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Major SNAFU

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Everything posted by Major SNAFU

  1. I just got TIR5 and I foudn this thread useful. I have only one real problem and that is when I try to move close and peer at a guage. I go out of the range of the track IR camera and can't look closer. Is there a way to tweak the distance?
  2. Thanks, So I have 1.0.2 installed and running and there are certainly some of the old mods that are incompatible. No come sthe painful process of adding them one at a time and seeing which one(s) cause the sim to crash.
  3. never mind. I found the mod to do this. Admin, please remove this thread
  4. Title says it all. THanks, SNAFU (Maj.)
  5. Hi all, Are the older weapons mods still recommendedneeded in 1.0.2. I'm talking about the ones that added additional rocekt pods, changes the gun parameters, etc. Also is Dragon's AMRA2 sound pack considered the replacemtn for his battlefield sound pack? Lastly, are the smoke and flare trails mods still recommended and compatible with 1.0.2? Thanks,
  6. Wow. Great video and I echo the comments about the flying.
  7. Thanks for the link. Looks like I had my wires crossed there. The post at the end of that thread was an interesting read - but no one commented on it as being correct or not. So, wingmen aside, what are the major reasons out side of producing tracks for people to see, flying online and compatibility with FC2 to upgrade to 1.0.2?
  8. Hmmm. That is not the impression I have gotten in reading through all of the 1.0.2 bug and problem threads. That is the major question that I am struggling with. I have 1.0.1 installed with mods and missions and it is running fine and I am enjoying it. I have no need to share tracks nor do I currently have time for online flying, so I keep asking myself (as I have noticed other have done on this forum), why install 1.0.2 (leaving aside the whole uninstall/reinstall just to install a patch debate)? It makes BS compatible with FC2 (which I own), but this is not of immediate interest to me. It means all of my tracks that I have recorded and use to train myself are useless. It seems to have introduced some bugs. Against that, what will installing 1.0.2 do for me, the offline single player mission person that mostly flies BS at this point for the fun and enjoyment of flying the helo and not the combat (because I have some quibbles here as well). And, it doesn't seem like ED is paying any particular attention to the issues raised, or at least isn't expending effort to keep BS owners informed as to what is happening or will happen to BS in the future. I was looking forward to DCS:W, and to be frank, if it weren't for the above issues, I'd already be playing/flying a copy of it. But as a long, long time flight sim player, I have become quite cynical about what might happen "tomorrow" if you just give me your trust and money today. I think ED is a great software shop and I think they did a great job with DCS:BS initially. But 1.0.2 makes me wonder where their priorities are. What was the major reason for releasing 1.0.2? To make BS compatible with FC2? Sell me the story of your product roadmaps, ED. If it is a good story, my money is yours. Leave me with an empty book cover and, well, my money will go elsewhere.
  9. No. Just that I am concerened about what has happened to the wingmen AI and wondering what Mods can be used with 1.0.2
  10. No. More for wanting to still have effective wingmen, from what I've been reading. But there is still the unanswered questions about the mods and 1.0.2. Thanks,
  11. So is it possible to have a 1.0.1 and a separate 1.0.2 install on the same computer?
  12. Hello all, Finally the job allows me to have a bit of time to get back tothis great sim. Much has happened while I was away. I left off with 1.0.1 and a ton of Mods installed with ModMan 7.2 What is the recommended way to get patched up to 1.0.2? Run Modman and pull all mods out. Run pathc update install modman 7.3 put Dragons 1.0.2 compatible training missions, etc in the proper modman folders. what other mods are compatible with 1.0.2 Other I had and liked are: rotor blade blur fix cloud shadow removal battlefield sounds sharkpit (Dragon's) ancient airbase flare trails etc. Thanks,
  13. Nope, just happy coincidence. I will try to make a screen shot and list the links I am having a problem with. Thanks,
  14. Alas, General Malaise is currently indisposed..... I like your solution to #1, I will give it a try. In point 2, I was hoping for a way to do a bounding overwatch. Essentially you play leap-frog with your wingman/wingmen with the idea being that whoever is moving isn't watching a shooting. You can cover a lot of ground quickly, but the enemy never has a moment when someone isn't watching to drop the hammer on him if he moves or fires.
  15. I tried this mission a few times last night. In short, I like the premise and the idea of the mission. In terms of feedback, I offer the following. 1) I want a wingman, as awful as it might be, so that a type of bounding overwatch can be attempted. 2) more data on what might be expected and where, and also how far back the transport is (in time) so I know how much time I have to "investigate" 3) Is the transport going to fly through the area regardless of my position and/or status? It would be better is there was some way to give an all-clear to proceed to the transport. 4) I would rather not start in the air and nearly the push point for the ingress. I like to have some office time to set up wealons parameters, check over the ABRIS and PVI, change settings in both and perhaps tweak/add waypoints. And I would like to not have the transport breathing down my neck while I am doing this. While time is of the essence is part of the mission - the reality is that a back up/extraction team such as the player is supposed to be guarding would have had some preptime and be familiar with some of the mission parameters. Just a few thoughts. As I said I like the mission overall, but I felt totally unprepared given the immediacy of the first encounter.
  16. Hmmm. I must be doing something wrong. When I copy and paste the the link, I do not get directed to a page to begin the download, I get directed to a general page that asked me to upload and/or login.
  17. Has there been any feedback to know if any or all of this is being considered for a updated version of the editor?
  18. Hi all, I am looking for tips on how to accomplish these two things in a mission design: 1) When I am escorting other helos (transport), is there a way to have the transport helo advance in stages as I, the escort, give the "all clear?" I don't want the transport to advance just because I have made it to a certain map point, and I am not sure that having him advance only when certain Opor are destroyed is going to give the correct effect either (and how would this work with random events anyway?). Note: I am still on 1.0.1, mainly because I only play SP at this point and I have not been reading good things about the AI wingmen in the 1.0.2 2) I'v noticed in some of the escort missions that there is often just one KA-50 assigned to escort. This seems to me to be unlikely as there is a reason why you always have a wingman (or perhaps rotor-mate?). My question is this, it is possible to have the AI wingmen competently perform bounding overwatch? What I mean is one K1-50 advances, while the second watches for enemy movement/fire and then supresses it. Then the first Ka-50 does the same while the second Ka-50 advances. Or do you (the human) always have to play the role of the overwatch and send wingmen ahead? Thanks,
  19. All of the rapidshare links appear to be down. Can someone repost?
  20. for 1.0.1 or 1.0.2 version of DCS:BS?
  21. Is there a program I can use to print this out on 8.5 X 11 paper and it will tile the map up correctly? I am trying to find a printer who will print a color copy, but the cost is huge. I am thinking that I will print it out and just use the sections I need for a given mission.
  22. Hahaha! Yeah, I've started trying hot missions and I am getting knocked down fairly often.
  23. Hi all, So I just read up on a post and a link today that explains that neither clouds or fog have an effect on the LOS of ground AI units. So instead of slowly learning by increments what does or does not affect ground AI LOS, I will post what I understand to be the case and hope that some more experienced users of the sim can clarify and correct: Things that affect ground AI LOS: The ground (meaning hills, etc) - so terrain masking can effectivley block AI LOS. Buildings - (not sure if these means all buildings and stuctures, or only a sub set. For instance, can I block the ground AI LOS by hiding behind a bridge? What about a tent? Up for questions: rain? snow? smoke (from explosions, burning wrecks, artificial smoke)? distance (meaning if I am out of range, is there a variable distance of detection, or is it that once I am within X distance and not masked by terrain or buildings, I am seen? Other vehicles, etc. Can I hid behind another helo in the air, or am I detected as well? Various, non-building-type, structures? Ships? Don't affect ground AI LOS: trees fog clouds Thanks, SNAFU
  24. Hmmmm. This comes as a bit of a shock.
  25. The videos are great. Thanks!
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