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About Mac D
- Birthday 01/26/1980
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Flight Simulators
DCS, X-Plane 11/12, MSFS
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Location
the Netherlands
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Interests
Cat's, flightsims and beer.
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So I'm playing around with the CallArtilleryScript from MBot, even got it working. I got the OH-58D and AH-64D setup as Foward Observer platforms. And this is were I'm getting frustrated. I want to use CurrentHill's M270 from his USA pack as MLRS fire unit for the FO to call in. Yet everytime you push a call for fire to the M270 is response is not available for CFF, out of ammo. And this at the start of a mission. I already looked (in Mission Editor) if there is a posiblility to change the ammo loadout on the CH M270 : nope. Tried putting a HEMTT M977 truck (again from CurrentHills USA asset pack) and a truck M939 heavy, it the hope it would reload : again nope. Then I started looking if it wasn't possible to make a trigger, run a script, SOMETHING, to get this M270 rearming or , hope pray, start fullyy loaded. If there is a way to do it by triggers or script : I can't find it (I never did anything with triggers or scripts in Mission Editor so currently this is a crash course in using this stuff) If anyone has ANY idea how I could get the CH M270, preferably starting fully loaded, or else start reloading/resuply, and explain it to my the dumbass way, I would really appreciate it. PS : Yes, there's a M270 asset in DCS itself, but the parameters for this MLRS are waayyy of... any target you give outside of 20km it will not fire on. And it's the same for the M109 (which in real live has a range between 18 and 40 km depending and the ammonition used)
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It's a old question, but I would like to answer it. Is 2 minutes fast for fire unit to actual start firing ? It depends on multible variations : 1 ) What kind of fire unit is being used ? , 81/120mm mortar, houwitzer or missile artillery 2) Are the fire units in Direct Support or General Support ? 3) Is the CFF a pre-planned fire (like High Value Target, Priority Fire, Final Protective Fire), a Danger Close CFF or a "normal" CFF during a fight. 4) At what level are you working ? (company, battelion, brigade, division) Okay, let's say you do a pre-planned PF, with a 120mm mortar unit in Direct Support. Pre-planned means the Fire Unit already knows the coordinates, what the target will be (armord, unarmored, in the open, under cover etc etc etc) plus the Fire Unit is in direct support of your unit, so your CFF doesn't has to pass true the full Fire Support Chain. The only thing the Fire Unit is waiting for is your sign (as FO) to start firing (at Target Number ** etc) Your fire request could be on the ground within 1 minute, depending on the distance from the fire unit to the target (travel time grenade) Next one : A CFF to a Houwitzer (M109 for instance) unit, with the Fire Unit in General Support (this means the Fire Unit is taking CFF's from other units as well, so when you push your CFF it will end on top of the pile of other CFF's and the Fire Unit "will get to it, when they get to it" (Unless it's a FPF, those ALWAYS go first) Seeing the Fire Unit is in general support, this means your CFF has to pass through multible FDCC's before it actually ends with the Fire Unit : this wil take time ... a lot of time. Then the Fire Controller of the Fire Unit has to figure out with ammo needs to be used for your CFF. Next up is the Fire Unit itself, if it is still working on a CFF from another unit it isn't available for you, untill the CFF it's working on gets a End Of Mission, so your CFF is being put on the before mentioned pile When the Fire Unit final is able to start working on your CFF they first need to allign the unit to the coordinates in your request, and prep the ammonition allocated to your CFF (this actually happens very fast, couple of minutes tops) So real waiting time for a CFF to be handled by a Fire Unit in general support ? 15/20 minutes (if your lucky) up to a hour and a halve, so do yourself a favor : smoke a mug of coffee, and drink a sigaret, you'll have the time. Last up, and this one a real "fun" one : Rocket Artillery. Rocket Artillery works ONLY on brigade level or higher (division) , so the possibilty you as FO of a lowly company to actual be calling in some rockets on a target is so close to zero , it's none existend. What you'll see in real-life, with rocket artillery, is that they will be used in the initial fase of a fight, or used for taking out HVT far behind enemy lines (SO/SF support). The main reason the is because there are so many safety measures that need to be check, deconflicting with air assets, etc, that if you would use rocket artillery in a "normal" setting, it would take up to 2 hours before they would, or actually could, fire a round. Now your second question : the time needed for a Fire Unit to switch from Adjust Fire to Fire For Effect : When you push your CFF for the AF, it already tells the fire unit what target they are getting, if it's armored, unarmored, in cover, in the open etc, so they already know which type and how much ammonition they need. To actually switch from AF to FFE : less then a minute. If they (the Fire Unit) is on their game, I think less then 20 seconds is possible. I hope this explains your questions, and makes sense. If your not familiar with artillery and the 'flow' of a CFF, it 'll give you a massive migrain. (Took me quite a while to understand how this works in real life) [edit] And to answer a question that will probably be asked : Isn't a Danger Close CCF a High Priority Fire, aka shouldn't it get priority over other CFF's ? Depends ... If it's a DC situation, but Blue Force has'n't bin recognized yet by OPFOR (read there hasn't bin contact yet) the DC CFF will end on top of the before mentioned pile. Why ? There is no danger to BLuFOr yet, and there is no reason to "inform" OPFOR that they are being watched by BluFor. (The minute artillery/mortar shells start falling on someone's head they tend to start looking for the person responsible for getting before mentioned shells on their head) Now it's a DC situation were BluFor has TIC, and OPFOR is within safe distance. Here it depends on the decision of the FDCC commander. If there is a Fire Unit available, yes the DC call will get priority. If there are no Fire Units available, and there are CFF's with a higher priority, there's a very big posibility that your DC CFF wil NOT get pushed to the front of the pile.
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Coordinates Cold War map wrong/off by *** metres/Nm ??
Mac D replied to Mac D's topic in DCS: Cold War Germany
Okay, I belief you So somewhere I made a mistake ... -
Coordinates Cold War map wrong/off by *** metres/Nm ??
Mac D replied to Mac D's topic in DCS: Cold War Germany
Your right. Magnetic declination effects compass use, yet it won't change map coordinates. (I really wasn't awake yesterday) Still doesn't explain why I'm seeing a 2,9Nm/5km difference between coordinates from internet for Ludendorff Kaserne/Downs Barracks, Sickel Army Airfield (Fulda airfield) and some other barracks, to what the coordinates are on the Cold War map. I'll check again tommorrow, had my head stuck in Mission Editor the whole day. I'm quit close to going full brain dead. -
Mac D changed their profile photo
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Coordinates Cold War map wrong/off by *** metres/Nm ??
Mac D replied to Mac D's topic in DCS: Cold War Germany
That would explain a lot, thanks -
Coordinates Cold War map wrong/off by *** metres/Nm ??
Mac D posted a topic in DCS: Cold War Germany
I'm not sure if it's actually wrong on the map, or my screwing up somewere : So if some one else would have some time to check, it would be very appriciated. I'm using history data, found on the internet, to (try) and figure out were units were stationed in Germany : the who and were etc. So I found some coordinates of bases around Fulda gap, yet they aren't on the map so I'm just putting a icon in that position. The thing is : The whole positioning feels off to me. For instance, if you check the coordinates for Sickels Army Airfield ( aka Fulda airfield) the coordinates of the "real" airfield and the airfield on the map, there's a 2,9+ Nm difference Ludendorff Kaserne is in the middle of nowhere , north of Fulda, over the East German border in , well East Germany. McPheeters Barracks in the middle of a village at the outskirt of Fulda. -
missing info Radio stops working after a couple of minutes
Mac D replied to Mac D's topic in General Bugs
No, I haven't changed the profile settings. I did change easy communitcation is mission editor, customize : Enforce and value are now both turn on. -
F#<k me sideways ... radio's between aircraft and refueler work. Don't ask me what I did, because I really don't know. (Can't upload the track ... to big )
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Sorry, totally missed your reply. (And absolutly forgot about this topic, bin to busy with making controller profiles for DCS modules) I'l make a track tommorrow
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Stuttering/freezing in VR, area south south west of Fulda gap
Mac D replied to Mac D's topic in Bugs and Problems
Update : Did the same flight with the Chinook, as close to the same route as possible. Stutters ? yes Freezes ? no. So either the OH-58D is causing the freezes (for some reason) , or there something I my hardware config I changed today that actually helped. (Change the power schedule for USB devices to keep USb devices powered when not in use) -
Stuttering/freezing in VR, area south south west of Fulda gap
Mac D replied to Mac D's topic in Bugs and Problems
Between tree top level and 500 feet above tree top level, with the OH-58D. So real low-and-slow. (I'm still sight seeing the map) In the south west end of the map you really notice the (micro) stutters, yet as stated above, when I got within 27 km from Fulda gap it became freezes. I wanna try it again with the Apache, just to see if I get the same response. -
Maybe other people noticed it as well : A area, south west of the Fulda gap, is causing a lot of stuttering and 5 to 10 secend freezes in VR. I can't pinpoint the exact location, currently it noticable when flying to the Fulda gap from the west, and from the south west. When you get about 27 km/17 mile away for the gap it starts and everything becomes 1 big slide show with 5 to 10 second freezes in between.
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So, I'm having one of my famous "wanna make it as real as possible" brainfarts again, and seeing (hoping) that there are some real world Navy and Air Force people here on the DCS forum, I'd like to ask for there help. What I'm looking for are real world TACAN and ICLS codes for carriers ,specifically the Roosevelt, Lincoln, Washington, Stennis and Truman (yep, the super carriers) and the Tarawa (preferably the Peleliu) I would understand that giving TACAN and ICLS codes that are currently being used will probably be a security violation, so I'm already very happy with outdated TACAN and ICLS codes Next up : TACAN codes for tankers, specifically the S-3B, KC-135 and KC-135MPRS. What I found is that 100X, 100Y and 65X are mostly usedfor tankers. Again, if soemone knows outdated TACAN codes, and is willing to share them, I would be very happy.
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So I'm bin having some trouble with the radios for the last months : They stop working after a couple of minutes. Yes, I'm using easy communications. At the strat of a (self made) mission, yyou can contact ATC, tankers or AWACS, no problem what so ever. Yet after a X amount of minutes, the radios, or communications stop working : you still hear yourself call ATC, tankers or a AWACS but there is no response. Is anyone here familiar with this problem, and maybe know a sollution ? (For your information, I'm using a lot of mods in DCS)