B25Mitch Posted November 11, 2012 Posted November 11, 2012 I haven't had much time to review the changes made to CA in version 1.22, but here are a few that stood out to me. Some of these changes are technically to DCS World, but they are mainly related to CA: 1.) New particle effects for vehicle dust. This is a welcome improvement and is actually quite a well-implemented particle system. I'd like to see more particle effects of this quality from ED in the future, especially in the fire and smoke department. There's also a new flash and smoke armour impact effect, but unfortunately it only seems to be triggered once every few impacts. 2.) Vehicles top speed have been fixed. Surprising that this wasn't addressed earlier on, but it should make multiplayer a fair bit more realistic. No more driving tanks around at 130km/h! The steering sensitivity has also been reduced to stop oversteer at high speed. 3.) Vehicles bounce and rock when travelling over terrain. Looks good, but unfortunately this appears to have broken the turret stabilization, making it impossible to accurately fire on the move. Turrets also now rotate and tilt with the body of the vehicle, instead of retaining their orientation. 4.) Slightly better looking compass and turret orientation symbols. Did I miss anything major? It'd be good to hear people's thoughts on the recent changes.
Bushmanni Posted November 11, 2012 Posted November 11, 2012 There's option to choose whether you want hull or turret that's kept immobile in the hull-turret indicator. DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron
jib Posted November 12, 2012 Posted November 12, 2012 There's option to choose whether you want hull or turret that's kept immobile in the hull-turret indicator. Yes that is great news! Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey
gunterlund21 Posted November 12, 2012 Posted November 12, 2012 (edited) A couple followups. 1. The ground dust from vehicles is a huge improvement. Really nicely implemented, better color, elongates with speed. Really nice affect. 2. If you turn off vehicle shake the gun will stabilize better, but you do lose the affect of the vehicle moving over uneven terrain. 3. For some reason I can no longer set waypoints in the game for ground units. Is there a switch to turn on now. This is a problem. 4. Default for placing ground units in game is not drivable. All of your old missions have to be checked to see if you can drive units. If not you have to flip the flage for each unit. Once you flip the flag to on and want to turn it off, it wont go off. It writes a new variable to each unit but I dont think it erases it once turned on. I could be wrong on this. Needs further testing. Number three is a huge problem right now unless I missed something but Im not getting the menu to set waypoints while in the mission let alone formations, targets etc. Edited November 12, 2012 by gunterlund21 I was in Art of the Kill D#@ it!!!!
gunterlund21 Posted November 12, 2012 Posted November 12, 2012 A couple followups. 1. The ground dust from vehicles is a huge improvement. Really nicely implemented, better color, elongates with speed. Really nice affect. 2. If you turn of vehicle shake the gun will stabilize better, but you do lose the affect of the vehicle moving over uneven terrain. 3. For some reason I can no longer set waypoints in the game for ground units. Is there a switch to turn on now. This is a problem. 4. Default for placing ground units in game is not drivable. All of your old missions have to be checked to see if you can drive units. If not you have to flip the flage for each unit. Once you flip the flag to on and want to turn it off, it wont go off. It writes a new variable to each unit but I dont think it erases it once turned on. I could be wrong on this. Needs further testing. Number three is a huge problem right now unless I missed something but Im not getting the menu to set waypoints while in the mission let alone formations, targets etc. I was in Art of the Kill D#@ it!!!!
Aries Posted November 14, 2012 Posted November 14, 2012 New smoke and particle effect while moving are great... :thumbup: ...Humwees somehow have little horsepower and can't climb up-hill, even in 1st gear... is that so in RL? All in all, CA is shaping up just fine... [sIGPIC][/sIGPIC] ...the few, the proud, the remaining...
CaptJodan Posted November 15, 2012 Posted November 15, 2012 We can now pilot rocket artillery. That's an improvement. How to hit something with it will take more time to learn, but it's good to see implemented. I'm really happy to see different speeds for different units now. This was something that was missing (it was a beta, after all). Gotta give props where props are due!
104th_Mac Posted November 20, 2012 Posted November 20, 2012 Radar Radar units in appropriate vehicles need much better radar simulation P9x79 Deluxe, Intel Core i7 3820 OC'd 4.0 GHz stable, Corsair H80 hydro cooler, G-Skill 32 GB DDR3-2133 (4x 8GB), 2x GeForce GTX 680 SLI, Kingston 120 GB SSD, Crucial 256 GB SSD, CoolMaster 1.2 kW PSU, Samsung 27", Samsung 24", Dynex 40", APC 1200 UPS, Logitech G-15, Logitech G-13, Saitek Pro Flight Rudder Pedals, Thrustmaster HOTAS Warthog, Logitech Z5000, TrackIR 4, Western Digital 1TB, 2TB and 3TB ext HD, FC2, A-10c, Ka-50, and P-51d.
Bix Posted November 21, 2012 Posted November 21, 2012 I was really excited to see that MLRS can be piloted, it's a riot! Found a pretty neat way to score direct hits too: 1.) Use ruler in F10 view to measure from your rocket system to the target (you'll get a nautical mile figure), 2.) go into your I-Phone app for "conversions", enter in (for example 8.6 nautical miles) and convert to meters 3.) raise up your gunnery sightline to that meter conversion (or thereabouts) and let'em fly!! whammo! you just dusted your target w/ a flurry of cluster bomblets!! Works like a charm!
mjeh Posted November 21, 2012 Posted November 21, 2012 I was really excited to see that MLRS can be piloted, it's a riot! Found a pretty neat way to score direct hits too: 1.) Use ruler in F10 view to measure from your rocket system to the target (you'll get a nautical mile figure), 2.) go into your I-Phone app for "conversions", enter in (for example 8.6 nautical miles) and convert to meters 3.) raise up your gunnery sightline to that meter conversion (or thereabouts) and let'em fly!! whammo! you just dusted your target w/ a flurry of cluster bomblets!! Works like a charm! you can make your client display the metric system, you know :)
GGM Posted November 21, 2012 Posted November 21, 2012 ...Humwees somehow have little horsepower and can't climb up-hill, even in 1st gear... is that so in RL? ...actually it can on R (-1) gear :) so i agree - it should on 1'st! P.S. when in trouble just press C - Autopilot - it will climb even 90 deg. :D [sigpic][/sigpic]
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