Topo Posted July 11, 2012 Posted July 11, 2012 I have not got to try CA (I'm downloading). About the fog of war, when an enemy unit is detected, this appears on the map, right? But if you lose contact this enemy unit disappears immediately? If so, it would be better to be replaced by a different icon with the time of last contact, for planning pourpose? I also read that it is implemented lasing for the JTAC; it's possible to have in the future the laser range finder for tanks? Sorry for my english. Saluti.
TurboHog Posted July 11, 2012 Posted July 11, 2012 (edited) From first experience as a pilot: - Give the poor SAM drivers a radar. We did Tor vs A10C and he stood no chance but he was using his radar (he showed up on the RWR) - Laser warnings for the KA50. When the Tunguska is used with the optical guidance solution, it uses a laser range finder. But if controlled by humans, the missiles comes totally unexpected. Especially the last one I would like to see fixed as a pilot. Edited July 11, 2012 by TurboHog 'Frett'
Weta43 Posted July 11, 2012 Posted July 11, 2012 (edited) No Laser on the Tunguska IIRC Nate ... Guidance is performed by the gunner who uses the 8× magnification (8 degree field of view) 1A29 stabilized sight of the Tunguska to track the target and the missile (using a flare or pulsed beacon) is automatically tracked by the optics. The deviation of the missiles compared with the tracked target is used to calculate guidance commands, the tracking radar being used to send radio commands to the missile, making Tunguska a semi-automatic, radio command, with optical line of sight (SACLOS) system Edited July 11, 2012 by Weta43 Cheers.
Weltensegler Posted July 11, 2012 Posted July 11, 2012 Yes but if you lase for AI they shoot everything but your target. Or I should better say I haven't got them to listen to me yet :) http://www.youtube.com/watch?v=XY_ccyDM-eY&feature=plcp 4790K@4,6Ghz | EVGA Z97 Classified | 32GB @ 2400Mhz | Titan X hydro copper| SSD 850 PRO ____________________________________ Moments in DCS: --> https://www.youtube.com/user/weltensegLA --> WELD's cockpit: --> http://forums.eagle.ru/showthread.php?t=92274
Topo Posted July 11, 2012 Author Posted July 11, 2012 Ok, but in 1st person view a laser range finder for tanks can be very useful and realistic and maybe not so complicated to program (i think)...
Nate--IRL-- Posted July 11, 2012 Posted July 11, 2012 Yes but if you lase for AI they shoot everything but your target. Or I should better say I haven't got them to listen to me yet :) http://www.youtube.com/watch?v=XY_ccyDM-eY&feature=plcp You can't be JTAC for the AI, just other players. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
TurboHog Posted July 11, 2012 Posted July 11, 2012 ... Guidance is performed by the gunner who uses the 8× magnification (8 degree field of view) 1A29 stabilized sight of the Tunguska to track the target and the missile (using a flare or pulsed beacon) is automatically tracked by the optics. The deviation of the missiles compared with the tracked target is used to calculate guidance commands, the tracking radar being used to send radio commands to the missile, making Tunguska a semi-automatic, radio command, with optical line of sight (SACLOS) system Mhhhh yea how do they find range? At least the marder based SAM (what is their name again?) uses laser for range and uses optical guidance. In hardcoreterrorists they lase you prior to attack. Thought the Tungu did the same but this might have been the ship on the background in dragons The Bay. 'Frett'
159th_Viper Posted July 11, 2012 Posted July 11, 2012 Mhhhh yea how do they find range? Guidance and tracking is facilitated by Thermal Imaging/IR AFAIK. Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
Tacom Posted July 11, 2012 Posted July 11, 2012 After the first hours playing, there are things a really miss. And I know it is a beta. -Radios. -More information given by units: Artillery mission starting, unit under attack, unit attacking, unit dead (by other units in the platoon), arrive to destination,... -Platoon orders: forward, stop, rejoin, attack at. Make them move like a unit. The G command is not very practical. -Add a report command so units I detect can be added to the map. -The vehicle control would be better ala M1 Tank Platoon instead of BF3. Lete the driver drive while I am in the comander or gunner position. -Add unit status to the map. For artillery, time to ready is absolutelly necessary. -I find moving and aiming the weapons difficult. -Commander unbuttoned position. -I use two monitors, and the map automatically uses both of them, even when flying. This didn´t happen before. -Waypoint caret vissible in hud. -Moving map, datalink. -Other menu. -External view for the JTAC (Type 1 control) -Keep the binoculars/laser pointed when I leave the JTAC view. -In the missions the targets are Alfa, Beta,.. , where are them? -UMTS coords or artillery or lat/long for JTAC. - Command "Platoon engage my target", "2 engage my target" Thats all for the moment :pilotfly: Thx for the beginning o something great.
BRooDJeRo Posted July 11, 2012 Posted July 11, 2012 Ive been playing games with tanks since Tank Duel on the commodore 64. Resently also World of tanks. I must say this is totaly different and i like it alot. Shifting gears etc. One thing had me boggeled though. I created a convoy of several Humvee's and a Bradly in front which i was ofcourse driving. Its ok that vehicle might bump into you, but being bumped serveral meters asside in a Bradly by a much lighter Hummer with not enough momentum to achieve such a push. That was kind of flippermachinestuff. But its a pre-release, im sure its on the list of reality check.
bart86pl Posted July 11, 2012 Posted July 11, 2012 The tanks should be able to 'turn on spot', also radar for SAMs would be helpful :) Plus I miss sight zeroing for tanks main gun. [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic73792_1.gif [/sIGPIC]
KaspeR32 Posted July 11, 2012 Posted July 11, 2012 After playing this for a day or so now, I see a lot of areas that need improvement for me to actually want to play as a Ground Commander. -Collision -Terrain mesh detail -Different Icons for dead units, last spotted units, etc. -Timer for artillery -Turret control (I'd like it to work more like World of Tanks, where you can move the mouse as fast as you want, but the turret takes time to catch up to where you're aiming, right now, if I move the mouse too fast, the turret "overshoots" where I'm aiming) -Minimum and maximum ranges for artillery whilst in F10 view. -Setting way points and missions for AI controlled aircraft. (I think this might come in the future) -Better User Interface for F10 view, (look at any RTS out there) with better hot keys (arrows for panning, right click to move units, selecting multiple units) That being said though, it's a great first step, it's still just 98% flight simulator, 2% everything else. Can't wait to see what comes in the future though! Intel i5-2500k @ 4.4GHz w/ H70 liquid cooler, ASRock PRO3-M Z68 Mobo, 32G 1600Mhz Mushkin RAM, EVGA GTX970 4GB , OCZ Agility 3 128g SSD, SanDisk 240g SSD, Win7 64-bit --Twitch: http://www.twitch.tv/livingfood --
Nate--IRL-- Posted July 11, 2012 Posted July 11, 2012 After playing this for a day or so now, I see a lot of areas that need improvement for me to actually want to play as a Ground Commander. -Collision -Terrain mesh detail -Different Icons for dead units, last spotted units, etc. -Timer for artillery (Good Idea) -Turret control (I'd like it to work more like World of Tanks, where you can move the mouse as fast as you want, but the turret takes time to catch up to where you're aiming, right now, if I move the mouse too fast, the turret "overshoots" where I'm aiming) Turn on the Aim pointer in the options -Minimum and maximum ranges for artillery whilst in F10 view. Yeah I want this too, on the wishlist -Setting way points and missions for AI controlled aircraft. (I think this might come in the future) Maybe if there is a DCSAWACS? -Better User Interface for F10 view, (look at any RTS out there) with better hot keys (arrows for panning, right click to move units, selecting multiple units) IMO Supreme commander should the goal for the UI That being said though, it's a great first step, it's still just 98% flight simulator, 2% everything else. Can't wait to see what comes in the future though! Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Weltensegler Posted July 11, 2012 Posted July 11, 2012 Do your convoys go over bridges? Mine glitch into it or fall down with a 70% likely-hood. For most glitched vehicles that have 1st person capability I can jump in and it gets free. but my supply trucks etc are screwed. 4790K@4,6Ghz | EVGA Z97 Classified | 32GB @ 2400Mhz | Titan X hydro copper| SSD 850 PRO ____________________________________ Moments in DCS: --> https://www.youtube.com/user/weltensegLA --> WELD's cockpit: --> http://forums.eagle.ru/showthread.php?t=92274
gunterlund21 Posted July 11, 2012 Posted July 11, 2012 Here i my contribution to Suggestions. We desparately need a more functional label viewer in game now that we command units. I would like the ability to see the actual group names when I turn on unit labels vs the type of vehicle. I was in Art of the Kill D#@ it!!!!
Mohamengina Posted July 11, 2012 Posted July 11, 2012 My suggestions are purely visual as everything else in the game seems fine so far. Improved/increased viewing distance limit - watching towns pop into view when adjusting distance is a bit of an immersion buzz kill. Less dust from vehicles travelling across grassy land - currently all terrain seems like it should be a dusty dessert based on all the dust that gets generated from vehicles
YakobeGrizzlyLepotyv Posted July 12, 2012 Posted July 12, 2012 I was just playing some combined arms and I was driving and LAV thinking that LAV was going to go into the water and it did not. I just wanted to point out that LAVS are amphibious. Just wanted to point out to add more realism. ^_^ _________________________________________________ [sIGPIC][/sIGPIC] Vipers 406 http://www.vipers406.com/ 62nd Fighting Falcons http://www.62ndfightingfalcons.asn.au/ Jesus is coming, Look busy.
Mustang Posted July 12, 2012 Posted July 12, 2012 Improved/increased viewing distance limit - watching towns pop into view when adjusting distance is a bit of an immersion buzz kill. This one is easy to rectify, goto \Config\terrain and open your High.lua (or Low.lua if you're using lower settings) and open with Notepad++: change farDistance = 10000.0; to a higher value such as farDistance = 20000.0;
andysim Posted July 12, 2012 Posted July 12, 2012 ability to load and unload soliders for APCs. I know I know it would most likely require a huge re-write of the game code but still. :thumbup: Sure need some kind of min max range for arty and timers for rounds. And labels for areas on the map would be a huge bonus. Not a complaint at all, I just miss these things from SteelBeasts Pro hehe. Still alot of fun in this mod though. I can see a bright future for DCS.
Nate--IRL-- Posted July 12, 2012 Posted July 12, 2012 ability to load and unload soliders for APCs. I know I know it would most likely require a huge re-write of the game code but still. :thumbup: Sure need some kind of min max range for arty and timers for rounds. And labels for areas on the map would be a huge bonus. Not a complaint at all, I just miss these things from SteelBeasts Pro hehe. Still alot of fun in this mod though. I can see a bright future for DCS. Could probably be done with triggers. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Raven434th Posted July 12, 2012 Posted July 12, 2012 (edited) Aiming reticles need to scale properly with the magnifications...also the magnifications need to be adjusted to reflect their real world counterparts.We also need proper fire control systems for the tanks...we shouldn't have to take our eyes off the target to fire at practicle range tagets.ie 2500 -3500 metres.IMO..this is great to see but I'm also disapointed that they didn't take it a few steps further in its debue.The potential is enormous.The "It aint steel beast pro" song I think is just short sightedness.This could potentialy out shine SBpro if done properly.I mean if they can pull off as complicated fire control system like the A10C ...then tanks should be a breeze.I mean we don't "need" fancy 3d cockpits in the vehicles.A well done 2d pit emulating what a gunner or commander sees in front of his/her face will do,m1a1 tank platoon for example.If they could give us THAT fidelity then this would take off like a rocket.SAM's???...well maybe thats another story as I'm sure that would be a task.I just pray the the armour gods that a 3rd party dev reads this and jumps on the band wagon as they'd make a killing I'm sure.Oh and one last thing...terrain needs more hull down areas and smoothing. Edited July 12, 2012 by Raven434th MODUALS OWNED AH-64D APACHE, Ka-50, UH-1H, Mi-8MTV2, Mi-24,MiG-29 FF, Gazelle, FC3, A-10C, A-10CII, Mirage 2000C, F-14 TOMCAT, F/A-18C HORNET, F-16C VIPER, AV-8B/NA, F-15 E, F-4 Phantom, MiG-21Bis, L-39, F-5E, AJS 37 Viggen, MiG-19, F-86, MiG-15Bis, Spitfire IX, Bf-109K, Fw-190D, P-51D, CA, COLD WAR GERMANY,SYRIA, AFGHANISTAN,NEVADA, NORMANDY, PERSIAN GULF, MARIANA ISLANDS,SUPER CARRIER, WORLD WAR II ASSETS PACK, HAWK T1 SYSTEM SPECS AMD 7600X 4.7 Ghz CPU , MSI RX 6750 12 gig GPU ,32 gig ram on Win11 64bit.
lighthaze Posted July 12, 2012 Posted July 12, 2012 After some hours of playing these are the features I'd really like to see. Inspired by some threats regarding Diablo III I'll try to formulate my requests in a nice, constructive and comprehensible way. Some of these requests might not been new, some might have already been requested in one way or the other. 1. As Ground Commander I'd like to have some visual feedback when units are engaged in combat. This works for some units, due to the dots representing missiles, but there is no way in telling whether units using MGs and canons are actually fighting or just standing around. 2. As a Ground Commander, JTAC and upcoming race driver I'd like to have the ability to lock the direction the turret's facing to. 3. As a Ground Commander / JTAC I'd like to give JTAC targets to AI pilots. 4. As a RTS player I'd like to give move commands via Right click. 5. As a person that likes nice aesthetics, I'd like to have an improved interface for ground units. Nothing fancy, but please no loveless, yellow sanserif in the lower right corner.
Topo Posted July 12, 2012 Author Posted July 12, 2012 Aiming reticles need to scale properly with the magnifications...also the magnifications need to be adjusted to reflect their real world counterparts.We also need proper fire control systems for the tanks...we shouldn't have to take our eyes off the target to fire at practicle range tagets.ie 2500 -3500 metres.IMO..this is great to see but I'm also disapointed that they didn't take it a few steps further in its debue.The potential is enormous.The "It aint steel beast pro" song I think is just short sightedness.This could potentialy out shine SBpro if done properly.I mean if they can pull off as complicated fire control system like the A10C ...then tanks should be a breeze.I mean we don't "need" fancy 3d cockpits in the vehicles.A well done 2d pit emulating what a gunner or commander sees in front of his/her face will do,m1a1 tank platoon for example.If they could give us THAT fidelity then this would take off like a rocket.SAM's???...well maybe thats another story as I'm sure that would be a task.I just pray the the armour gods that a 3rd party dev reads this and jumps on the band wagon as they'd make a killing I'm sure.Oh and one last thing...terrain needs more hull down areas and smoothing. +1
Recommended Posts