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Everything posted by ZoomBoy27
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Anybody had engine fire during taxi?
ZoomBoy27 replied to hreich's topic in Lock On: Flaming Cliffs 1 & 2
In Extreme Extinguisher Emergencies use CTRL-E CTRL-E CTRL-E More seriously, for engine fires - turn off the engines and restart RWIN END Both Engines ALT-RWIN END Left Engine Off SHIFT-RWIN END Right Engine Off RWIN HOME - Start Engines(make sure throttle is low to avoid flooding) -
You might want to take this question to Bugs and/or Payment Problems. They should have the latest status on Starforce updates. Starforce has got to solve this problem and the preference is NOW!
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I'm converting Some files to multiplayer. I want them to be DE-classified so that the MP hosts can set their own options. But when I DE-classify and save a mission, it comes up as CLASSIFIED again. Please, Fix this so we can be more flexible.
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SU-25T Multiplayer Missions?
ZoomBoy27 replied to 667th_Marine's topic in Lock On: Flaming Cliffs 1 & 2
Is there more interest in 2 player, 4 play, or more player? zeufman, pas de probleme. Faites-les a votre vitresse et vos besoins. Toutes ces missions ne sont pas bon pour multiplayer. -
Yes, it's annoying but they do not intend to fix that. Bug them in the bug forum to get the complete answer. I just give up arranging them until Ive got the mission near complete. Yes, it's annoying but they do not intend to fix that. Bug them in the bug forum so maybe they'll work on it.
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SU-25T Multiplayer Missions?
ZoomBoy27 replied to 667th_Marine's topic in Lock On: Flaming Cliffs 1 & 2
Not many have been done. zeufman said he was converting some of my Struggle In Crimea missions to multiplayer. Attached is a fairly good 4 player with lots of activity called "Beach Protect" Password is gilliguck su25t_mp4_Beach_Protect.zip -
I looked at the object and its name was "????????????????????#" so it looks like it's a slightly scrambled object. Might have been made with an earlier version of Flaming Cliffs with a scrambled object ID.
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Check on the Mission Goals screen. You get to that screen by hitting the Target/bullseye button that lowest on the left side. That should bring up a screen on the right-side. Hit on the LIST button and a list of targets should appear with their co-ordinates. Trace it back to the target by hitting Map button and then moving the mouse cursor over the correct co-ordinate. As you move the cursor over the map, the co-ordinates are changing at the bottom.
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What would be the Visible difference in real life Alerted status? Vehicles start to weave or disperse? Which has it problems in real-life with panicked drivers. That's about it. Maybe some smoke? If we are talking an anti-infantry strike, alert status is very, very important. Infantry can go to ground like nothing else. With vehicles I don't see that it makes that much difference. Increase in small arms fire? Calling in Air support? I think on the 1st pass in the game, the air defences are constantly alert aren't they already? Certainly those guys with the Vulcan guns sure are sharp when you exit your bombing pass.
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Su25T Campaign/MissionPack - Adler Secured
ZoomBoy27 replied to ZoomBoy27's topic in User Created Missions General
Updated the Campaign but not the missionpack Campaign v1.01 - Mission 1 - Stop Coastal Reinforcements The mission left little margin for error as it had reduced loiter time due to low fuel. Fuel has been increased and a vehicle or two has been removed. It came from this discussion on Su25T Fuel use. -
In close CAS situations(~ 50km), I've never found the loiter time a problem. I also think a well co-ordinated attack of a flight(rather than just 1 human with so-so AI) increases its value. I think the SU-25T can do 1 small task well. But how many tasks are there in an ingress? More than a few.
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Full tanks are 3790 kg @ a heavy usage of 90kg/10km or 9kg/km is 420km - round trip with Zero loiter. Now the question is: how long do you need to loiter? In this mission, there is only 3000kg : 1000 to ingress, 1000 for egress, and 1000 for loiter time. With good fuel handling, you can squeeze 100 out of ingress and 200 out of egress. From my calculations 1.2 to 1.5 minutes per 100kg What do you do with that 1000kg of loiter? 12-15 minutes If you have full tanks, that's 1800 kg of loiter? 21-27 minutes In flat terrain 12-15 minutes loiter is not bad because you track sooner and hit more frequently. In this mission (StopReinforcements) you've got narrow valleys, foggy bottoms, and the switchbacks offer varying problems(at lower heights targets are protected by the road-edge + if you do a bombing run, the convoy might change directions between passes). Time OVER target is more limited which means there are more passes. But skilled pilots would not only get more rounds off but Choose better attack paths probably at a much greater height after the AAA and SAM is cleared off. It's borderline whether this is mission is doable for less skilled people. Hmmm, as mission designer I might have to reissue it with more fuel or less targets. For a missionpack it might be OK but as 1st mission of a campaign - not so good.
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One Improvement would be great... @ED
ZoomBoy27 replied to W-Natas's topic in Lock On: Flaming Cliffs 1 & 2
You can do that in IL2 and it's very handy. -
You can save fuel from the outset by reducing from maximum to 85-91% as soon as you've gained enough altitude with occasional boosts to maximum speed to get over mountains. Also use SHIFT_F(Full flaps down) to give you a quick height boost. But stripping down and slowing down are the 2 strategies. After Further testing (per 10KM) Full Loadout @ 100% - 100 kg Full Loadout @ 90% - 75-80 kg Stripped @ 100% - 85 kg Stripped @ 90% - 65-70 kg GLiding downwards at reduced speed subtract 5-10 kg for 10km for 100km trip as in my campaign - 200 kg difference in ingress at full throttle versus slower speed. And when you're over the mountains, you can glide downwards at lower throttle for extra savings. And on egress you can dump your weapons Later on in the campaign you'll be fully outfitted with Fuel tanks and have to deal with that.
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Oh ya, I'd wondered about that. Tested and true: thanks. The Fantasmagoria pod does have a useful thing with respect to EWR stations: You can use it to slew your Shkval TV onto it and lock on a Vikhr or Kh-25ML missile and launch it. But you need both TV and Pod on. It takes a bit of technique. It can also be used when you run out of anti-radar missiles. You'd find the SAM in the HUD with the Fantasmagoria Pod, slew the Shkval TV onto it, and launch a Vikhr or Kh-25ML.
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Quit your whining :bored: Mine was 17 hours on a 56K line :icon_hang
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Do you have the L-081 Fantasmagoria pod slung underneath the Su-25T because they show up like diamonds when you press I. If they don't show up on your HUD maybe because they are not close enough or they are not within the HUD. Do a 360 degree turn in the SU-25T. What specific EWR? 1L13 EWR or 5SG6 EWR?
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1) Further testing has shown that the Smoke rockets are on: Su-25, Su-25T, Su25TM, Su-27, and Su17M4 Unfortunately, not on any helicopters. 2) The smoke lasts 5 minutes and the plane shoots all of its B-8CMs at once and doesn't go around again. Remember that the target should be marked as Rockets only or it will try to take out the target with its cannon. 3) Attached is my testing mission for the ships - hit F9 to get to the Ships Timing.zip
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As in the Lockon 1.1 Manual, S-8TsM with a Range of 2,2 km is a Smoke (target designation) rocket that gives off a lovely orange smoke. It shows up in the B-8CM in the Payload screen. And if it's just one target, make sure you don't have too many B-8CM or it's just a large orange cloud in which the target can hide. Thanks for asking - I'll probably use it in a mission Ships in 1.1 = I just tested moving and stationary ships A Molyna sunk an Elnya with Kh-41 missiles, Attacked a CV with the same types of missiles, fired guns at Oliver Perry. It was sunk by heavy gunfire from a Ticonderoga. Are you changing a Turning point into an Attack Point. And then Targeting. I don't think it happens automatically. If you need it to happen at a certain time , you can put Waypoint 0 at StartTime+15minutes or however long it takes for your plane to be in the area.
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Su25T Campaign/MissionPack - Adler Secured
ZoomBoy27 replied to ZoomBoy27's topic in User Created Missions General
It is not necessary. It is just a small bug that allows you to put vehicles on top of buildings. You can put tanks and Shilkas on top of buildings too. Note that if you destroy the building, the man or vehicle floats in mid-air. One time I accidentally put an Avenger, two M-60s, and a Truck on top of a hangar. :rolleyes: -
Su25T Campaign/MissionPack - Adler Secured
ZoomBoy27 replied to ZoomBoy27's topic in User Created Missions General
Thanks :icon_wink bump -
I asked this earlier and it appears it has. A lot of designers seem to want absolute control. Me, I prefer, the old system especially being able to swap payloads. It's just more fun trying out the different weapons.
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My campaign password is gilliguck and it is always included. Oh, a note about my "Adler Secured" Campaign/Missionpack. I uploaded both to LOMACFiles.com and the current score is 48 for campaign and 38 for missionpack. The simmers are voting with their downloads. {blurb} You can download the Campaign at these sites: Download @ LOMACFiles View @ Combat Aces You can download the MissionPack here: Download here @ LOMACFiles {/blurb}
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This problem keeps coming up. Here's a discussion on SimHQ about it with some settings to try. I did find the same question in the over-big "Bug list" thread. Post #269 by 169th_DedCat but I don't seeing it being addressed. Yes and no. Ground vehicles are much easier to spot from a distance now, they appear as a dark spec in the distance much earlier than before I find. It's almost too easy to spot them really. Static vehicles don't do this, you won't see a trace of them until you're much closer. I have had a few people complaining about seeing through fog. I've created a bunker busting mission for the Su-25T with the lowest amount of fog present possible, and people complain that they cannot see the bunkers until they are literally right overtop of them. I was told I was using "unrealistic fog settings", when really they were set to the minimum thickness and density. As the host I can watch them from externals and see the bunkers much MUCH earlier than they can. Rather than fade in slowly from a distance they just seem to pop-up out of nowhere when you reach distance X. At first I thought this was a haze graphic setting issue, as Basic Haze does not do the fade-in effect, but as it turned out these people did have Advanced Haze enabled. Perhaps it is some sort of issue with being the client instead of the host. __________________ Play Hard - Play Fair Squadron Leader "DedCat" I'd like to see this addressed; it really takes you out of the game.
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Yes, I've spotted this problem again and again. Put it into the Bugs section and not in the over-big "Bug list" thread Here's a discussion on SimHQ about it with some settings to try. I did find the same question in the over-big "Bug list" thread. Post #269 by 169th_DedCat but I don't seeing it being addressed. Yes and no. Ground vehicles are much easier to spot from a distance now, they appear as a dark spec in the distance much earlier than before I find. It's almost too easy to spot them really. Static vehicles don't do this, you won't see a trace of them until you're much closer. I have had a few people complaining about seeing through fog. I've created a bunker busting mission for the Su-25T with the lowest amount of fog present possible, and people complain that they cannot see the bunkers until they are literally right overtop of them. I was told I was using "unrealistic fog settings", when really they were set to the minimum thickness and density. As the host I can watch them from externals and see the bunkers much MUCH earlier than they can. Rather than fade in slowly from a distance they just seem to pop-up out of nowhere when you reach distance X. At first I thought this was a haze graphic setting issue, as Basic Haze does not do the fade-in effect, but as it turned out these people did have Advanced Haze enabled. Perhaps it is some sort of issue with being the client instead of the host. __________________ Play Hard - Play Fair Squadron Leader "DedCat" I'd like to see this addressed; it really takes you out of the game. EDIT: What the heck, I'll post it myself.