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  1. Exactly, with Ricardo skill he would example do a lot better Ka-50 cockpit, cos default is ugly :)
    2 points
  2. I see Captain CAPSLOCK and his Shift-Crew visited the thread topic. I edited it for you ;)
    2 points
  3. I don't know if you know this, but if you are not using Saitek Profiler and you are setting your buttons iniside the game (like me), do this: open windows control panel-game controllers-properties (see attached pic). You have to have this screen opened every time before you start Black shark game. What will this give you? You will be able to use (program) buttons: 16,17,18,19,32,35,36,37,38,39. This works on my vista 64...
    1 point
  4. New Ka-52 http://admin.arscity.ru/2008/06/29/ohota-na-alligatora/
    1 point
  5. . LRM 2.4 Released Presenting Lockon Realism Mod v 2.4, official release. This is the last release with new features. From now on only bug fixes and minor tweaks will follow (only if necessary) What is LRM? LRM is a lockon serverside multiplayer mod made to encourage more realistic a2a tactics. LRM does not modify the game itself, but sends automated lua script commands to the game. When you join a server running LRM, the LRM script is exported to you. It is run entirely locally, it does not modify or read any files local on your computer. Everyone that joins the server has the mod enforced by server, and server admins can program the script to not allow any local client scripts. LRM 2 one release variant, but server admins can configure what parts of LRM 2 are on and what parts are off. Server Admin Must have respawn disabled, or the scripts WILL crash Features: Server Controllable engine spool-up time The server can chose what time it takes to spool engines. Set any number of seconds you like, and needle moves slower or faster while spooling. Admin can disable this feature ECCM/Anti ECM-blink mod (requires Ru/F-15 radar improvements) Part of *New ECCM* If you have a single target locked or bugged, and he activates ECM, your radar will attempt to him HOJ. Admin can disable the *new ECCM* feature ECCM/Range estimation (requires Ru/F-15 radar improvements) Part of *New ECCM* When you lock a target HOJ, you will get an approximate range indication in your hud; a jumping range cue (jumping cursor in F-15) Admin can disable the *new ECCM* feature New ECM behaviour (new in 2.2) This makes it harder for you to lock a target HOJ if he is very far away. Each aircraft is given an ECM curve and ECCM curve (ECCM = Electronic Counter Counter measures). These and the range to your target determine if you can lock the ecm contact or not HOJ, and if you can maintain it HOJ. Frogfoot and Flanker are given the strongest ECM Eagle and Flanker have the strongest ECCM. This feature requires New ECCM to work Admin can disable this feature. Russian Radar improvements (new in 2.1) - Upon entering SNP/"ruTWS" mode, radar should automatically designate(move cursor, snap) to highest priority threat, it does this now - Radar antenna elevation adapts to STT target and does not snap back to horizon after losing lock. Previously I was told it should snap back to horizon, but after speaking to several people now about this, it would seem it should stay where target was lost, so now it does! - Radar estimated range setting adapts to STT target and is remembered after lock is lost. If on ECM contact, a random factor is added. Admin can disable this feature Takeoffs only possible from runways Enforces a taxi speed limit of 40 kts while not on runway. Admin can disable this feature Refueling only in parking areas Only possible to refuel in parking area. (you can refuel a small amount of runway if flameout) Admin can disable this feature Dynamic coalition Airfields This mod makes it so you cannot take off from airfields that the server has set as *enemy*. Airfields are designated by putting friendly ATZ-10 fuel trucks nearby OR any ship. These need to be placed within 4-5 km of airfield to take effect. Admin can disable this feature Illegal weapons control Server admin can make a list for each aircraft type of allowed weapons. If you load in with a weapon that is not on this list then you cannot start your engines. Admin can disable this feature Reduced chaff numbers Was made to prevent the following : http://www.youtube.com/watch?v=e3lGvfVxuBs Each time you take off your chaff are reduced a lot. Example F-15 is reduced from 120->32, and Flanker from 74->28. There are multiple reasons why real chaff do not work as well as those in lockon, this is the best we can do to improve gameplay. Admin can disable this feature Counters to the barrell exploit Prevents this behaviour: http://data.reservoirselite.com/LRM_Demo/barrelWhy.avi This result is unrealistic in several ways, and is caused by a modelling choice in the lockon game. We cannot fix it entirely, but the counter exploit in LRM works well enough, further explained here : http://169thpanthers.com.au/forum/viewtopic.php?f=21&t=1040 Admin can disable this feature F-15 Radar Improvements IFF : HUD color changes/blinks if you bug/lock a friendly Automatic Elevation : if you bug a target, radar elevation no longer requires manual control Automatic Azmuth angle setting : (same as for elevation, if using 3A) Admin can disable this feature Counters to the RadarFloor exploit (new in 2.1) Encourages people not to use unrealistic radar floor exploit, shown here : http://data.reservoirselite.com/LRM_Demo/radarflor.avi (NO LONGER Sets mode stuck in NAV) This feature now has 3 different variants. You can include any or all of these features separately! Radar BVR self jamming < 20m. Radar self jams (contacts apear blinking below 20m AGL, eos modes and cac modes still work.), and you can only lock contacts that are close. Cockpit shake/small turbulence below 20m AGL starting at 300 kias (fighters only) Forreign object damage when flying super low for long periods of time. Introduces a small chance of engine shut down after flying below 20 m AGL at high speeds (fighters only). This also comes with a slight "bump" (you can to restart engine) Admin can disable each feature separately [*]Cockpit shake when pulling more than 5G (new in 2.1) This Script does not in ANY way modify flight characteristics of your plane, it only adds camera shake Admin can disable [*]Dead is dead If you are flying a fighter, if you are hit bad, it is very likely your firing computers and systems required, and even the electrical connection itself between cockpt and wing/missile is broken. This causes you to not to be able to fire missiles. If you enable this feature and get at least 3 major systems failure, you are no longer able to fire missiles. Admin can disable this feature [*] Target step mod. This is a downgraded variant of the real F-15's ability (and all other F-1x US fighters for that matter) to decrease radar work load for the pilot. By using cursor/target step ability, the pilot can press a button that moves the cursor to a DETECTED radar target without having to move cursor manual for several seconds. _No longer requires any client side install, but still backwards compatible_ Target step can be activated in two ways. 1. Press Alt+2, replaces one autopilot (from version 2.2b) or 2. install clientside mod that replaces lock snapviews. Press CTL KP0 http://yoda.reservoirselite.com/LRM%202.0%20with%20snap%20support/targetStepOnClient/targetStepOnClient.zip , In RWS: It steps/moves the cursor through all detected targets. Targets are considered *faded* if not on radar for 7 seconds. (simulates radar memory) In TWS: Works like in RWS for the first 7 seconds after target detection. After the initial 7 seconds after target detection, stepping the cursor is no longer possible unless target is already bugged. IF multiple targets are bugged, it reassignes the PDT among them Double tap CTL KP0 initiates LBST (long range boresight). Triple tap CTL KP0 initiates simulated 8B3A scan mode. Admin can disable this feature [*]Automatic Flaps in With this feature set as enabled, fighters' flaps will automatically retract above 2.5G or 270 KCAS Admin can disable this feature Internal dependencies: Installation Clients/Players do not need to install anything, it's a server side mod! Server Admins can download from : http://yoda.reservoirselite.com/LRM%202.0%20with%20snap%20support/onServer/onServer.zip Server admin change settings for what features to use in start of the export.lua file HL SERVERS: 169th Dedicated (most of 2.4, with custom modifications by 169th) 104th server (ALL 2.4) RvE server (ALL 2.4) VJG71 (All of 2.3f except reduced chaff) (more servers have expressed interest to run it, and many more squads already use it locally) Credits: 44th_GrayGhost for help and ideas making it Boberros for help with the OnlyRunwaysForTakeOff mod 3sqn for ideas on how to solve the indication of airbase ownership Kuky, for excellent job on grabbing parking area coordinates! Dubb, for help with testing Andrew/aaa/ for helping me with Russian version localization 51st Case with original lrm 1.0 features Anyone I forgot to mention helping me! (give me a pm ;)) Squadron 169th for help with testing, and especially 169th_Crunch, for spending time testing the mod with me. VJG71 Squadron for great help testing and finding bugs! Virtouz for letting us integrate tacview .
    1 point
  6. OK looks like the 9.5 will be available very soon, AMD forum have gotten links to it already http://forums.amd.com/game/messageview.cfm?catid=279&threadid=113224&enterthread=y check the posts towards the end of the thread there. Main driver page will be updated soon to reflect these new driver sets.
    1 point
  7. Please, can someone help me? I'd like to randomize column's composition and arrangement: during my mission I wish encounter, along a road, one enemy column, without know its composition. So, I've created 4 columns along same road, and I've named its as encol1, encol2, ... Their composition is: encol1: 2 tanks, 4 trucks, 2 apcs; encol2: 1 apc, 2 trucks, 4 tanks, 1 apc; .... and so. My idea is that only one column for time appears along the road, and I don't know its composition. I've tried with triggers, but I'm unable to find right way to do this. Please, CAN SOMEONE HELP ME? ED, PLEASE, CAN YOU IMPROVE THIS FEATURE IN THE FUTURE, MAKING RANDOMIZE MORE EASY TO DO? I think this feature greately will improve suspence and involvement in the missions. thanks in advance for any help and tips. best regards. antonio
    1 point
  8. My Music Demos http://www.mediafire.com/crunch Have a listen if you like hard rock/metal. Remember, the key word is demo so recording quality is not the greatest. :punk:
    1 point
  9. Thanks Mustang been wainting for it to go legit.:thumbup:
    1 point
  10. I think this evidence of Ka-50's possibility to deliver a nuclear weapon can put the end to whole program because of some international agreements about WoMD. But I want it in DCS! And I don't mean the nukes, of course. I want that new targeting system instead of 'Shkval'. I hope (just hope!), that system equipped with a 'night channel' (FLIR).
    1 point
  11. Wow nuclear FABs :D
    1 point
  12. ahh that would explain it. No need to be cheeky, "Hotshot" :P
    1 point
  13. It would be worth waiting more if it aids RICARDO making even more beautiful pits for us ;)
    1 point
  14. Не я ;) Работа karakurt4. Здесь есть еще.
    1 point
  15. That was funny as hell and a mistake any of us can make. Again, your mastery of English is amazing. Stand off. That is the key and battle space awareness. You have to know when you are in cowboy country (Good Guy) and when you are in Indian country (Bad Guy). That helps you identify battle positions that maximize your stand off.
    1 point
  16. Another note: the convoy mission is especially dangerous if you are not cautious, since your route can actually bring you in between the convoys (all defended by AAA). I had a run (my first on that mission) with it where I was forced to flee with damage - and it only took me straight into the path of another convoy. I survived, and did exact revenge on one of the convoys, but I did beat myself off massively for my rampant failure. One important thing, I have found, is to not slavishly follow the flight plan. Consider the flight plan a recommendation - and then study the terrain and decide on a well masked flight path that will always offer you some hiding place - and make damn certain to always have a scouted escape route. EDIT: Also, remember that it is better to fight another day than to gloriously sacrifice your life. Mostly. Obviously there are many heroes that have valiantly sacrificed their lives IRL to save the lives of others, and I do not want to diminish their choice, but in general you should not have the mindset of "achieving the mission at any cost". Remember, you are flying several millions of dollars worth of hardware, and your pilot's training has cost about a million more. It should be an extremely important objective to motivate you to put yourself at great risk, since most objectives are worth less than the continued use of both yourself and your aircraft. This isn't all that well fit to single-missions, I admit, but the fact that DCS saves pilot data will give a good analog anyhow. If you do not find a way to make a good and safe ingress, don't do it unless the objective is extremely important. (IRL you would find examples of people taking extra risk because they have wing comrades downed in an area or similar whose survival may be dependant on air support.)
    1 point
  17. lol, i think you missed the point of my post... you can't revive yourself IRL, so why would you have magical revival powers in a simulator that aims to be full on realistic.....
    1 point
  18. This is a good request IMO, the main thing I don't like about the editor (which is otherwise excellent), is that battle vagaries aside, you get exactly what you authored. Now, that's probably what most authors want, however personally speaking I'd like to replay my own missions over & over, and never know quite what I'm going to be up against, or where. Or even when. So, to add my name to the above request, I'd like an editor inclusion for units & waypoints that include: Probability of existence (percentage per unit, with the leader deciding on whether there's even a group). Randomisation of placement (simple radius value on leader). Time bracketing (to allow for random waiting periods etc). I know from my experience with VBS2/ArmA that these features add a tremendous amount of uncertainty into the battlefield, which, unless you're playing someone else's mission for the first time, you don't experience right now in DCS. Not knowing the exact makeup of the enemy represents a lot of gameplay IMO :)
    1 point
  19. Many good hints here. :) Some more that I've learned my first few rookie days are: * Always enable CTRL-ENTER and check Flare dispenser settings. * LALT-W to arm, RShift-O (lase standby) at ingress. * H and O then ENTER to quickly target in a general direction. * When you detect targets, try to find a standoff (as previously mentioned) position low, with a low cover in front. Cover can be a slope, low hill. 6-7 km's are ideal for Vikhr. Use LALT-T for hovering autopilot. Use Q for turn to target. * If detected by movers, pull back to the direction you came from - 8-9 km's. Then you will have time to get down low, settle, calmy target them back. And move closer if you need to. Use LALT-T for hovering autopilot. Use Q for turn to target. * If detected by movers, but out of standoff armament - try to find rugged enough terrain 5 km's away, stay NOE (Nap Of the Earth). Lase and aim at the hilltop/road they come over - be prepared. Let them come to you. If guns, remember to pull lead when firing at movers. If they move over the hilltop faster than you can kill them, retreat another 3- km's and repeat. If emergency break: INSERT (Flare), BACKSPACE (Target reset?), then LALT-T to disable Autohover, then C (cannon off if enabled) to get full Hud back while egressing. * If only infantry left / stinger pods - standoff at 4 km's, enough for your HE gunnery to kill them, and barely out of their effective range. But stay low. And have an egress route planned - you may have to move quickly if you are detected and fired upon. Lastly, have a cigar and return to plate with a grin in time for happy hour:pilotfly:
    1 point
  20. GOOOOOOOOOOOOOOOOOOLD:thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup:
    1 point
  21. Send your wingman to recon the area while you are Hovering in a safe distance. Also play the sim as in real life and try to avoid dying at all cost, this gives a new immersion to the sim. I use to ignore laser warnings a lot and just doing my hunting, but after i got shot couble of times i change my tactic.
    1 point
  22. I gotta tell ya, the #1 and biggest plus of all for me is: VERSION 1.0 WORKS. I mean, really, when was the last time you could say that about anything on the PC with this much complexity? Sure, there's a bug or two (flickering), a few things missing (no INU drift as planned) but i would say 95% of the planned features are right there, and actually work at good frame rates. Amazing. I give it an extra point just for that. I bought it and actually got to PLAY IT without doing any sort of dance. :joystick:
    1 point
  23. think like a hunder!! hide and watch!!! strike!!! live!!!:thumbup:
    1 point
  24. rule 1 never run in to the trgt area(you will get the crap shot out of you) with out a lil recon.. use the hiils,valleys and the citys.. to mask your movement in to the trgt area...rule 2 keep your eyes moving there your best tool out there look for con trails, smoke from tanks or arty and my fav AAA tracers..and #3 if you hear betty tell'n you your under attack or the lwr is go'n off move and do it asap..cus your about to be a smoke'n hole..these are i think any chopper drives 3 main rules..there are more but these i think these will help..5x5
    1 point
  25. Welcome! You stand no chance against AAA and SAMs close up, so whenever you can, take them out with ATGMs from max range. After that you are relatively safe to go in and take out the remaining targets with cannon or rockets.
    1 point
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