle armor values have been tweaked?

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

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