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  1. the physics and flight model in this simulator are not realistic at all hard to fly - yes realistic - no in fact this helicopter feels like a paper bag even at 200 kph it rocks and jumps about as if there is no airflow outside at all - look at it in outside view! its as if the mass has been set to 500 kg instead of 10,000 kg taking off often results in a 720 degree spin - if you watch the outside view you can see the broken contact physics between the wheels and the ground where did all the torque come from? it is contra-rotating fcs! this is no fun - there are some great simulation ideas here - but the overall package is just a paper bag full of bugs unless you are flying with the autopilot in either route or hover mode this feels like a robinson r22 full of helium combined with never ending short comings in the software design itself: - limited control mapping options - bad window management - constant minor glitches - inconsistent and incomplete and badly designed documentation the idea is ok - the execution lacking - another nail in the coffin of the sim industry
    3 points
  2. Hei buddies, Many people is asking about tutorials/training tracks so I'm uploading at Youtube (at 720p) all official training videos that recently appeared at the main website file section. Those videos are originally packed as executables and seem to be for Steam version because standard version has a message about rolling back to 1.0.1 version when you click on training menu (can be disabled using http://files.lockon.ru/en/174/). I've converted them using ffmpeg (parameter -sameq, huge files) and they play nice and clear, even text, at 720p resolution. To the point, here is the playlist : http://www.youtube.com/view_play_list?p=C1078E6BD843A032 PD:I hope ED doesen't mind about the upload without asking for permission, it's just for information/educational purposes, there is a lot of people asking about it in this forum, Steam, etc. I'll delete them if asked to. PD2: those are not the original 1.0.0 training tracks converted to videos, those are new 1.0.2 training videos reencoded for youtube viewing.
    2 points
  3. fail im not a spambot look at how many posts i have. nevermind just delete the topic i dont want to get banned or suspended..
    2 points
  4. Немного об обеспечении проводки конвоев... Из опыта. Легче работать с теми конвоями, где есть авианаводчик. Это специалист из пилотов, который по тем или иным причинам списан на некоторое время в пешеходы. Немало среди них есть и бортовых техников. Есть и из других родов войск. Авианаводчик на понятном и лаконичном языке быстро даёт пилотам картинку ситуации. Это упрощает решение задач. Если есть авиановодчик - работа проще. Как работать с конвоями в горах. Помните, что вертолёт дороже техники и грузов в конвое. Вертолёт следует беречь. Дороги в горах, как правило, проходят по дну ущелий или по нижним границам обрывов. Быть внимательным до предела. Директорное управление лучше не использовать. Канал "направления" отключить. Висеть над конвоем не имеет никакого смысла. Прежде всего потому, что будете лишать себя главного преимущества, как авиации - высоты, скорости и маневра (тем более для такого вертолета); будете мешать работать специалистам в конвое. Вы будете их глушить и слепить. Часто это оговаривается сразу (и, кстати, есть уже в 1/10 части "ОВ"). Высота работы должна быть таковой, чтобы она не ограничивала вас в оперативном маневре. Т.е. время на разворот должно быть минимальным, а расстояние до цели достаточным, чтобы успеть провести прицеливание. Обычно такое расстояние составляет от 2-4 километров от конвоя. Перед выполнением ПП определить участки дороги удобные для организации засад. Их проверять в первую очередь. Осматривать мосты. Резкие повороты дорожного покрытия или накатанного пути, осыпи, валуны, промоины и т.д. Основными угрозами для конвоя в горах есть засады. Затем встречный бой или бой на преследовании. Зачастую первое организовывается достаточно хорошо, чтобы не быть замеченными ранее того времени, как технические средства колонны окажутся в зоне гарантированного поражения. В этом случае не торопиться. Колонна уже будет вести бой. Вам следует определить цели и работать очень и очень точно, т.к. во время засад расстояния огневого контакта минимальны. НАР в режиме "пары", пушка - короткая очередь. Точное оружие не используется - велика вероятность поражения своей стороны (при всей точности!) обвалами, лавинами и оползнями. Обычно используются пушки, пулеметы, и в крайнем случае НАР. Пушки (штатная и навесы) позволяют в полной мере решить эти задачи. Собственная безопасность. Никогда не лететь слишком высоко! Прицеливаться в ЛА проще на фоне неба особенно из ПЗРК, и особенно в горах! Не лететь по середине каньонов и ущелий. Выбираете солнечную сторону и летите над ней. Если оператор или стрелок находится на той стороне, над который вы летите, у него не будет времени на выбор цели, подготовку к пуску, наведение и сам пуск, если же он будет на противоположной стороне - время будет у вас зафиксировать пуск, "сварку", "трассы" и предпринять необходимые меры вплоть до контратаки. Солнечная сторона каньона отчасти фонит для ракет с тепловой головкой наведения. Совет: все маневры стараться делать в сторону ближайшего препятствия. Почему? Потому, что вы уже о нем знаете. Это безопаснее. Все-таки, какая высота и скорость? Высота - видеть ближайшую машину конвоя достаточно хорошо, чтобы определять её, как дружественный объект. Это H=150-200. С опытом и условиями - 300. Скорость - 150-180. Эта скорость достаточная для того, чтобы фиксировать взглядом объекты и анализировать их. Я перестаю как-либо вообще летать в on-line с теми пилотами, которые в горах летают больше 180. Такая скорость - полное безрассудство! Что важно в атаке: скорость постоянна! Т.е. скорость выхода "боевой" и отхода равны. Пошли атаковать на 150, на 150 и вышли из атаки. Вы не на самолёте, а на вертолете. Он это позволяет. Для чего это делать? Для того, чтобы за один заход поразить больше целей, а на отходе "фотографировать" результаты работы. Вполне возможно, что второй заход вам не позволят сделать. Не атаковать дважды с одного и того же направления. Даже если у противника нет ЗУ, ПЗРК, грамотная организация ЗО по вашему заходу из АК и ПКМ может гарантировать обелиск как всему конвою так и вам. Один на всех. Не атаковать с направлений встречных на дружественные позиции. Объяснять, думаю, не следует. Не висеть. Если это не требуется. Еще раз - не висеть. И еще раз - выполнять все требования оперативного офицера (управляющего тактического офицера, или просто - тактического офицера). Даже если на ваших глазах конвой будет разноситься в пух и прах - сказано выходить из боя - выходите. Не самовольничать. И не забывать о том, что это все-таки симулятор. Пусть и серьёзный. За что и спасибо. Всем удачи.
    2 points
  5. Can I have a pint of cold beer please.
    2 points
  6. Dedicated to the community, V1.7 of my Editor MOD is available here: Lockon User Files and here: STP Forum (please hit "Refresh" if you see the old image) By installing this MOD the following features are added or changed in BS Mission Editor Coalitions Now you can change coalitions at any time. Click on the new coalitions icon to open the coalitions dialog. Trigger Editor Newly created trigger objects will be inserted into the trigger list behind the currently selected trigger item - not at the end anymore. In trigger dialog, there now are arrow buttons at the top of each listbox, so you can move the currently selected item one position up or down within the list. The new "CLONE" buttons below each of the lists create a deep copy of the currently selected trigger, rule or action and insert it behind the selected element. Changed the width of the two trigger edits "Name" and "Type" to enhance readability. If this proves to be helpful other edit box widths could be changed as well in future releases In trigger dialog, there now are two rule lists that are AND or OR combineable. The two modes ((OR) AND (OR)) and ((AND) OR (AND)) can be selected by pressing the new buttons "(A) AND (B)" and "(A) OR (B)" between the lists. It's up to you to leave one list empty. Existing missions created in older or unmodded installations are compatible and can be edited without limitations. Missions containing AND/OR triggers are runtime compatible with unmodded hosts. Unit List The new button "CLONE" creates a deep copy of the currently selected unit group including waypoints, targets, target categories, units, their payloads and liveries. The new buttons "SHOW ALL", "HIDE ALL" and "TOGGLE" work like their counterparts in the trigger list dialog but only the visible list elements are affected. So, using the filters, you can selectively show or hide groups of elements or toggle between them. Map View This MOD features <51>Case's "bearing bugfix"; Thank you Case! Missions created and edited using ModdedME run on unmodded installations too. Missions created with an older or unmodded version can be edited without restrictions. Use ModMan to install. For further details you can visit http://spare-time-pilots.de/viewtopic.php?f=7&t=543 or post your questions here. Version history V1.7 NEW: in trigger dialog every listbox now has arrow buttons to move list entries up or down within the list NEW: in trigger dialog every listbox now has a button "CLONE" that inserts a copy of the selected item NEW: in trigger dialog there now are 2 rule lists (A and B) and two buttons "(A) OR (B)" and "(A) AND (B)" that allow different logical combinations of rule items NEW: contains <51>Case's bearing bugfix. Thank you Case! FIX: Hammer (STP) and Pat01 (eagle.ru) found out, that liveries of aircraft are not copied for cloned items, what is now fixed. Thanks Pat and Hammer! INFO: Cloning units moves the first waypoint a few hundred meters away from it's original position to prevent "ghost objects" in map editor, but this could change the waypoint task. V1.6 NEW: coalitions can be edited at any time and for existing missions. FIX: button "duplicate" in units list now (at least partially) visible at horizontal screen resolution of 1280px V1.5 FIX: bug in trigger duplicate function caused groups of existing triggers to change their type when a clone's type was changed FIX: airfield information was missing of cloned groups that start on ramp V1.4 First public version.
    1 point
  7. Hello everyone. I know this is the wrong forum, shame on me, but not to many people read the actual hardware forum and I need to get peoples attention. I recently got a Motorola droid x and one of my favorite applications so far is tapatalk. It is an easy way to browse forums without using your browser, it is very intuitive and awesome to use. Problem is, this forum isnt registered with tapatalk. Any moderator/developer that might be interested in this PLEASE register with tapatalk. From what I can tell it doesnt take to long and we could take our DCS fantasies on the go! Heres a video of the application in action. ${1} Heres the link to tapatalk website for devs/moderators to sign up their forum http://www.tapatalk.com/plugin.php again sorry for the wrong forum and everything, i accept the consequences if there are any i just see this as an application that would help the community. Based off the fact i sound like a salesman right now, let me get this out of the way. I have nothing to do with making/advertising/marketing/etc with this application. I am an android fanboy and love this app. My number one forum is missing from the application though, and its this one.
    1 point
  8. Всем привет! В продолжение моей вертолетной кампании для Ка-50 ("БУГ: Боевая Ударная Группа") решил создать ее самолетное продолжение. Те, кто летал в "БУГ: Боевая Ударная Группа", найдут тот же принцип построения брифингов, картинок и то же качество озвучки. Постарался более подробно прописать в брифинге тонкости прохождения миссий. На мой взгляд, кампания "БУГ: продолжение" чуть сложнее, чем ее вертолетная предшественница. В кампании всего пять миссий, но, традиционно, будет и продолжение, с корректировкой возможных багов (хотя тестировал тщательно) и еще пятью миссиями, идеи для которых, как всегда, приветствуются. Сценарий кампании продолжает сюжетную линию "БУГ" для Ка-50: Осенью 2012 года ситуация вокруг Абхазии и Южной Осетии вновь обострилась. Череда "разноцветных" революций и фактическое отсутствие власти в Грузии привели к расцвету бандитизма и террористической деятельности. Россия и Украина при поддержке Франции вынуждены вновь усиливать военную группировку в регионе и готовиться к боевым действиям. После удачного применения вертолетов Ка-50 в конфликте России и Украины с Грузией и Израилем было решено возобновить производство ограниченной партии ПТУР "Вихрь", подвергнув небольшой модернизации комплекс "Шквал". Несмотря на то, что он серьезно устарел, к нему проявили внимание зарубежные заказчики, принимая во внимание относительно невысокую стоимость. В частности, о готовности закупить партию Ка-50 заявили Армения, Болгария и... США - для "помощи в оснащении" воссоздаваемой армии Афганистана. Самолетный вариант этого комплекса, предназначенный для штурмовиков Су-25Т, также было решено подвергнуть испытаниям в боевых условиях. В Липецке были приведены в полную боевую готовность два борта Су-25Т : б/н 84 и 85. Решено, что самолеты будут действовать совместно с Су-25 ВВС России и Украины, чтобы выявить преимущества Су-25Т, особенно при ведении боевых действий ночью и в сложных метеоусловиях. За штурвалом обеих Су-25Т будут находиться строевые летчики, прошедшие переподготовку в Липецке. Вы - ведущий пары. Типовые цели, по которым предстоит работать вашей паре - склады, укрепления, замаскированные бункеры, а также бронетехника. Возможно, вам придется работать по объектам ПВО средней дальности, а уж ЗУ и ПЗРК у противника предостаточно... Ссылки для скачивания файла: http://narod.ru/disk/1738367001/BUGsuite.zip.html http://files.mail.ru/XEOBLC Файл так же закачан на файлообменник ED (со скриншотами и эмблемой) http://files.digitalcombatsimulator.com/ru/13219/ а также на фан-сайт DCS http://dcs-fan.ru/download/view.download/31/194 ВНИМАНИЕ! Скачанный архив нужно распаковать в папку ...1C\Eagle Dynamics\LockOn Flaming Cliffs 2\Missions\Campaigns\LOP\ru Кампания тестировалась на дисковой версии ЛО: ГС2 без каких-либо дополнительных адд-онов. В случае установки последних корректная работа миссий и кампании не гарантируется. P.S.: Посвящается всем военным летчикам ВВС СССР, России и стран СНГ, коллективу Eagle Dynamics и всем любителям авиации, особенно посетителям forums.eagle.ru.
    1 point
  9. Всю звуковую информацию, которую принимает летчик , он получает через головные телефоны, встроенные в ЗШ. Как мне кажется, в симуляторе, все оповещающие, предупреждающие сигналы и сообщения, должны быть с эффектом головных телефонов(минимум низких, высоких частот, небольшая зашумленность). Ниже выкладываю папку Sound, в которой попытался реализовать этот эффект. И еще, небольшое дополнение, перед сообщением речевого информатора: "предельный угол атаки предельная перегрузка,'' будет слышно тяжелое дыхание. Я думаю, что это добавит еще немного реализма в симулятор. Естественно все выше описанное IMHO. Критика приветствуется. http://narod.ru/disk/23434115000/Sounds.rar.html
    1 point
  10. I wanted to get a discussion going about the modding possibilities opened up with FC2.0, specifically regarding the flight model of aircraft in Flaming Cliffs. Through my own investigation, along with that of several others, the new flight model files (SFM only) and characteristics have been realized. However, the exact identification of coefficients in the files is quite confusing, so I thought some public discussion could shed some light on the matter. WARNING: These modifications are mainly for single player, teams who use specific aircraft flight models, and modders who wish to create new aircraft for this game. Do not use modified flight models on public servers without permission from the server host! While some may check the integrity of this file, the ones that do not may kick or ban users who abuse this modding capability. Please be responsible and keep the game fun and fair for others. GENERAL: The two files being examined here are the SFM_Engine.lua and the SFM_aerod.lua file that are contained in the FC2\Scripts\Aircrafts\_Common folder. The basic structure of the files is not hard to understand. You have a list of aircraft that can be modified corresponding to their unique plane ID number. Adding entries to these files for other aircraft is possible by adding to this list and adding the parameters in the same fashion as those below. Some conclusions can be made by studying some basic equations of motion and forces that ED has posted on their site here: http://lockon.co.uk/?end_pos=10&scr=list&page=4#345 However, not all coefficients are made available, and not all match up with the name given on their site. For some reason, the only aircraft included in these files are the F-15, A-10, Su-27, and the Yak-40. Other aircraft cannot be simply modified, as that would require all coefficients to be present in the files. This data is not available and must be hard-coded in the game, so modifications made to other flyables or AI aircraft must be created from scratch unless ED provides those values. It is my understanding that the values of the coefficients in this file are for a specific altitude (maybe sea level) or are just arbitrary, but are modified by hard-coded equations governing flight dynamics at all other conditions and flight levels. SFM ENGINE: This file contains the thrust values for the engines of each aircraft based on the mach number in which the aircraft is flying. These values appear to be in kN units and are the sum of thrust for both engines combined. typeng=# (0 - Non-afterburning engine, 1 - Afterburning engine) dcx_eng =# (unsure of this parameter) hMaxEng =# (unsure of this parameter) dpdh_f =# (unsure of this parameter) dpdh_m =# (unsure of this parameter) engtab1 = { (this is the table of coefficients that use mach number to determine the values of thrust. All values are interpolated for speeds between those listed in the table. Further additions of data between these values is possible, for example: M=0.1) M - Mach number. Pmax - Maximum military thrust available at corresponding mach no. Pfor - Maximum afterburning thrust available at corresponding mach no. I am unsure if the previous two values are added together when the aircraft is in afterburner, or if the game only uses the Pfor value. If you try to add too much thrust and exceed the maximum mach no. in the table for that aircraft, the game will either crash or your plane will shut off it's engines and become useless. Higher mach numbers are possible by changing the upper limit mach, for example: M=3.9 to M=5.0 SFM AEROD: This file is quite complex when compared to the engine file. It contains most (probably not all) coefficients for characterizing the flight model of each aircraft. kjx =# (unsure of this parameter) kjz =# (unsure of this parameter) Czbe =# (unsure of this parameter) cx_gear =# (Drag coefficient of the gear in the direction of flight) cx_flap =# (Drag coefficient of the flaps in the direction of flight) cy_flap =# (Lift or normal force coefficient of the flaps in the normal direction to that of flight) cx_brk =# (Drag coefficient of the air brakes in the direction of flight) aertab1 = { (this is the table of coefficients that use mach number to determine the aerodynamic values. All values are interpolated for speeds between those listed in the table. Further additions of data between these values is possible, for example: M=0.1) M - Mach number. Cx0 - Drag coefficient of the aircraft in the direction of flight. (skin friction, pressure drag, etc.) Cya - Normal force coefficient of the wing and body of the aircraft in the normal direction to that of flight. Inversely proportional to the available G-loading at any Mach value. (lower the Cya value, higher G available) B - Directly proportional with the amount of speed lost in high-G turns. (lower the B value, the better the aircraft manages speed in turns) B4 - Has something to do with lift, but unsure. Omxmax - Has something to do with roll rate. Directly proportional to the roll rate of the aircraft at the corresponding Mach number. Aldop - Unsure, but my guess is something to do with angle of attack. Cymax - Maximum normal force coefficient that can be generated using the governing equations. CONFUSING TESTING RESULTS: - By reducing B4, I seemed to have more lift. - Cya doesn't seem to be just lift. If you make the value high, you will not be able to pull back on the stick and change your aircraft's flight path because there is too much normal force on your jet. Decreasing this value allows your nose to move much more freely. It seems like this value is the degree to which your angle of attack affects lift or normal force.
    1 point
  11. 1 point
  12. I bet 5 dollars Viper, that he is setting something incorrectly. Maybe flying without the stability augmentation system on, thinking that is the autopilot. Please post a track so we can try to help you.
    1 point
  13. You're both wrong! In two weeks........:music_whistling: :P
    1 point
  14. A quick google seems to find a common theme there with other Steam 'powered' games (this 'StackHash_b4ee' thing). Further reading: Seems two other trends with this error and module are: 1. It doesn't happen if you launch the game manually, outside of Steam (but you've tried that) 2. It can be cured if you disable the Steam 'ingame overlay' (I guess this is the buddies/chat plugin it provides, I remember it popping up for GTA and such). I don't know where you will find the setting for that though, with respect to BS. Perhaps that 2nd option is something you can still look for and explore.
    1 point
  15. Yup. :D Though technically, it's "When it's done™". :P
    1 point
  16. Ironsight. If you have something to add that is constructive based on your own battle experience of this theatre of operations, please do so. Otherwise, resist temptation to become an 'itch' by posting crap from an editiable source by anyone. Why are there so many wikipedia experts about!
    1 point
  17. The Ultimate Driving Machine... M3 E46, getting old, but still gorgeous :)
    1 point
  18. "т.е. получается", это не вопрос. Признавайся, смотрел мануал? Он у тебя есть?
    1 point
  19. To understand why one loads faster than the other you need to understand that single player are two executables/two phases, one for the new UI (launcher.exe) and one when you enter the cockpit (simulator.exe). In multiplayer you only load one executable (simulator.exe), the one to enter the cockpit that also loads a very basic multiplayer UI. Defraging the hard drive and installing the simulator outside /program files helps. Also helps adding an exception to the antivirus for the simulator folder and subfolders.
    1 point
  20. I really hope that Ed will fix AI's stupid tactic: "jettison weapons if a strike aircraft is fired on" Why this is not fixed yet? -haukka81
    1 point
  21. Worst thing about AI SEAD is that the AI coordinates with other flights quite often to make sure that only ONE missile is fired at each radar. So of course, the SAM sites just shoot down the HARMs or Kh-58s one at a time till all the aircraft are out of missiles. To the original poster: make a target point for each SAM site you want the AI to attack, make the radius around the point like only 1km, and give them these same target points starting at a steerpoint like 100km away, and then give them the same points again at a much closer steerpoint, and then again at a steerpoint that is nearly over the SAMs. So basically, the AI aircraft are told to attack the radars starting from a point very far away, and are repeatedly told as they pass closer and closer steerpoints. This has worked pretty well for me.
    1 point
  22. Imagine the devastation that would occur if the US went to war with China. Cheap shit vendors everywhere would be out of business!
    1 point
  23. I guess that's more of a tactics thing, i.e. how would you approach it yourself? Since you ruled out cruise missiles and the like, I guess the only option is to try to get within range without the SAM shooting you first, which means using terrain to mask your approach and then hoping to get the first shot off. You could also try setting up individual AI flights rather than multiple aircraft in the same flight. That way they won't cooperate, and each aircraft will launch a missile at each target. Should be able to get more missiles in the air that way, to increase the pK. Could also be worth experimenting with a diversionary flight; i.e. have some fast movers pop up into the radar's LoS and then the actual SEAD flight pops up a few seconds later. Hopefully the SAM will be too busy engaging the first flight to fire at the SEADers until they've gotten their shots off. For the B-52, 'precision strike' task using point targets seems to work fine. I just had a B-52 loose 16 AGM-86's against an encampment, that was pretty cool.
    1 point
  24. Bvoiash, If your intent is to simply ask for feature feedback in further development of the ERI mod, you've gone about it all wrong. By all means do the research, development, and testing to get it to the point where it is realistic to the data. I understand you wanted to make it "fair", but keep in mind people will always complain about balance issues no matter what. "The BFG 9000 is overpowered" ... "dolphin diving is BS" ... "&*(^ Cheese" ... "AWP Whore!" ... "OMG The Huntsman! quit being a n00b" ... "way to spamram" I can go on and on, but I think you get the point. My honest opinion is to make the changes to the F-15 (ERI/LEAVU), but also work in a change or two for the other aircraft featured. Couple that with realistic mission scenarios and you've got yourself a full on Realism Mod. In addition to the standard norm of using IC to enforce specific file checks will result in having Realism Servers and Default file servers.
    1 point
  25. I believe those two movies where that footages came from were Just Plane Wrong lol
    1 point
  26. Sorry I know it sounded like a silly question, but it had to be asked. That's a strange problem, I've not seen it before. Are you sure your electrical systems are up and running and the rotor RPM is high enough for the generators and inverters to supply power to the NVGs? I can't remember where the logbook is at the moment, but you could try a fresh install in another folder (or rename your current folder and then install BS where it was) to check it out. Nate
    1 point
  27. It uses radar alt if you have the selector for it. And don't expect to climb a step hill. First because it has only 20% of collective authority and second because the radar looks just down. But for a trip with some minor elevations and some depressions, it works; you press collective brake at, for example, 100-200m altitude, activate the route autopilot and you can more or less forget about it.
    1 point
  28. Your wish is hereby granted. You must all drop me $1 for my paypal account each time you need to post. :greedy:
    1 point
  29. The man is just full of them!:music_whistling: Good ideas, that is.:thumbup:
    1 point
  30. HTML and external program linkage within the Mission Briefing and Debriefing screens. Ability to embed HTML links in the Mission Briefing and Debriefing screens to external resources. Minimum requirements: url /url, u /u, b /b, i /i, img /img, etc. Ability to embed a link to run an external application in windowed-mode. For Example: The ability to execute TacView from the Mission Debriefing screen.
    1 point
  31. I would love a Sepecat Jaguar in DCS. The info must be out in the wild since most airforces have now abandoned their Jag's Single Seat aswell, so none of this DCS Apache 2 seat malarky, I think the jaguar would be the perfect aircraft for ED to model. But what I REALLY would like is for their next model after the A10 to have an A2G radar, I dont care what plane or helo they put in, aslong as we get a A2G radar to play with as that is sadly missing from the Lockon and DCS series. Tell me that this doesnt look lovely, its basically the British and French version of a SU25t For a really cool pic of one, they dont allow hotlinking so this link will have to suffice as I am too lazy to host it myself :) http://www.airfighters.com/photo/46932/L/UK-Air-Force/Sepecat-Jaguar-GR1A/XZ363/
    1 point
  32. Yes I figured as much and at any rate it can hardly pay to spend too much time experimenting with this when proper tools for the purpose are on their way :) . Yeah and considering the level of work involved for building/texturing a nice 3d cockpit + animating all the other functions, I don't think anyone with such a project needs to be afraid of running out of work anytime soon :) .
    1 point
  33. No Practical target Desegnation outside of the "Wingman" feature. I am a keen writer of mission scenarios and have been trying to get a practical means of desegnating a target (as if by an FAC) for the A10a. It has come as a real dissappiontment to me that the FC2 mission planner has no practical means to emulate FAC target designation on "movers". In particular my excitment peaked at the prospect of placing a (Special Forces FAC) man on the map with a designator and a list of priority targets and/or the commonly used FAC designation operated by the UAV predator. Its very sad that this common mode of operation for the a10 is not available except through an AI wing, who it has to be said is NOT Intelligent enough to stay out of trouble (suicidal FAC) while designating targets (cannot effectively be directed to circle in a safe area).
    1 point
  34. Borchi, this is off-topic but you might be interested in the following since your signature repeats a myth. Please see the following for more information about the space pen: http://www.snopes.com/business/genius/spacepen.asp
    1 point
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