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Showing content with the highest reputation on 12/30/09 in Posts

  1. Things starts to be worse when you are engaged within few clicks envelope. AI is extremely deadly using guided guns at head om. AI fire is virtually impossible to evade. So as soon as he starts shooting - you're dead. There are few ways to deal with this situation. I flown some coops 2hum vs 4 AI or 1 human vs 4AI and had gained some experience in this matter. First of all, gain as much airspeed as possible, aquire with Szkwal, launch Wichrs. If your Wichrs miss, dive into terrain to few meters AGL and using terrain try at all cost to merge past them, because all AI helos (experte or novice) are very weak and helpless when engaged from rear hemisphere. Switch to your cannon, make a fast dynamic wingover and engage on unguided mode (its useless to try to aquire a lock). If there are many helos on you, you have to kill as many as fast as possible, because when they`d turn at you- you're in close danger. In this case, pull max your collective and climb at max power as fast and as hard as possible, for it will take you out of engagement zone of enemy AI guns. If AI follows you, climb in spiral pattern, which will help you to outturn, keep in sight, and finally, dive on him, and score a kill. Extreme caution should be paid against Apache. It eats all helos on breakfast and Hellfire fired at any range will surely spoil your day.
    2 points
  2. I'm not sure if there is any centralized source of tips, but I'll write down a few thoughts of my own: Obviously, you want the AA mode on the weapon control panel. The subsidiary "Head-on" button is a bit trickier though - what it basically does is tweak the proximity fuse on the Vikhr missile to make a kill on an aircraft that is moving towards you more likely. I'm not sure what you should use if you are unsure of you target's course, but that's what it does. (Interesting sidenote - a few times I've actually managed to forget the AA+AA/HO settings on and proceeded to destroy ground units with that setting.) Locking helicopters with the Shkval can however be quite difficult, and I would definitely recommend that you set up a few training missions for yourself with helicopters flying about for you to lock. The general trick is to spot the helicopter, see where it's headed, and use the HMS to place your Shkval seeker ahead of the target - that way you don't have to "chase" it, which is a hellish thing to do, but rather just wait for it to enter your seeker. Another trick that can be used against hovering or slow-moving helicopters is to flip your weapon control to manual so that you can launch without a lock, and then launch the missile in front of the target. When you estimate that there is just a second or two until impact you gently slew the seeker over to the target and lock. This way the target will have only those one or two seconds to perform evasive action - while if you have a lock before launch the target's Laser Warning Equipment will be blaring like crazy. But in my own opinion, the by far best AA weapon you have is the 30mm. Using the HE shells that thing is absolute murder for pretty much all helicopters, and with a bit of careful positioning you can actually score kills at up to 4km range (you'd typically want altitude over the target for that, use with caution in a SAM threat environment). It also has the added benefit that you can continually harass a maneuvering helicopter with it, forcing it to stay defensive while you approach to better range, whereas a Vikhr can be relatively easily avoided through sufficiently violent maneuvers. (Maneuver violent enough and the laser beam will move so quickly that your Vikhr ends up outside the beam - and being a beam-rider instead of the Hellfire-type of "homing-on-a-designator" that means the missile is spent.) Finally, when you are getting really close, say you run into an enemy helicopter within very close range - say 1 kilometer - just cage the gun and use it in much the same way you'd use the guns on a World War 2 fighter aircraft - point with the helicopter and start the salvo the moment before your gunsight is about to pass the target. This is not a time where you can do the one shot one kill thing, since reaction times will cause you to miss. If the enemy in these close quarters is firing back at you, perform jinking maneuvers with both cyclic and collective - you want to be doing absolutely everything possible to make it difficult to get a bead on you. Sideslipping is effective here, since you can then keep the target in your sights and perform 3-dimensional jinks at the same time. And in the end - practice, practice. This is not something that happens often on a typical mission, but when it does happen it is pretty much the most dangeorous situation you've ever been in. If you want something more dangerous you'd probably have to go online with your Ka-50 against FC2 (when it's released, obviously) and ask GG to hunt you with his F15. :P And on that note: since it is so dangerous, and you do not have the advantage of a separate gunner and limited gun travel, it is sometimes better to just move away if the enemy helicopter appears unaware of you. You want to be reasonably sure of getting the kill in the first 5-6 seconds of the engagement, or move away. Remember - your mission is to kill tanks, not helicopters.
    2 points
  3. The time tables of the trains in LOFC are on line here http://www.666th.co.uk/downloads/LOFC_train_table.htm The EXCEL files will be available for download on our website www.666th.co.uk soon. [url=http://www.666th.co.uk/downloads/LOFC_train_table.htm][/url]
    1 point
  4. THE FIGHTER COLLECTION AND EAGLE DYNAMICS TO RELEASE LOCK ON: FLAMING CLIFFS 2.0 UPGRADE DUXFORD, UK, November 17, 2009 – The Fighter Collection and Eagle Dynamics will release Lock On: Flaming Cliffs 2.0 in early 2010. This will be an upgrade to the unofficial Lock On: Flaming Cliffs add-on. Lock On: Flaming Cliffs 2.0 will feature all the flyable aircraft of Lock On: Flaming Cliffs and include several fan-requested upgrades to aircraft, sensor, and weapon systems. Lock On: Flaming Cliffs combines a large stable of modern U.S. and Russian aircraft to fly over Russia and Georgia with game play for both casual and hardcore flight simulation enthusiasts. Lock On: Flaming Cliffs 2.0 will feature the same world environment and game functionality as the Digital Combat Simulation (DCS) series and will be online compatible with the Ka-50 attack helicopter simulation DCS: Black Shark http://www.digitalcombatsimulator.com. Lock On: Flaming Cliffs 2.0 will allow Lock On pilots and Black Shark pilots to now fly online together in both cooperative and head-to-head online play. The Lock On: Flaming Cliffs 2.0 upgrade for owners of Lock On: Flaming Cliffs 1.12 will be available for sale as a download from the Eagle Dynamics Lock On web site. http://lockon.co.uk/. The upgrade will first be released in English and Russian with French, German, and Spanish versions to follow. By using the DCS environment, Lock On: Flaming Cliffs 2.0 users will have improved terrain, mission editor, AI flight models, 3D objects, artificial intelligence (AI), and multiplayer. The aircraft of Lock On: Flaming Cliffs 2.0 will include: • Su-25 (new 3D model) • Su-25T • A-10A • Su-27 • Su-33 • MiG-29A • MiG-29C • F-15C Several new missions and campaigns will be included in Lock On: Flaming Cliffs 2.0.
    1 point
  5. hi guys, Just finished this latest mission which is intended as a single player mission. This is intended to be a scramble - jumping into a cold/dark cockpit with the clock working against you to stop a terrorist threat. Time is limited and the opposing forces you face changes randomly. I'll paste the briefing below. While this mission is intended to be a Cold/Dark start, I have also included a Hot start up and running version. You can download one or both at this link: http://public.me.com/ronht enjoy ron Over the last several months insurgent groups have been threatening to contaminate the reservoir north of Dzhvari. These threats, if successful, would have a devastating effect throughout the entire valley as all the surrounding cities rely on the resources contained within the reservoir. Today, it appears that threat has become a reality. A skirmish has taken place with authorities within the last hour on the northern skirts of Dzhvari and again with security forces at the dam. The conflict north of the city resulted in several dead and we are currently unable to contact security forces stationed at the dam. We have two security forces heading for the damn now but they will not arrive in time to turn back the terrorist threat. Witnesses have reported a bus escorted by a heavily armed group heading up the dam highway. It is believed the bus and truck are filled with toxic chemicals and the insurgents are going to carry out their threat. They MUST be stopped before reaching the dam! SCRAMBLE - SCRAMBLE - SCRAMBLE!!! You are to launch immediately, there is no time to re-fuel your Ka50 or re-arm your wingman. You must make every attempt to stop the insurgents before they reach the dam. A spotter team will call updates on the position of the bus. Primary targets are a white and blue civilian bus and other vehicles that are traveling together up the dam highway. The dam highway is heavily traveled, however, because this is a dire situation you are cleared HOT on all traffic on the dam highway. While we want to sustain as little collateral damage as possible, civilian losses have been accepted as a possible result of this operation. Be advised the insurgents have been reported to have mobile SAM's and are using civilian automobiles to transport personnel equipped with manpads. Your wingman is armed only with gunpods and your fuel load is minimal, however, there is no time to waste! Use your wingman in "Over watch" formation or in any capacity you deem necessary and stop those vehicles! Get Going and Good Luck!
    1 point
  6. Мы знаем как обстоят с этим дела на Ф-15. К примеру, система блокирует РЭБ, если РЭБ и РЛС работают на одной частоте, или если РЭБ и РЛС напралены в одну сторону ( РЭБ зафиксирована в одном напралении ) ... на случай возникновения ошибки у радара есть индикатор, который показывает - на сколько процентов снижена эффективность РЛС в связи с внешними факторами. Возможность заглушить дружеский крафт присутствует только если цель и друг находятся на дальности визуального контакта, и параметры их радаров идентичны. Я не разу не видел такой тип взаимодействия РЭБ и РЛС, который описан в РЛЭ Су-27СК, но это не значит, что это невозможно. Однако основные советские истребители гораздо более "ручные" в управлении - то есть русский пилот должен делать больше чем американец.. Ф-15,16 и А-10 гораздо более автоматизированны в вопросах электроники. Но я предпологаю, что современные российские истребители, такие как, Су-27СМ и МиГ-29СМТ более удобные в использовании, более автоматизированны. И соответственно лучше своих предшественников! :)
    1 point
  7. Hey, So i made a mission lol...it's my first so if people would give constructive criticism i would love that :D So here we are: link: http://www.megaupload.com/?d=LRLHRQ6X Briefing: There is an MI-24 that needs escort to our secondary base Sukhumi. The expected resistance is light and shouldn't be too hard to handle. You are armed with 12 Vikhr missiles and 40 S-80KOMs. Be careful as to who you are aiming at as there are friendly tanks on the roads. There is going to be a flight of MI-26 going directly to another airbase so there is no need to worry about them as they are leaving from a FARP. There may also be a little surprise if you complete the mission successfully. Be advised the General is flying to Tshkakaya. There is an SU-34 taking off for an antiship mission so be cautious of him and there is a subsonic low flying flight of SU-30s doing formation training. As these pilots are new, they may be a little chaotic. You will be sent back to a different base after you successfully escort the MI-24. That is all and good luck Gentle men. Warning: There is artillery shelling the base trying to stop the take off of the KA-50. IF the runway does have a single shell on it, then you will need to restart the mission as the SU-34 and the MI-24 will NOT take off. :) You can handle the artillery if you find it or our artillery can handle it. Your choice! Flight: 2 KA50 1 MI24 1 Su34 4 SU30 4 MI26 NOTE: If the mission ends just out of nowhere: MI-24 is dead........ IF you die just end the mission haha i forgot to add the end if player1 dies hehe i also added a bit of surprises. She's at 25% Chance. I left this as a warm startup on the runway for a fast start. Please if you would like to add on to this mission just put it on this thread :) Remember i'm a noob so this is my first time using triggers etc. There are no tags and please don't cheat by using them :P. I don't know how to lock it so you can only look at your weaponry and not the enemy weaponry so please don't go searching for them as it will ruin the mission haha :) Anyways guys thanks so much enjoy!!!!!!!!!!!!! You will also get a message saying you successfully completed the mission. NOT the one when you get the mi-24 to the destination. After you return to base following the waypoints given, you can end after you get the message lol or before.
    1 point
  8. We know that for F-15 TEWS, for example, the system blanks the jammer if the jammer and radar are operating on the same frequency when the radar is looking in the same direction as the jammer (the jammer is directional) ... in the case that there is an error (jammer must operate in omnidirectional mode, or due to conflict jamming signal cannot be blanked) the radar actually has an indicator that tells you how much radar performance is degraded because of own ECM and other factors. It is possible to accidentally jam friendly aircraft as well if they are in the line of sight of jammed target and radar parameters are similar. I have not seen such cooperation between radar and jammer mentioned in Su-27SK manual, but that does not mean it does not happen. However the base soviet fighters are much more manual in terms of instrument operation - the pilot must do more, where at least F-15, 16 and A-10 are much more automated in terms of their electronics. I would assume that more modern Russian fighters (ie. Su-27SM upgrade, MiG-29SMT, etc) are more convenient to use, more automated. My apologies for the english, I hope someone can translate.
    1 point
  9. В этом и плюс сквадов, что в нужный момент всегда приходит народ. Ни разу не прокатили еще ни один проект вроде.
    1 point
  10. Проблема в том, что F-15-E там нету. В данном случае тот- же F-15C просто с изменёнными подвесками. Берёшь програмку LOPE и делаешь из F-15С -> F-15E. Тоже самое с Миг-29КВП
    1 point
  11. they did release the Black Shark manuals in advance, but just bare in mind that the manual is (and should be) one of the last things completed , as the game changes towards release, making change upon change to the manual would be stressfull (especially for quality control purposes!) ... I'd look for the manual to come out some 4 weeks in advance of the game (at a guess), if they decide to release it early. Wags has mentioned he is looking to start the A10 Poducers notes soon (if he hasn't allready) which I think is very very good news!
    1 point
  12. Приборка здесь выглядит гораздо подозрительней, чем два влюбленных пилота.. :lol:
    1 point
  13. Не хватает борт-инженера-священника:D
    1 point
  14. Андрей, целесообразней было бы проводить тесты после НГ, Geier прав, не до тестов ща народу :) АлексГан, не надоело плакаться? Хватит.
    1 point
  15. Due to a lack of a specific informative guide existing on these forums, confusing radio chatter during actual gameplay, and a joy of organized flight I'd like to discuss flight formations in DCS: Black Shark. Command Access Flight formation commands are executed via R-800 (VHF-2) radio by the flight lead only. Radio equipment must be functioning, on the same frequency, within 150km range, and have line of sight. The primary formation management interface is reached using keys (default assignment) [\] Commands -> [F1] Flight -> [F6] Go Formations… Primary Formation Commands Shape: basic layout [F1] – Heavy [F2] – Echelon [F3] – Spread [F4] – Trail Overwatch: Special modified positioning of one or more flight member [F5] – Overwatch Configuration: normal/mirror-image [F6] – Left [F7] – Right Spacing: distance between adjacent flight members [F8] – Tight [F9] – Cruise [F10] – Combat Formation Shapes Right (default) / Left Heavy [b](1)[/b] [b](1)[/b] (2) (3) (3) (2) (4) (4)Echelon [b] (1)[/b] [b](1)[/b] (2) (2) (3) (3) (4) (4)Spread [b](1)[/b] (2) (3) (4) (4) (3) (2) [b](1)[/b]Trail [b](1)[/b] (2) (3) (4) Overwatch [b](1)[/b] (2) (3) ( ) | 1.500m | v (4)Overwatch commands the last member in a formation to offset 1,500m behind his normal position in the formation for the purposes of observation and security. Combined with the "Cover Me" command, the overwatching flight member can effectively, securely, and automatically respond to hostile aircraft threatening the flight lead. Configuration Heavy, echelon, and spread formations can be placed into either the right or left configuration depending on expected enemy direction, terrain, or to facilitate safer en-route or combat maneuvering of the flight. Trail is identical whether in right or left configuration, but the status is remembered by AI so that a "Left Trail" will transition to a "Left Spread" simply by ordering a change in shape from "Trail" to "Spread." Note, the player vocal sound file will declare that changes in configuration are "left echelon" and "right echelon" respectively; this is a mistake as only the configuration will change and previous heavy, spread, or trail shapes will remain in effect. Spacing Tight[b] (1)[/b]<-50m->(2)<-50m->(3) Cruise [b](1)[/b]<----100m---->(2)<--100m-->(3) Combat [b](1)[/b]<-----------200m----------->(2)<-----------200m----------->(3)Tight, cruise, and combat spacing rules for close (~50m), medium (~100m), and far (~200m) spacing between adjacent flight members respectively. Ideal formation distance choice depends on phase of flight, terrain, weather, visibility, maneuver requirements, weapons employment requirements, enemy detection abilities, etc. Generally wider spacing allows freer maneuvering by members, greater enemy detection ability, and lesser chance of flight path conflict with another member. On the other hand wider spacing decreases the ability to navigate in poor visibility, reduces the speed at which a formation can change direction, increases exposure to enemy weapons and detection equipment. Again do not be confused by the player vocal file that declares "combat spread" formation; this command only commands the spread shape and does not change spacing.
    1 point
  16. Stand-Off Approach: ID Targets and Engage - Laser On, A/A and Auto Turn selected, WCS switch to manual and Master Arm On. Slave HMS to Target and Set Tracking Gate to Minimum. Now, once the Helo's are about 14 clicks out, BRIEFLY LOCK and then immediately unlock target. Reason for this is that it enables the Tracking of the Targets without the Laser Lock and attendant warning. Now that the Gate is tracking, select Vikhrs and wait........When Helo's are about 8.5km out, fire first Vihkr. Remember that the Target is not locked - Splash One - Does not know what hit him...........:music_whistling: Slew to second Helo and repeat - Splashed at about 7km's out, giving you more than enough time and Stand-Off range to Stay well clear of the HZ and Bug out if things turn Pear-Shaped. For an Interactive Illustration of the above approach, download and watch the following track - [ATTACH]33477[/ATTACH] Also see the following thread for other comments/suggestions: http://forums.eagle.ru/showthread.php?t=47028
    1 point
  17. The ADF is a bit of a mystery. The antenna/compass switch determines whether the signal drives the audio morse code into the headset or it drives the RMI needle. You can't have both going at once unlike every other Western aircraft I know of. The self-test button in antenna (audio tones) mode should give a long, continuous tone whether or not a station is tuned in. The manual seems to suggest, oddly indirectly, that the VHF-1 and/or VHF-2 radios need to be on for the ADF to work? All NDBs are "telegraph" type so make sure the telegraph/telephone switch is in the telegraph (down) position. Kymrsk should be Channel 3-O for 408.0 KHz for the KW/YuO pair of approach NDBs (only one of a pair will be transmitting at any one time, on the approach end of a runway due to weather conditions) and Channel 3-I for 830.0 KHz for the K/O pair. Range is pretty short so you'd likely have to be aloft and within 10km or so, line of sight. I've been considering making a modified LUA that gave proper frequencies to each airbase. For fun here's Kymrsk's entry in Airdromes.lua (uh, shouldn't that be aerodromes?). [Krymsk] = { code = "URKW", callsign = "Taymyr", frequency = 127500000.0, control_tower = { "KDP_BIG", "KDP" } }, According to my Caucasus Nav volume (which I think is for Lock On) says the tower frequency is 118.6 MHz. This is the section from Beacons.lua so it looks like the frequencies are right. Airdrome[Krymsk]={} Airdrome[Krymsk]["latitude"]=44.97094 Airdrome[Krymsk]["longitude"]=38.01464 Airdrome[Krymsk]["height"]=20 Airdrome[Krymsk]["runway"]={} Airdrome[Krymsk]["runway"]["04-22"]={} Airdrome[Krymsk]["runway"]["04-22"]["latitude"]=44.96262 Airdrome[Krymsk]["runway"]["04-22"]["longitude"]=38.00312 Airdrome[Krymsk]["runway"]["04-22"]["length"]=2601 Airdrome[Krymsk]["runway"]["04-22"]["side"]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][1]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][1]["type"]=BEACON_TYPE_ILS_HOMER_WITH_MARKER Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][1]["subtype"]=FAR_HOMER Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][1]["callsign"]="ЮО" Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][1]["frequency"]=408000.0 Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][2]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][2]["type"]=BEACON_TYPE_ILS_HOMER_WITH_MARKER Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][2]["subtype"]=NEAR_HOMER Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][2]["callsign"]="О" Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][2]["frequency"]=830000.0 Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]["type"]=BEACON_RSBN Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]["callsign"]="КВ" Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]["frequency"]=117350000.0 -- channel 28 Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]["position"]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]["position"]["Z0"]=-120.0 Airdrome[Krymsk]["runway"]["04-22"]["side"]["04"][3]["position"]["S0"]=1100.0 Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][1]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][1]["type"]=BEACON_TYPE_ILS_HOMER_WITH_MARKER Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][1]["subtype"]=FAR_HOMER Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][1]["callsign"]="КВ" Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][1]["frequency"]=408000.0 Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][2]={} Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][2]["type"]=BEACON_TYPE_ILS_HOMER_WITH_MARKER Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][2]["subtype"]=NEAR_HOMER Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][2]["callsign"]="К" Airdrome[Krymsk]["runway"]["04-22"]["side"]["22"][2]["frequency"]=830000.0 Airdrome[Krymsk]["airdrome"]={}
    1 point
  18. spit ace of ww2 taking the controls flying again. wow
    1 point
  19. "Route Without Task" is very helpful. Formation flying is hard! Best help is: Lead consistent, very stable altitude, speed, heading Agree what is "normal" speed, altitude before takeoff Easy formation. Why not trail en route? Much easier than combat spread for 55 minutes. Trying to follow someone who is not "cooperating" is very difficult and tiring. You only have eyes to see if formation is working instead of "Oh I am 185 kmph so I will slowly overtake formation which is going 170 kmph as agreed" type knowledge. Yes, pitch = airspeed. For 50 kmph there is a pitch, for 100 kmph there is a pitch, for 150 kmph there is a pitch. If you have 200 kmph level flight stable and you reduce collective only... helicopter will automatically descend at 200 kmph: same speed but just lose altitude. This is if you touch no other controls. This is how ROUTE controls airspeed, by changing pitch. If ROUTE cannot maintain airspeed (runaway fast or slow) it is because ROUTE cannot change pitch enough (20% authority).
    1 point
  20. It's redesigned Batumi Airport... (?). I'm sure it's it ;). It's similar to Google Maps view.
    1 point
  21. Is not that many people who actually made fully functional plane models for LockOn. You can find: A-10 by simmod - group of people F-15C by Walmis Mig-21 by Beczl Gripen by Tigrou F-18E by VNAO - another team Typhoon by VEAO, yet another team Ada mod, yes its a team work Su-27 by 3go - another team Tomcatz with few models F-22 by alper and thats about it... We are looking at some 10 3d plane modelers or teams that can do it. Not too many to be honest. And you gotta realize, that if someone have 3d modeling skills, not necessary posses skills or will to make tutorials. Still gotta take into account people as Blaze who don't wish to share effect of their work with community, let alone sharing "know how".
    1 point
  22. По-моему, кобра, со всей её красотой и зрелищностью - есть не причина, а следствие: не было ТЗ (тех. задание) сделать самолёт, чтобы выполнял такой манёвр, а было ТЗ сделать самолёт, устойчивый на запредельных углах атаки, чтобы лётчик летал на виражах и не "парился". Так что насчет боевого применения кобры надо поостыть - её не специально придумывали - просто так получилось :)
    1 point
  23. И чё? как тест? Увсех ёлки сгорели, что такая тишина? ;-)
    1 point
  24. Само собой. Турецкие "Перри" также будут с соответствующими короткими корпусами и рядом мелких отличий от американцев типа крана-балки для спуска шлюпки.
    1 point
  25. "17-й труп включил... мертвец активен, запускаю пырей ползучий, гвоздодер в режиме стукача..." извините конечно, просто не удержался ))
    1 point
  26. As a mod should you not be neutral? Everyone ask youself a question: what makes you come to Lomac and more importantly what makes you leave angry, not wanting to come back?
    1 point
  27. A.S, so is Teamspeak and Ventrilo cheat applications? They allow players to share information in a way not supported by the "core itself". Case, my point is that this... ...is not omniscience. You don't get the positions of any and all units that exist. If the server is set to not allow generalized export, thereby limiting it to sending and receiving what the players themselves can see. That's my point. In order for the information to be shared one of the players must light up their radar and see the target. So in my opinion this is pretty much equivalent to the difference between using the in-game feature of text communication and using Teamspeak. There are serious advantages to using voice communication, but the game itself does not have any such features. Indeed, it has radio features but they are keyboard-based. This "cheat" is even worse in DCS, where in-game radio is affected by line of sight but those that use Teamspeak or Ventrilo actually evade this game function in an unfair manner. Note that use of TeamSpeak and Ventrilo grants functions not supported by the simulator (the simulator doesn't support voice communication even though the real aircraft does), and it evades the restrictions placed upon the in-game radio features (line of sight). And there is no way to lock people from using those third-party cheat apps through the server! So it seems to me that those who are yelling about "cheating" and using arguments about the third-party nature, untraceability, and non-internal nature of the application really should have gone through this dance a long time ago about Ventrilo, TeamSpeak, Skype, Mumble and whatever else such applications are out there. Hell - I don't know if the other team I'm flying against are sitting on a conference call in order to avoid the line-of-sight radio restrictions in DCS! Why is no-one upset about that? This application adds a function that is extant in the real thing. Ventrilo and Teamspeak circumvent actual simulated restrictions. For my own part I don't have a problem with either. I see the point of this application and hopefully it'll have modules coded for all aircraft soon. I also see the merits of Teamspeak since voice communication really is vital for cooperation, so I decide to turn a blind eye to the fact that it violates simulated restrictions simply because it aids my gameplay. If LEAVU2 is a cheat, Teamspeak is a cheat. EDIT: Damn you Groove, you went ahead and thought of the same issue I did but was faster in typing. Naughty! :D
    1 point
  28. First, we should create a team of our own red programmers and start "program warfare" against Yoda! :thumbup: Second, we should hire few spies to sneak into Yoda's garage :detective: and sabotage his CPU :crash: Any further effort from Yoda or any blue team developers should be treated with :poster_ban:and their work studied and flushed down the drain :pain: Yoda must be restricted of accessing anything bigger than a pocket calculator!
    1 point
  29. Unless it is not an offical part of the game core itself, which is just exported to MFDs and such, it remains a 3rd party advantage tool (cheat-app) ...period. No dicussuion, because it is as simple as that. (Tek: take it as compliment splashing bandits "knowing" they have better "weapons" , that is how i would think about it)
    1 point
  30. Sound like Cheating to me, Who can prove that u are not using it? or have been, so GG and Yoda from now on I know what I face when Im up against you. Disgusting!!!!
    1 point
  31. Hey, guys give Yoda a break! Making mods is a completely legitimate activity. He can make a bloody Jumbo Jet firing patriot missiles, or swimming black shark if he wants. Realistic? He can call and advertise his mod "Ultra realistic swimming helicopter" if he likes. So attacking him for making a product is completely unnecessary. You can make propositions, give advices if you are interested in his work at all, but it`s his call if he takes any. You don`t like it, you don`t use it. It`s that simple. You don`t like people using that kind of mods, etc. online? Attack them not the creator or go play with people who don`t use it.
    1 point
  32. While most of this work is amazing and really useful Yoda, the whole datalink business is a step too far IMO. Your talking about integrating 21st century F-15 tech into an 80's/90's combat scenario. This is wrong for online usage and clearly your trying to give your favourite bird an edge. This can only lead to even more unrealistic scenario's such as MiG-29A's with datalink, come on. What next F-15's with F-22 stealth paint. ;)
    1 point
  33. yoda are you blind? dont' you see the questin a asked for 2-3 times? I am not a computer programmer, this technical data you give here is not for people like me. the question i ask is simple : is this program able to create the functions for future new cockpits? like a functional mig 21 cockpit? Say yes or not.it's damn simple
    1 point
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