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Posted

I just did some digging, and found that the Mark 45, 5in gun aboard the Arliegh Burkes and Ticos was capable of engaging air targets. While obviously tracking something as fast moving as a jet would be a tad difficult, it was more designed to track slower moving aircraft, such as some of the slower jets (Ex. L-39 and C-101), and all of the prop-driven planes and helicopters should be viable targets for the Mark 45.

That said, it would be nice if ED could add an option to disable certain weapons from use. For example to simulate a ships weapon being knocked out, or completely empty from heavy use. Or even just to take it away as the ship in question is 'playing' something much older (I'm making a mission now more appropriate for older style aircraft, but seeing as I lack the right ships, I'm having to use what we have)

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Posted

Not sure if the Mk45s as depicted in DCS still have AA rounds, remember the ships in DCS are post 2000s, when that role for them had been superseded.

However, most Soviet/Russian naval artillery AFAIK do have dedicated AA rounds (typically HE/HEF projectiles with RADAR proximity fuses). Unfortunately, in DCS the AI isn't smart enough to select appropriate ammunition (not that there are ammunition types for ships, they all seem to use generic HE rounds of the right calibre).

Their respective GFCRs also aren't functional either.

Quote

That said, it would be nice if ED could add an option to disable certain weapons from use. For example to simulate a ships weapon being knocked out, or completely empty from heavy use. Or even just to take it away as the ship in question is 'playing' something much older (I'm making a mission now more appropriate for older style aircraft, but seeing as I lack the right ships, I'm having to use what we have)

Definitely +1, it would be great if we could control weapon usage, either disabling systems entirely (could even extend this to sensors and other subsystems - kinda like the failure options available for certain client/player aircraft.

That and the ability to control how many weapons a unit uses against certain targets, though this applies to AI ground units and naval units in general. It would be good to be able to decide how many weapons are fired per salvo, and how many salvos they should fire. Right now ships ignore the 'rounds expend' setting for the 'Attack Group' and 'Attack Unit' settings when firing anti-ship missiles (they'll always fire salvos of 4).

Another thing would be a magzine editor, allowing us to control the amount (and in some cases, type) of rounds/reloads available. Right now, every ship has its full complement at mission start. This would also be useful for configuring the loadout of ships equipped with the Mk 41 VLS, provided we get the rest of the weapons they should have.

Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

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