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Posted

The "insta-death" Iglas and an enemy that picks you off at 100'/300kts make me think the damage tables and AI reaction times/accuracy are simply broken. Anyone know if this is "as designed" or can we expect a patch? Even a mod or difficulty setting could address this.

 

What I'd like to see:

* enemies that can actually be surprised/ambushed by an NOE approach - really, nobody is 100% alert and ready to fire in all directions all of the time, especially far behind the front line.

* AAA/missiles that have a much harder time tracking low, jinking targets

* weapon damage that falls off more rapidly with miss distance so a maneuvering target is more likely to survive a hit compared to an ideal, non-evasive target,

 

The sim is otherwise really great - nice cockpit, smooth framerate, stable build. Just please tweak these AI/weapon data or provide option sliders for them.

 

Thanks

Clark

Posted (edited)

Don't want to take position on any of your points(others will do it much better than I'm capable ...), but it is really the first time I read this (what is marked in bold) from a first-time poster critics! :)

 

The sim is otherwise really great - nice cockpit, smooth framerate, stable build. Just please tweak these AI/weapon data or provide option sliders for them.

 

:thumbup:

 

Welcome!

Edited by PeterP
typo-pipo

Posted (edited)

MANPAD's in particular launch when you are well within their Kill-Zone so yeah, if you get caught within their engagement parameters it is an insta-kill the majority of cases. As for other units, the Hog is slow and cumbersome and will ALWAYS be a flying target if care is not taken when on a mission - You are simply too slow to want to out-jinx a missile/AAA: Not gonna happen. As such, enemy picking you off at 100'/300kts is quite normal. As an example, the MANPAD ceiling is 3500m - adhere and you'll be safe. Same applies for other units - cannot be specific as you do not mention what other units you are having issues with.

Edited by 159th_Viper

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Posted

What I'd like to see:

* enemies that can actually be surprised/ambushed by an NOE approach - really, nobody is 100% alert and ready to fire in all directions all of the time, especially far behind the front line.

 

I would guess if you flew past the front line, these guys know you're coming. I don't care how cool you think you are flying in NOE ;)

 

That said, all units have some built-in reaction times. There is no random 'this guy is not paying attention' setting, and reaction times for a MANPAD are pretty short when they're doing things right.

 

You could try to reduce their skills in the editor, of course.

 

* AAA/missiles that have a much harder time tracking low, jinking targets

 

Why? They're designed to intercept exactly that type of target. You're not an F-15E, you're an A-10C. 'Jinking' isn't possible for you.

 

 

* weapon damage that falls off more rapidly with miss distance so a maneuvering target is more likely to survive a hit compared to an ideal, non-evasive target,

 

Actually it does. I doubt the A-10C can generate enough miss distance against anything but a MANPAD to lessen the proximity damage (and MANPADS have no prox fuze, so that should tell you something).

 

 

The sim is otherwise really great - nice cockpit, smooth framerate, stable build. Just please tweak these AI/weapon data or provide option sliders for them.

 

They're already tweaked for realism to the best of the developer's knowledge. Perhaps some of your expectations require tweaking :)

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Posted
The "insta-death" Iglas and an enemy that picks you off at 100'/300kts make me think the damage tables and AI reaction times/accuracy are simply broken. Anyone know if this is "as designed" or can we expect a patch? Even a mod or difficulty setting could address this.

 

What I'd like to see:

* enemies that can actually be surprised/ambushed by an NOE approach - really, nobody is 100% alert and ready to fire in all directions all of the time, especially far behind the front line.

* AAA/missiles that have a much harder time tracking low, jinking targets

* weapon damage that falls off more rapidly with miss distance so a maneuvering target is more likely to survive a hit compared to an ideal, non-evasive target,

 

The sim is otherwise really great - nice cockpit, smooth framerate, stable build. Just please tweak these AI/weapon data or provide option sliders for them.

 

Thanks

Clark

 

Definately the answer is just what Nate wrote -- adjust your skill levels if you want reduced awareness/detection capabilities.

 

If you want to fly in and kick the sh*t out of the enemy like they are a bunch of Iraqi Revolutionary Guards, then load up with old tanks and old APCs and basic trucks and set your AAA/Manpads skill levels to low or at least average.

 

I don't want to come off as another sell-proclaimed expert on this subject matter because I am not, so please consider this in a positive way. This is the modern Russian armed forces modelled here (not old Soviet era stuff), and we've not really trained to face them in a couple decades with (we train with them probably more often). So it's not all obselete hardware that you/we are going up against. OK, they aren't real good at maintaining their existing hardware/bases/ships/units over there -- I've seen that first hand -- but AFAIK they are still pretty engaged in the R&D game. All these NPOs and scientific development institutes are getting funding and busting their humps again, having been neglected for so long, and they are keen to retake their place in the world -- and win a few export contracts. They got the tech skills. Look no further than their Black Shark helo. Their S-300 system certainly doesn't suck, and we could probably all think of other good examples. So for me, this is the attaction of this sim -- it's a worthy adversary to go up against.

 

I get shot out of the sky way more often than I make it back so each time I score an A-G kill, I feel like it was a small accomplishment because these guys are competent.

 

Maybe we should get ED to implement a Vodka-slider, or a something that models the likehood that the rocket forces have distilled the rocket fuel and drank it over the weekend (this happens more than you might suspect), therefore leaving the SAM battery hungover and unable to launch half their weapons. Maybe that will be part of Combined Arms!!

 

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Posted (edited)

 

If you want to fly in and kick the sh*t out of the enemy like they are a bunch of Iraqi Revolutionary Guards

 

Maybe we should get ED to implement a Vodka-slider, or a something that models the likehood that the rocket forces have distilled the rocket fuel and drank it over the weekend (this happens more than you might suspect), therefore leaving the SAM battery hungover and unable to launch half their weapons. Maybe that will be part of Combined Arms!!

:megalol:

 

Their S-300 system certainly doesn't suck, and we could probably all think of other good examples.

Neither does the S-400 system but thankfully that's not in the game. Wonder if it was an S-300 that took down that Turkish jet over Syria.

 

 

 

 

To OP - does your CMS help any?

Edited by JCamel

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Posted

I would like to see BMP-2s less effective at AAA than Shilkas. I was playing the 'Normal, West Georgia Winter' quickstart mission and when I got up to the column at WP6 I destroyed the Shilka easy with my gun, but I COULD NOT SURVIVE:D against the BMPs:)

 

Also I would like to make it so that AI don't dump all their weapons unless they are told to. EG. If an easy to dodge Strela is fired at them, they jettison all ordnance which sucks if you need it.

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Posted

After half a year of hog piloting, I have no problems with air defence anymore.

 

- Prevent Radar SAM launches like a real Hog pilot would do.

- There are many way's to effectively avoid IR SAM. I'm using my own 'hide behind flares' method in combination with High-low-High manoeuvring. Always works for the incredibly stupid SA-9 (strela-1 missiles). SA-13 and SA-18 require some more practise.

'Frett'

Posted
....but I COULD NOT SURVIVE:D against the BMPs:)

 

Read up on the targeting computer/system of the BMP and you'll understand why you get a hiding every time you venture within their engagement zone.

 

All is as it should be :)

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Posted
I would like to see BMP-2s less effective at AAA than Shilkas. I was playing the 'Normal, West Georgia Winter' quickstart mission and when I got up to the column at WP6 I destroyed the Shilka easy with my gun, but I COULD NOT SURVIVE:D against the BMPs:)

The BMP's gun is not radar guided like the ZSU-23's but it has a 30mm autocannon, so if you get too close, the A-10C's armour won't help you much.

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Posted (edited)
Read up on the targeting computer/system of the BMP and you'll understand why you get a hiding every time you venture within their engagement zone.

 

All is as it should be :)

Yep, you live and learn:

 

http://en.wikipedia.org/wiki/BMP-2

 

The commander sits to the right and has three day vision periscopes, a 1PZ-3 day-sight designed for anti-aircraft use with 1x, 2x and 4x magnification, an OU-3GA2 infra-red searchlight, a TNP-165A designator and a TKN-3B binocular sight with x4.75 day magnification and x4 night-sight magnification.

 

The gunner sits to the commanders left and has a smaller rectangular hatch with a rearward-facing day periscope, additionally there are three other day periscopes facing forward and left. The gunner has a BPK-1-42 binocular sight with a moon/starlight vision range of 650 meters or 350 meters using the infra-red searchlight, and a TNPT-1 designator. A FG-126 infra-red searchlight is mounted coaxially to the 30 mm cannon.

 

The commander's 1PZ-3 sight is specifically designed for anti-aircraft operation and combined with the high maximum elevation of 74 degrees, it allows the 30 mm cannon to be used effectively against helicopters and slow flying aircraft. The turret traverse and elevation are powered and it can traverse 360 degrees in 10.28 seconds and elevate through 74 degrees in 12.33 seconds.

 

Damn thing has like a TGP for vehicles:

 

http://www.e-com.cz/simulators-ground-gunnery-aiv-bmp-gunnery-trainers-bmp2.php

 

The thing has like a TGP for tanks with target autotracking:

 

http://www.e-com.cz/simulators-ground-gunnery-aiv-bmp-gunnery-trainers-bmp2.php

Edited by JCamel

If the telegraph pole takes off after you, it is not a telegraph pole.

Posted

Wow, thanks for the welcome and all of the replies.

 

Looks like the predominant strategy here is hi-lo-hi and on second thought I agree that a fully laden A10 can't dodge sh1t. :)

 

I'm going to stick by my guns though and say ED has taken a very ideal position on AI reaction time and hardware capability. As a former weapon sensor R&D engineer, and current game programmer, I'm going to say the sensor design is overrated and the AI could use more subtlety and less robotic. But I'll work with the hand I'm dealt, along with taking the great advice you've all given.

 

Next up is campaign mission #3 with BMPs embedded in a busy town. I can't get a Mav to them in there, and I can't risk collateral with LGBs, so I'm going to try rockets and the gun. Exactly the low level flying I've been dying alot with lately. :o

 

Thanks all

Clark

Posted

- There are many way's to effectively avoid IR SAM. I'm using my own 'hide behind flares' method in combination with High-low-High manoeuvring. Always works for the incredibly stupid SA-9 (strela-1 missiles). SA-13 and SA-18 require some more practise.

 

I myself am a fan of the "dump every single one of your flares in a critical panic" method.

If you aim for the sky, you will never hit the ground.

Posted
Wow, thanks for the welcome and all of the replies.

 

Looks like the predominant strategy here is hi-lo-hi and on second thought I agree that a fully laden A10 can't dodge sh1t. :)

 

I'm going to stick by my guns though and say ED has taken a very ideal position on AI reaction time and hardware capability. As a former weapon sensor R&D engineer, and current game programmer, I'm going to say the sensor design is overrated and the AI could use more subtlety and less robotic. But I'll work with the hand I'm dealt, along with taking the great advice you've all given.

 

Next up is campaign mission #3 with BMPs embedded in a busy town. I can't get a Mav to them in there, and I can't risk collateral with LGBs, so I'm going to try rockets and the gun. Exactly the low level flying I've been dying alot with lately. :o

 

Thanks all

Clark

Just drop a CBU-105 from high altitude. The collateral is the fault of the BMPs for being there.

If the telegraph pole takes off after you, it is not a telegraph pole.

Posted

PS Don't know if ED models this, but a MANPAD should be able to detonate by proximity. Even a fully passive system can detect a near miss via cross range rate and target strength and a missile system would be far less effective if it did not do this.

 

Clark

Posted
Just drop a CBU-105 from high altitude. The collateral is the fault of the BMPs for being there.

 

Trying to save the town, not set it on fire. :)

Posted

Try the TGP+Maverick then. Guns or rockets will cause more collateral than the 65 depending on how you attack (guns won't be bad if you get close, rockets are an artillery weapon and meant to be used against infantry usually. Don't use them where you don't want collateral).

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Posted
PS Don't know if ED models this, but a MANPAD should be able to detonate by proximity.

 

Nope, most don't have a TDD.

 

Even a fully passive system can detect a near miss via cross range rate and target strength and a missile system would be far less effective if it did not do this.

 

If by 'cross range rate' you mean max LOS rate to seeker gimbal, sure, but MANPAD warheads are pretty tiny.

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Posted
I myself am a fan of the "dump every single one of your flares in a critical panic" method.

 

Also works :D

 

I seriously use one salvo of 2x5 0,25s and it already works. But you have to hide your IR signature behind those of the flares.

 

But your method is absolutely fool-proof ;)

'Frett'

Posted

The first step to a successful mission is to know your 7 P's :

Prior Preparation and Planning Prevents Piss Poor Performance---:thumbup:

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Posted
Try the TGP+Maverick then. Guns or rockets will cause more collateral than the 65 depending on how you attack (guns won't be bad if you get close, rockets are an artillery weapon and meant to be used against infantry usually. Don't use them where you don't want collateral).

Exactly, the rockets aren't massively accurate, especially when fired in ripple and if you can use rockets, you can use Mav.

 

And we know that Mav's won't hit civilian vehicles even if you target them.:)

If the telegraph pole takes off after you, it is not a telegraph pole.

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