Jump to content

Robin_Hood

Members
  • Posts

    983
  • Joined

  • Last visited

Everything posted by Robin_Hood

  1. IIRC, as of now other players can see the ejected pilot at his original landing position, but will not see him move.
  2. There are several variations on CAP. TARCAP is over the target, BARCAP is between the target and the incoming bandits. If there are bandits in the target area, then there is either a) an airbase in a direction where no BARCAP was tasked, or right near the target area (which would require a TARCAP at the very least), or b) one or several bandits have leaked though the BARCAPs (LEAKERS). TARCAP instead or BARCAP can be more dangerous, as the fighters will have much less time ro respond. Good planned BARCAPs, assuming no one leaks, should be efficient. Now, if BARCAPs are ill-placed, this is another thing.
  3. If it has been kept in the Su-33, that suggest that this one has some kind of autothrust. Maybe for automatic carrier landing ? Not sure if russians have this, I know a lot of US Navy planes have this though
  4. Eagle Dynamics are actually working to get rid of this requirement, and are working on stand-alone Su-27 and F-15C that will not require anything else thant DCS World. Both should be the same as the FC3 planes, but improved with an more realistic advanced flight model.
  5. Rockets are usually best used in big ripples, anyway. Although, there are so many S-8s that they may warrant two passes at the target. I like S-13s, good balance between number and power (that is, if you need the power - if not, S-8s is great against unarmored targets as you said). S-25s, well, save those for really armored targets, like buildings, or more probably, ships. Also, I think I remember that in previous versions (FC1 or FC2, not sure which), there was AO (antipersonnel) versions of the RBK-500 (I think)
  6. Okay, here are a few thoughts. Tactics There isn't much to it. Depending on the target, you can set up a wheel pattern around it and roll in from there (if there are only low-level threats), or you can make a pop-up attack. Delevery parameters. In CCIP, I prefer rather shallow angles (10 to 30) from low to mid altitudes (500-3000 m), at high speed (800-1000 km/h IAS). Bombing from a high altitude for safety is generraly best with CCRP, but since that is broken at the moment, well... Munitions I noticed that there is a lack of information about available weapons. Both the manual and the in-game Encyclopaedia are outdated. For exemple, I don't know the differences between the RBK-500U and the other one. A few guidelines, though: - AO is for Anti-personnel munition - PTAB is for High Explosive anti-armor, I think Clusters (RBK) make a wider pattern when dropped from higher altitude, though I haven't been able to get as wide a pattern as I could in FC2. BetAB-500 for low-altitude (normally anti-runway bombs, but since the are the only high-drag bombs, well), you can drop them as low as 50 m (but I'd advised at least 70 m to stay clear of the frag pattern). If the threat is pretty low and there are a bunch of vehicules (preferably nicely lined-up), the sub-munition dispensers (KMGU) can give you really nice results. Be advised, you got to get there low and level (not necessarily slow, thank God), and stay steady while the bomblets are dropped. If you do things correctly, though, it can raise hell on quite a bit of terrain (in a line).
  7. I think he meant that since OAT works in the Ka-50, it is not a DCS World issue. Therefore it must be a bug (or WIP) with the Huey.
  8. I would think that the SA-10 is meant to be a real pain in the a**. Although, I don't know if this applies to AI SEAD, but SEAD missiles were/are bugged at the moment (not sure if it has been fixed already). I would suppose there is a bug going on here, still, because a campaign mission shouldn't be impossible like that
  9. The thing is that the original poster complained that some features aren't included in FC3, when these features have never ever been announced of FC3. When I bought FC3, owning FC2, I knew exactly what new features I was getting, and what would stay the same.
  10. Do others confirm this ? I thought that water has historically been one of the FPS-eaters in Lock-on series because it literally covers all of the map (and then land is placed above it).
  11. Oh, I saw that one, but what I experienced isn't the same: 1. Bombs aren't released as soon as pickle is pressed. Instead, the timer counts down as expected, though bombes always fall short. 2. It does happen in the MiG-29, not only in the Su-27 (indeed, it happens in the Su-25T, which is why I posted in DCS World bugs in lieu of FC3 bugs) But anyway, I'm sure the devs will look into it and work to fix it :thumbup: macieksoft: Gosh, are you sure you didn't smother these guys with napalm ? :shocking:
  12. Actually, I think the S-3 hasn't been working as a tanker for a long time. I think I noticed it as early as FC1 (maybe FC2, though).
  13. Thanks, I didn't know, and a quick search through the forum didn't give me anything (apart from A-10C CCRP problems with wind).
  14. I think auto-thrust since FC3 just keeps a power setting, not a speed anymore. And I don't think it really was an efficient way of doing it, it would pop the airbrakes when overspeed which is not always a good idea (it can be, tough). Also, I think the stance of ED regarding curves applied to DCS aircraft, not sure they meant it for mid-fidelity aircraft.
  15. Apparently, CCRP for russian aircrafts is broken. Everything seems to be working, the timer counts to zero then the bomb releases, but it always falls way short of the target. Tested in Su-33, Su-27, MiG-29S and Su-25T. Short tracks included. CCRP Bug Su-33.trk CCRP Bug Su-27.trk CCRP Bug Su-25T.trk CCRP Bug MiG-29S.trk
  16. I would guess sling-load training will appear in the release. Otherwise, I agree that it would be nice if transport was highlighted at least as much as gunning. But then, the release should come with the "slick" version of the Huey, so maybe then ;)
  17. What you maybe can do is once the current conditions are true (eg: helo is on the ground), set a flag, then make the unload happen with a Time since flag. unfortunately, this type of trigger won't check if the flag has stayed true throughout the whole operation. I haven't tried the mission yet, so I don't know what kind of triggers you are using. Therefore this might not work.
  18. - for moving zone, check in the triggers for UNIT INSIDE MOVING ZONE, choose the unit to which the moving zone will be attached - for radio transmission by units, check out in the Advanced Waypoint Actions (or the Triggered Actions if you want to trigger it otherwise than by a waypoint) of the ship (NOT in the mission's "Triggers"), and in Perform Command, use SET FREQUENCY and TRANSMIT MESSAGE. I have yet to try that on a ship, though.
  19. I second that, it seems to be missing in the controls options. Would be nice to shut the alarm more quickly. And, I'm thinking, pit builders will need this too. Probably an oversight.
  20. In short, the helicopter is already there, but a good bit of work still needs to be done on infantry and its interaction with the helicopter to allow really good transport missions. You can already do things with the triggers, though, but the infantry behaviour is kinda lacking.
  21. Not sure Rider1 intended to be negative, there. Personnally, I would genuinally wonder what sort of test was that about (don't I see some beautiful smoke textures in there?). But still, it's a bit weird and funny (but in a good way) to find such "test" folders. I always thought it funny that one of the main folders was named "Bazar", as if it was a messy storage folder (which it kinda is, honestly). No offense, of course, and yes, it's a good thing they let us stuff our sneaky noses in those folders, looking for unusual things (it's a very good thing for modding, also).
  22. I will make some further tests, but I had made a mission with Switch Waypoint tiggered by F10 radio item, and I had to use AI Push Task or it wouldn't work properly. I will try again on a more basic mission, investigate and come back if something seems wrong.
  23. Very good news, towsim. It's good to hear that there is a lot more to come. I am also looking forward to the features mentionned by Agaton, and the power and range model. This great mod is about to get even better. Most of the complaints I could have had are apparently already taken care of! I am grateful, because I had long been looking for such a software, working with FC3 and such. And the other softwares you guys are working on (Flight Planner, radars and such) also sound like must-haves. So, thank you very much.
  24. This is actually a very legitimate concern you had, Rongor. It seems indeed that the current Huey flight model is oversensitive to VRS as of now. This will be reduced. Check out this thread, and this post in particular.
  25. Thank you ! Though, I think you made a mistake: I don't know which frequency range you meant, but I have been able to contact Lochini Tower on 138.0 MHz without any problem.
×
×
  • Create New...