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Wroblowaty

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Everything posted by Wroblowaty

  1. Any chance for Hornets ability to designate offboard tracks as L&S as mentionned in Wags video about terrain avoidance radar mode?
  2. Yeah, i miss the option to put a guy with a manpads on an oil rig or tanker...
  3. Currently nothing. However it should change how pilot is informed about being interrogated by IFF from other aircraft. Should it be displayed as "M4 OK" advisory on DDI, and/or additional sound alarm in the headset. There should be an indication by advisory message and/or voice alert depending on MODE 4 switch position, but as far as i know it is not modeled currently
  4. This won't help if he keeps putting it inside "Triggered Actions" and then not turning them on. Settings he posted, like ROE to weapons hold and disperse under fire off are enough. They just need to be activated. So either he will set up a trigger that will enable it or (easier way) put all these in WP0 Actions.
  5. If you put it in the triggered actions list unit will keep its default settings until you activate these specific actions with a dedicated trigger. Try to put all of them into WP0 Actions list. It should work.
  6. Maybe try something like that: 1. Set CAP to weapons holds. And give them triggered action: ROE: weapons free or search and engage in zone which is limited not to target transport or AWACS 400nm away 2. Create trigger zone of desired radius linked to the lead of CAP flight 3. Set trigger: If part of (enemy) coalition in zone, than AI task push: wither ROE weapons free, or search and engage in zone depending your setup from point 1
  7. I would try to solve it like that: For on/off part of messages: 1. Use "Switched condition" trigger for "part of group in zone". If they enter, they get the F10 menu options 2. Set another "Switched condition" trigger for "group out of zone", when they leave, F10 menu options are cleared For not showing spawn option after 1st use: 1. Set "once" trigger that will rise a flag (ex. mig29_on) when they are spawned. 2. Modify conditions for triggers responsible for turning on F10 menu to have for example: "part of group in zone" and "flag mig29_on is false" 3. Create new "Switched condition" trigger to get F10 menu options with conditions "part of group in zone" and "flag mig29_on is true" to give all F10 menu options except that for MiG-29 You can experiment with this idea, but i think it should work
  8. When designating target via targeting pod, make sure to designate place where wheels/tracks meet the ground. Otherwise if you point at the "center of mass" you will in reality provide the aircraft with coordinates of a place behind the target itself. If its done from a shallow angle and from a distance, error can be pretty big.
  9. Spitfire has a free rotating tail wheel, that plus huge amount of torque from the engine-proppeler combo requires you to be gentle with throttle and to work with differential braking and rudder all the time while taxiing. Check in options menu if you have "rudder assist" turned on. If yes, than it will try to "do the job for you" in single player, but perhaps multiplayer servers force it off and than you see the difference.
  10. They are the same. In JDAM MSN page you have elevation in meters (30m), on ATFLIR elevation is in feet (98ft) which is basically around 30 meters.
  11. Maybe slower for individual jet (and not that much slower as many believe, as limitation here is not the fuel pumps capacity of the tanker, but fuel system pressure limitations of receiving aircraft), but if you take into account that you can usually have two planes connected at once with probe and drouge vs one at a time for boom, than overall time required to fill up a pair or 4-ship will be in the probe and drouge systems favour.
  12. For now I am afraid it was your imagination. We are waiting for more MSI functions for the Hornet to be implemented. Designating datalink tracks hopefully will be one of them.
  13. You can shoot AMRAAMs using both radar modes. In STT, track should be more reliable and harder to drop. In TWS on the other hand by using L&S and DT2 or by just cycling through available tracks you can engage more than one target.
  14. You need to create normal trigger zone, place it where it is needed and select "link to a unit" box for that zone and choose the ship you want. Then you can use regular "unit inside zone" condition. When zone is "linked to unit" it will move and keep its relative position versus unit as it moves.
  15. You can assign TDC depress and TDC slew control to different buttons. I used to do that with my previous HOTAS, where i had TDC slew on minijoysick on throttle and TDC depress on separate button on stick. It worked well in its time.
  16. HUD as priority display ? - equivalent of a diamond in the corner of DDI when selected using sensor control switch.
  17. I haven't found "Unit Detects" or anything similar in triggers conditions drop down list, so that is not an option in DCS mission editor.
  18. As a mission maker for multiplayer community i would be glad to welcome option to make 3D trigger zones. They could be placed like normal trigger zones but we would have option to define upper and lower limit of the zone in AMSL/AGL. Now if i want to simulate low level deep strike into enemy territory, and simulate that players are "below radar" and will be detected only when they fly to high i need to make separate condition for each individual unit "If in zone AND if units altitude grater than" than enemy units get weapons free or their alarm level goes up and they turn on SAM radars or scramble alert 5. This makes up a pretty long list of triggers. With 3D trigger zones with defined lower/upper altitude limit, i would be able to define single zone, and single trigger "if part of coalition in zone"
  19. Open Chucks guide, press Ctr+F and type in "ADF". Works like a charm.
  20. Right now nothing. They are supposed to be used to configure FLIR image on your HUD, but our Hornet does not have it. And probably will not receive it as in some forum posts it was claimed that our version of Hornet was no longer equipped with FLIR due to introduction of night vision goggles.
  21. Here is the graphic representation of TCN channels limitation in the F/A-18C:
  22. Last flight with my friends on multiplayer, i trapped and followed directors to the parking spot. It turned me around automatically, i started shutting down procedure. My friend trapped, got his way to parking position next to me on elevator 2. Seeing him jump around and teleport was immersion breaking as hell. But if that was not enough, during his "automatic 180 turn" he hit me and got damaged. (visible damage on right stab). Please - make this ugly teleportation optional - when plain captain gives you stop signal, give us option if pilot wants to remain as is and proceed with shut down, or if he wants a turn-around.
  23. What might become problematic is fact, that for now it looks that cat's are hard fixed to spawn location. It might and i am pretty sure will happen, that you will be put on hold, because your assigned cat is occupied, while one next to it is free and could be used. I have hope that ED will be able and willing to update it in the future, so that if your "primary" catapult is occupied, you would be taxied to the "secondary". It could be paired to decrease number of combinations so that slots which have cat 1 as default if needed would be allowed to taxi to cat 2. Same with 3 and 4. This would require single "taxi node" at which it would be checked if your primary cat is free, if yes - continue, if not, check if secondary cat is free, if yes, go there, if not wait which one becomes available first.
  24. +1 I wanted to place MANPADS on oil rigs in one of scenarios on Persian Gulf but couldn't. Placing infantry or small ground units on ships and sea based installations would allow for some interesting missions.
  25. Mission start trigger works as in the name "at the start of a mission" and is checked only once. If you set a condition, that "time is more" than at the mission start (time 0:00) it will check the condition, see it is FALSE (time is not more than 0:05) and basing on false condition will not execute actions. As this trigger is checked only once at the start of the mission, it will not check again for conditions later on. If you want it to work, do as Hoirtel said: make it a "Once" trigger type. This type of trigger will be checked regularly untill condition is met (time is more...) and after that it will execute defined actions and be removed from the list.
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