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winchesterdelta1

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Everything posted by winchesterdelta1

  1. WinchesterDelta1 Lonewolf Netherlands Ping: 150 1. F-16C Fighting Falcon Blue side
  2. I alway's play session just for fun. Why would i play otherwise?
  3. You have no clue what he is talking about it seems. Lets make it simpel for you. Because a LUA script can't repair a runway gradually. It's always instant. Just like the repair function to repair a plane. If they did not put code in for it to take 170 seconds it would be instant. So if the option to repair a runway comes available it would be the same. But off-course with a runway you want some flexibility and to simulate how long it can take to fix it. So what NeMOGAS say's is that mission designers can use this function to their liking. The mission designer can put conditions for a runway repair. So a couple examples what the mission designer can script as conditions are as follows: - After the runway becomes inoperable it will take 170> for it to be repaired (i hope more then that.) - After the runway becomes inoperable a chopper needs to place 5 creates and wait for 45 minutes before the runway is (magically) repaired. - After the runway becomes inoperable some repair trucks drive on the runway and they need to stay there for 60 minutes before the script kicks in and instantly repairs the runway. - etc etc. If you don't understand this then you do't have any clue how any of this works. Hint: It's exactly the same as how the aircraft repair works. Only the aircraft repair is as far as i know hard coded. But it will also instantly repair your plane if it was not for the timer. But this time you replace the timer with another condition or also just a timer. It's a great idea form neMogas and simple to understand for almost everybody.
  4. WinchesterDelta1 - F-16C and otherwise F-14B Red
  5. Great mod. But does it have Air to Air? Did not see anything mentioned about that.
  6. It better be glorious. And i have no doubt it will be. :):thumbup:
  7. I feel your pain. I already wasted 24 hours just restarting and rejoining MP because of this bug
  8. Please fix this engine bug asap. It's the most annoying thing. It takes us forever to quit the server, close the game and then rejoin the MP server when this happens. We don't all have super computers where you can do this in two minutes. It's especially annoying if other people have to wait on you cause we are flying together. This is a game breaking bug to lots of us. It's annoying to hope every time you respawn or choose another slot that you won't have to restart the game to be back in 10 to 15 minutes. Depends on how busy the server is. Also i noticed today that not ejecting does not always help. It's very lame to not be able to eject because you try to prevent a bug anyway.
  9. It's not the case. So you can forget about it. Thank you for you're quick answer. One more question: Isn't it possible in real live to start up the plane while it's refueling and re-arming? Can you stay connected to ground crew power and electric power in real live and still refuel/re-arm? The SIM say's yes if you change the order. So it's kind of weird that you can't do it when you already started refuel/re-arm process.
  10. As the tile say's, the Auto start does not work during refuel/restart. When the refuel/re-arm is done the auto start continues. Not sure if this is intended or a bug. State of the plane when i noticed this: On ramp with no fuel and weapons. (MP server) Go-around: Start Auto-start and quickly go to the re-arm menu and refuel. Then it continues fine. Not an annoying thing. Just wanted to share this.
  11. Came here to post this myself. have been struggling with this from the beginning. Extremely annoying bug. Especially when your computer is not the greatest and an restarting the game and joining the server can take up to 10 to 15 minutes. Could have lived with it if i only had to rejoin the server. Tried everything to start it, from manual to auto start. Thx guy's.
  12. Static/Dynamic campaign i call it. The campaign is player driven. Choice, teamwork and achievement is the main motivation to get forward. Targets are static/structures/buildings. Long range air defenses and EWR are static as well. Choppers can bring a level of unpredictability on the battlefield. Old play styles can be maintained. Advanced play styles are encouraged by the mission design. Easy to understand and participate in. Teams and LoneWolfs will be satisfied. All modules can be used to their fullest capability's. It's simple and straight forward by design. Was brainstorming about another type of MP mission for the 104th. A mix between Airquake and Operation Longbow and the sorts. Was watching the new HEATBLUR F-14 LANTIRN footage when the idea came to me. The idea behind it is to keep it simple, Large scale, fun and dynamic and with a clear goal to work towards as a group and as a singleton. It will run for 7 to 10 hours and at the end the mission counts how many percentages of targets is destroyed. This kind of mission will also make full use of all the military planes, coppers and their capability's. The main goal of this mission won't be knocking out the air defenses. It would be to attack the different target buildings/structures in the zones. You win at the end by destroying more percentage of targets then the enemy. Or you win by destroying 75% of all their targets. Defending your zones is also a high priority. * Frontline will be fixed. But won't just be a straight line in the sand. You should be able to see the frontline visually on the F10 map. * Country A and Country B will be mirrored as good as possible when defining assets to both sides. Like Air Defenses and EWR. Those large assets will be pre-placed on the map to form some make shift integrated air defense. Airfields should also be protected heavily. * Game will take 7 to 10 hours. So won't carry over. * Gameplay wil be dynamic by player actions. * Rules will be simple and straight forward. Like we know and love form the 104th. (and can be easily changed into a point system where certain targets are more important) * Zones will contain an amount of target buildings that need to be destroyed. There will be multiple zones to keep strikes focused on hot zones. And to create a bit more clarity where the targets are located. (air defenses and EWR can be placed outside these zones. * Fixed editor placed make shift integrated air defense sides with EWR can be repaired and re-supplied by choppers * A way to ask trough the radio menu on the status of the zones to get a rough number on how much is destroyed. * The emphasis will be on strike aircraft and choppers and their ESCORTS. Without taking away from the Air superiority/Air Quake gameplay. * Devide the mission in half. One part of the map is Red Country. The other side is Blue country. * With the kneeboard example it will be easy to find active targets and plan missions just by checking target list. Example: Zone F contains 60 buildings that can be striked. 15% is naval targets, 15% is Military targets, 40% is Infrastructure targets, 10% Are command structures, 20% are mobile targets like APC's, trucks. But they are also pre-placed and can't be moved. Example of targets: - Infrastructure: power, Communications, transportation, and industrial sectors - Military buildings: Like HQ's, staging buildings, barracks, Vehicel depot - Naval buildings: Same as above. - Command and communication buildings. - Air defenses, EWR - Airfields and their support buildings. So when you kill a hangar it can actually count to your mission goal. Those targets will be labeled and grouped like that so you can plan more easy.And define what you want to strike. It would be nice if the mission creater would designate an factory actually an factory on the map. That factory can contain 3 to 6 buildings. So Infrastructure damage in Zone A can have an overal of 10% damage. But Factory1 in Zone A is only 50% destroyed. Any Zone can contain a total up to 30 targets with up to 3 or 4 target groups like Factory1 The only real problem i see here is. Say, Zone F has has 400 buildings in that area. Only 60 of them can be striked, to count against our end mission goals. How are we going to tell all the players witch buildings are actually important to strike, witch are already hit? And witch are just map filling with no meaning? How can we do that without cluttering everything up with radio menu messages. Solution: You should be able to get a targeting list of al zones on your kneepad. Zone D page 6, Zone E page 7 etc etc. On that page should be an target list. And when clicked on it will show you the exact building in the F-10 map. If the target is already hit it gets automatically grayed out and clicking on it won't do anything. This will avoid asking ED for complex GUI to support this kind of MP gameplay. KNEEPAD TARGET LISTS PER ZONE. Zone F (coordinates) : * Factory1 (drop down menu if possible) - Building1 (coordinates) > Click on: Go to Building1 coordinates of FactoryTargetGroup1 in zone F on F-10 map. - Building2 > Greyed out. Unable to click. > Target can be considered destroyed. *** If somebody joins and say's... What do i need to do. Simply point them to the kneeboard for available targets. Or they can ask in an radio trigger for intel on how much percentage of each zone is destroyed. And then check Kneeboard target list for that zone. Everybody can just simply work their own zone of choice or help others.*** The key might be is to keep it relative small. Per zone only maybe only 10 to max of 30 targets to hit in total. 70% of them is buildings and 30% is static soft/armoured/SAM/AAA defenses. And have 8 to 12 zones per side. Make the choppers responsible for re-enforcing those zones when needed. 104th has many pre-placed targets on the map. Maybe in the thousands But mostly all grouped up. But when spreaded out you should be able to create more realistic defenses and they will be harder to find. The building/structures in the zones will be the main targets anyway as opposed to only armoured/SAM/AAA units. So it will be less unit hunting but more weapon delivery on strategic targets. Use the units to augment the target area with defenses. Will this be feasible? Will a dedicated server help in such missions? I think this should be able to be achieved within DCS MP with the current ME. Minus the essential Kneeboard idea for target listing and coordinates.
  13. Callsign: WinchesterDelta1 Nationality: Netherlands Squadron name: n/a Squadron Website and/or Logo: n/a Location: Ireland Timezone in GMT: GMT 0 What DCS branch you have installed?: Open Beta
  14. Rmax is the max range the missile has under ideal circumstances on a non maneuvering target. On what altitude that is is and what speed the launch platform has is unknown to me.
  15. 8 years later and this post is still going strong :)
  16. Got myself some time in je J-11. Got a reasonable amount of sorties and kills before i perished by Russian tech. A G** dam MIG-29 Fulcrum with ET's. I was under the impression they had none. So my death was swift and clean. It's a pretty long watch.. But i like to show raw gameplay on an average system. PLA Air Force Fighter Sweep. Chinees Air Force Slogan: Without Air Defense there is no National Defense. 無空防即無國防 Mission Success: Kills 8 5 sorties. KIA Server: 104th Phoenix Faction: China Iran Russia Mission: Defend Allied Iranian territory by all means necessary. Airbase: Bandar Abbas International Airfield. Enemy faction: NATO And apparently they had a MIG-29. Was not expecting ET's at all. Plane: 沉陽J-11 kills: 5x F/A-18C Hornet, 2x, F-15C Eagle, 1x MIG-29G Fulcrum Pilot: WinchesterDelta1 Killed in Action.
  17. Man.. i want to fly the F/A-18. But the SU-33 is in a minority. Difficult.. I'll go for SU-33 then. WinchesterDelta1 > SU-33 Flanker D
  18. I get very frustrated with the tanker sometimes. Is there a way to program the tanker so it tells you: * How much fuel he has left. * How much time you have till he RTB's. * Give correct altitude when called. * Adjust speed for the air frame they're refueling, * Or at least told you their current speed. * Tell you when they are about to turn. Preferably we should be able to ask for this information on demand. Cause right now you are in the middle of a tanking session and the tanker just decides to go home without any warning nothing. He is like... "My shift is over... I don't care about you having fuel or not". It's also annoying when you try to do some AAR with another buddy of yours. And the thing won't even have enough for two. Same as you try to do AAR when some other dude on the server already has taken some fuel 10 minutes ago. There should be an option to request this info. So you can share a bit of fuel in-between your buddy's. Also shouldn't a C-130 be able to fuel more then 1 and a half plane fully (When both planes almost empty). maybe we should just put the tanker on unlimited fuel or something. These DCS tanker pilots are real a*holes. And sometimes it feels like they are enjoying annoying you. :D :D
  19. WinchesterDelta1 F/A-18C Hornet
  20. Maybe it has something to do with the PRF mode. I know that in the F-18C when in PRF mode interleave the target appears and re-appears from radar, as intended. Maybe the same thing is going on and that change was transferred to other radars as well?
  21. Please fix the radar. It's super annoying.
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