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  2. ED has only given a side note, just as ED has done with other modules in the past. Until there's a big "official" announcement, everything will continue as usual. Has M3 officially said anything about this? Has it confirmed any official modules?
  3. Thanks for taking your time to watch the track! I am fully ok with the amount of the error. It's a bit hard to explain, but the issue is that the error is always pointing south. If you come from the south as I aligned, it will be a bit short but ok when you lock at about the same distance. It works as intended there. However, if I come in from the west the error points south (to my right) and if I come in from the east then it still points south (to my left). Offsets should be angles (with parallax error of course) but not north or south. It's an angular error, not a cartesian one. It should always be short / left / right then, no matter the direction I am flying too.
  4. Man what a cool concept! I can't wait to check it out!
  5. Ships and other unit damage model improvements are planned for the future, it wont happen soon as we already have a lot of work to do. We have adjusted some warheads recently and that will help, and we are also working on better fragmentation that will also enhance the current implementation. thank you
  6. Does anybody know, what this HUD symbol stands for?
  7. It is "SimpleRadio Standalone", but never mind.
  8. Hey @OmasRachE First of all, thank you for your detailed feedback. I am very happy to hear you enjoy the campaign so far, even if the sim and realism level is sometimes a bit more flexible. About the wingman: the behaviour of the default DCS AI wingman has been a long-standing challenge. Back when I built this mission, I decided to keep the standard AI wingman instead of creating a separate AI group with a custom F10 radio menu, mainly to keep things beginner-friendly without adding features outside of vanilla DCS. For a future project, I will likely try a separate group so I can make him immortal, give unlimited fuel, and so on. I will also review the mission win conditions. At the moment, the mission should be marked as complete when 40% of the vehicles are destroyed, but I may adjust that. I am also planning to add some extra Jester voice lines to give more hints about the MANPAD position. Regarding cluster bombs, as far as I remember, there were some changes to splash damage in one of the June or July patches, and I will check if that has affected their performance in this mission. A quick tip from my side (spoiler warning): your northern run-in is a solid choice. After that, I would recommend egressing east and then coming in from the north again. I usually approach the target area as fragged, use the road as a reference, and place my bomb pattern east of the road, just outside MANPAD range. Three passes with two clusters each usually work well for me, and sometimes there is still a chance for a few gun runs afterwards. About the missing check-in calls — do you mean on the ground before take-off? Regarding Jester: I understand not everyone enjoys his style, and I also see room for improvement in the dialogues and radio calls. I am very grateful for honest feedback, because that is what helps me get better. Please keep in mind that most of us start as hobby mission builders. I have never written dialogues or stories before, so this is a big learning process for me in all aspects of campaign building, not just in the mission editor. For a future update and new projects, I am considering adding an option to deactivate small talk. Thanks again for your support and feedback. It is a great motivation to keep improving.
  9. This is the same story as with ground vehicles, if ED doesn't do the groundwork on the core, there's no point in talking about a new damage system... We'll know if ED is working on damage model advancements from the Friday newletter reports, so let's assume that all modern vehicles, ships, and aircraft will continue to ship with the old damage model, unless otherwise stated.
  10. Судя по звуку, турбовинтовые (турбовальные) двигатели со свободной турбиной, создающие вместе с винтами высокочастотное «несерьёзное» жужжание. Должен быть земной и полетный малый газ, номинал (MCT/MCP), взлетный, чрезвычайный может быть и полноценный реверсивный. Пойду почитаю, вернусь с ответом))) Четырехмоторность ещё добавляет всяких вариантов. Так, мельком видел процедуру взлета на трех движках.
  11. I have tried 72hz and stutters worse reverted to 90hz and as good as its got for me along with GPU running 9.8G-13.6G on a 4090. Regards
  12. @Mapi For both of you. Were you under 4000lbs? The goal fuel to be at to get topped off is around 1200-1500lbs. Even with wing tanks. Best practice is to open the refuel door the minute you land to depressurize the tanks so they can take fuel. Isnt it bad code. If you arent low enough in fuel then the amount of fuel you receive will vary. Just like in real life. This area of the F16 is actually modelled pretty well.
  13. SAAF #Cheetah D climbing out This rather surreal and dark image of a enemy Angolan #Hind Helicopter operated by FAPLA taking off in Angola during the Border War in the late 1980’s.
  14. Something is still a bit weird. With fog set to 105,000ft (17.3nm) I can't visually ID a runway until 36,456ft (6nm; judged by nav waypoint on the runway).
  15. nope,this issue happens in any place and any time as long as im in the F14, neither far or close, in the air or on the ground
  16. Casspir MPV armed with a Hispano-Suiza HS 820 20mm automatic cannon and coaxially mounted L3. Another L3 is mounted iri ball-joint mount attached to the commander’s front window, providing the Casspir with impressive firepower. Incredible pic of a SAAF #Canberra starting up
  17. Yet again, I have a plan for a mission, yet again it doesn't seem possible to do. I have a nice factory building on Saipan, perfect place for the Japanese to hold up and fire on the advancing Americans. I want that building to fire on the enemy, to simulate some MGs holding up there, however that doesn't seem possible. as any units I put there will just be on the roof and look ridiculous. I can hide it for infantry or the map, but I can't make it truly invisible. So that is a core feature I request. Even better, if I can simply make static buildings on them map fire guns. Like Add a zone over the building and have bullets come out of the zone.
  18. That may be true of the later ARMs like the HARM, but in real life the initial AGM-45 was unable to reliably track sidelobes. Source: https://ia801900.us.archive.org/26/items/history-of-the-electro-optical-guided-missiles/S-75 family.pdf
  19. A Portuguese Air Force F-84 Thunderjet being loaded with ordnance in the 1960s, at Luanda Air Base. Operation Prawn: Selous Scouts – Top Secret War in the group Rhodesian Bush War
  20. Same here: rearmed: Center T emty. Open the Door: 2. call: Center emty! LOL I often drop all the <profanity>, so rearm ist faster. You can call it: cheat I call it: bad code ... we have 2025
  21. I am very well educated on the history of the war, the Zero, it’s design, the philosophy behind it, it’s weaknesses, and how it relates to other aircraft in the war and the philosophy behind those aircraft etc. The fact of the matter is that the Corsair and the Hellcat were contemporaries in the skies regardless of when the Zero first hit the skies. When the Zero was designed is moot. The fact and the latest information / research indicates that the actual kill ratio in the war in 1943 (when skilled pilots were still around) was 1:1. Dive speed numbers, lack of self-sealing tanks, somewhat inferior cannons notwithstanding. Where the rubber meets the road (in actual combat/kill ratio) it was the equal of both the Corsair and the Hellcat…it’s contemporaries in combat.
  22. Interesting!! I will try this but nothing going ballistic PCwise at present Thankyou
  23. In either case, we're getting a -5 Zero (whether it's really 5b or maybe 5c is not quite certaint for the time being?) vs non-water-injected -3 Hellcat. These two are not THAT far apart in relative performance and they'll be even closer given similar experience level of online players on both sides.
  24. Feel free to participate here or at https://combat360.online/ but please keep it relevant to the wars in Africa combat360 is An African wars archival preservation project with the main objective in mind to preserve stories, information and images from so many now lost or closed internet archives and blogs Rhodesian Alouette III’s Rolling Start Take Off
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