RabidRider Posted March 1, 2016 Posted March 1, 2016 MK5, M151, are the two primary ones i can think of that are used on the A10c regularly. Yes, please do these as well
Enduro14 Posted March 1, 2016 Posted March 1, 2016 I can confirm the mirage uses currently the MK5 and with this mod it makes armor penetration much better. I can take out a t55 tank from 1 to 2 rocket hits on a rear aspect attack. Front i have yet to get to the terminal phase yet. In the same token i can take out a 5 ton truck with one very very close rocket impact so i find this very good. Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
Galwran Posted March 2, 2016 Posted March 2, 2016 This looks very nice, thanks!:thumbup: However, at least area damage should have propability of efficiency. So that a truck COULD be destroyed 50 meters away from an explosion, but that would not happen always. Kinda like this what I wrote on an another thread. I say that there are about six states that should exist for a vehicle: 1)Unit is alive 2)Unit is alive, but unable to move 3)Unit is alive, but unable to fire 4)Unit is still alive, but damaged and will be destroyed after a random time (minutes, not seconds) 5)Unit is not alive, but not visually damaged. 6)Unit is destroyed Currently the sim models only two states; alive or destroyed. But all of these could be scripted. The main point is that there should variety on the effects of weapons. As you can see, states 2 to 6 can be caused by a single hit from a sufficiently efficient weapon. But in states 2 to 5 you might have to attack a second time, because the unit is not destroyed and you are uncertain. Modeling fragments and blast damage can be simplified with probabilities very easily. Here is the real world example: http://fas.org/man/dod-101/navy/docs...t/dam_crit.htm To put in DCS terms: Lets say a MK84 hits near a BMP. MK84 makes at maximum 2000 points of damage, the BMP has 1000 hitpoints. So we might end up something like this: 5m: 90% chance of being destroyed, 95% chance of being unable to fire, 95% chance of being unable to move 10m:70% chance of being destroyed, 80% chance of being unable to fire, 80% chance of being unable to move 15m:50% chance of being destroyed, 60% chance of being unable to fire, 60% chance of being unable to move 20m:30% chance of being destroyed, 50% chance of being unable to fire, 50% chance of being unable to move 25m:15% chance of being destroyed, 40% chance of being unable to fire, 40% chance of being unable to move. All of these could also be scripted with the probabilities and calculating the distance from the explosion. (unit in the zone of explosion)
Looney Posted March 2, 2016 Posted March 2, 2016 We just need to make sure the server doesn't shit itself when multiple aircraft decide that a combined rocket run is a good idea.... [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo
Galwran Posted March 2, 2016 Posted March 2, 2016 My suggestion could be even more simplified; just add randomization of the damage. So a bomb would not always make 300 damage, but something between 200 and 350.
ESAc_matador Posted March 3, 2016 Posted March 3, 2016 Hello everyone. Just one question. How this affect the MP game? I mean, i tryied and I can get into servers but, does it work?. Is the server who has to install the file? Or all the clients too?
Einherjer Posted March 3, 2016 Posted March 3, 2016 Yes the server needs to run this mod, it will then affect all clients
Enduro14 Posted March 3, 2016 Posted March 3, 2016 Oh that's cool so only the mission hoster needs to run it? Thought everybody did? Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
dimitriov Posted March 4, 2016 Author Posted March 4, 2016 Hi guys, I'm am so compiling the new version, it will be available to download on the first page in the next minutes following this message. To answer your questions : The host needs it, that's all. Rockets Hydra 70 just have two types of Warheads in the .lua, even if there are more version ingame, they are already modified, no worries. This new version is the last test one I posted few pages before. About the randomization of the destruction area : That's a no. Simply because the warheads.lua calls in functions (coefficients) which are defined in another unfound .lua, or even perhaps in the "hidden" code of the simulator. So I cannot do it ;) Anyway, the new version will be up (underlined in red) on the first page ;) Nicolas
bigbear Posted March 13, 2016 Posted March 13, 2016 Thank you so much for spending the time on this, Nicolas. You put together a vitally important mod, in my opinion. It is crazy that so much realism is in the game but isn't in something as basic as weapon effectiveness. ===================================== Intel I7-6700 32GB RAM, Krait Z170A, NVIDIA RTX 2080ti 11GB, TrackIR5, TM HOTAS Warthog, MFG pedals, Samsung CRG9 49" monitor, HP Reverb VR, 500GB SSD.
Gliptal Posted March 14, 2016 Posted March 14, 2016 Agreed, this mod has made low intensity fights a lot more enjoyable.
Gliptal Posted March 14, 2016 Posted March 14, 2016 Latest update crashes the game when this mod is active.
cro_mig_21 Posted March 14, 2016 Posted March 14, 2016 Latest update crashes the game when this mod is active. +1
ESAc_matador Posted March 15, 2016 Posted March 15, 2016 confirmed. I became crazy looking for the problem!!
Einherjer Posted March 15, 2016 Posted March 15, 2016 It's a new rocket type that came with the update. Copy the entry for the smerch rocket and paste it in the moddet lua will fix it
RAZBAM_ELMO Posted March 15, 2016 Posted March 15, 2016 Can we get an updated mod polack from the OP for this then or if someone is willing to post it here. Sent from my SM-G900W8 using Tapatalk Know and use all the capabilities in your airplane. If you don't, sooner or later, some guy who does use them all will kick your ass. — Dave 'Preacher' Pace, USN.
Erpe Posted March 17, 2016 Posted March 17, 2016 judging by a quick look the latest release it also seems the changes to bomb explosives from my mod is missing.
ESAc_matador Posted March 17, 2016 Posted March 17, 2016 It's a new rocket type that came with the update. Copy the entry for the smerch rocket and paste it in the moddet lua will fix it Could you post the new warheads.lua file??? i am not able to fix it by my own!!;)
Einherjer Posted March 18, 2016 Posted March 18, 2016 Here is my updated one ... maybe that the bombs are even stronger then in the regual versionwarheads.lua
dimitriov Posted March 18, 2016 Author Posted March 18, 2016 (edited) Ow, just saw the issue, Einherjer you sure this version works ? So I will put it on the first page ? Edit : I will make a new release in the next days. Edited March 18, 2016 by dimitriov
Gliptal Posted March 18, 2016 Posted March 18, 2016 Here is my updated one ... maybe that the bombs are even stronger then in the regual versionWhy would they be stronger?
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