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SmokeyTheLung

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Everything posted by SmokeyTheLung

  1. The features that have been mentioned/showcased are: *Satellite(ish?) textures *higher resolution elevation maps *self shadowing terrain *not Georgia :D read through this thread to see some pics http://forums.eagle.ru/showthread.php?t=71156
  2. It's a bit tricky... I'll do my best to explain and when I'm back at home I'll post up an simple example mission for you to look at Basically random spawn triggers (regardless of the % value you set) will keep being evaluated until they're true. So your triggers might look like: Once, Spawn group> Condition, player in zone, random 30%> Action, Group activate... The above will always result in the group becoming active, what you have to do is add a flag logic to the condition and action so that once the random trigger is evaluated as true the other potential random groups can no longer spawn. So lets say you have a mission with a target area and you want a Tunguska to always spawn in one of three places... Make the three tunguska groups and set them to late activation (we'll call them TUNG 1, TUNG 2 and TUNG 3)... Now add the following triggers (obviously these can be changed to your liking): Once, Spawn TUNG1> Condition, player in zone, random 30%, flag 1 is false> Action, Group activate TUNG1, flag 1 is true Once, Spawn TUNG2> Condition, player in zone, random 30%, flag 1 is false> Action, Group activate TUNG2, flag 1 is true Once, Spawn TUNG3> Condition, player in zone, random 30%, flag 1 is false> Action, Group activate TUNG3, flag 1 is true ...Hopefully you can follow the logic here, I'm unfortunately not great at explaining it. With any luck some one else will do a better job before I get home but if not I have a small example mission I can post up that should help and be a bit more clear :)
  3. Edit:must learn to read...again :D
  4. It seems that they did already. I believe you must have "enable head movement by g forces" checked in the options. It a fairly subtle effect, but quite cool none the less
  5. Sounds like you didn't enable the EGI and you jet is still in the default, which is HARS mode (a backup navigation mode) ...once your EGI has finished aligning (about 4 min after you turn on the CDU) you need to select NAV mode and then enable the EGI. The button to switch to EGI navigation from HARS navigation is located behind the control stick
  6. Please no! That was terrifying! ...doesn't help that I've just been reading about John Wayne Gacy
  7. Do you use trackir?
  8. A useful tip is to use the TAAF warning caution note... Enable it via the TGP control page (same page that you would turn latch on/set a new laser code). Next to OSB 20 it'll say TAAF 0. Set it to 35,000 to be safe (it'll be enabled below the altitude you set) ...That way, if you're heads down, and you exceed a certain amount of bank or pitch a big red box (aka warning caution note) will be displayed over the MFCDs. You can quickly dismiss it with TMS left short if you're deliberately flying like a maniac :D
  9. ...This one was staged, but still pretty funny: Two ship formation flight, lead was flying directly under me with about 150 ft of separation. "Pickle, mk82!" ...BOOOM!!! Blew us both out of the sky :D
  10. Taking off with the canopy up is fun... Happened to me in multiplayer when the sim first came out, I actually hadn't noticed... but my wingman did!
  11. I can really appreciate that these must have been a lot of work, thanks. Forgive me for sounding greedy with a request... ...you should make a tutorial on DSMS profile management for various delivery options (you gave me that bug back in the 1st VFW days) Would be amazing and is sorely needed IMHO. ...I lack the chops with fraps/youtube/DCS to do one myself
  12. Thanks for another really thorough explanation BlueRidgeDx. I must learn to never assume! Thanks for that as well, I'll give it a go. The parameters I've been using are; Ingress at 1000ft AGL, PUP 2.5-3.5NM, 30 degree offset in azimuth with a simultaneous pull to +30, as soon as I pass 2000ft AGL I roll in. That leaves me lined up with the target descending from roughly 3000ft AGL, 10 degrees nose down. Works well enough I suppose, but the damn X drives me crazy! EDIT: I love those vids Eddie, keep em coming!
  13. Question for the experts on safe escape maneuver settings (SEM): I'm practicing a 10 pop attack with mk82s with a starting altitude of 1000 ft AGL (+/- :D) I've noticed that the only way I can get a valid drop is to set the SEM to none, otherwise (given the parameters I'm using) an X is drawn through the reticle. Shouldn't setting the SEM to none basically tell the IFFCC that I'm going to stay in the same direction/attitude after dropping? (in this case, continue flying towards the ground 10 degrees nose low?) and use that assumption to tell me when I can no longer safely drop a bomb? If the above is true wouldn't that make a SEM setting of none the most altitude restrictive? (with a 10 degree dive attack). At the the moment, with the latest build of DCS World, SEM setting of none gives me a valid piper (no X even though the inner ring is well beyond the caret) whereas setting it to TRN, CLM or TLT gives me the X ...Track incoming 10 pop.trk
  14. ...meanwhile in Russia
  15. ^^^I reject your reality and substitute it with my own :D ...best was to land the a10 on a short field is with the gear up firing the cannon from short final to full stop
  16. I'm not an expert, but I think GPS units basically receive signals from multiple satellites and use triangulation to produce coordinates. I don't think they send a signal to a satellite and receive coordinates in response. Interesting, I was under the impression that it was a bit more simple... The weapon has a way of determining accurate range to the target and as a round is chambered the fuse is programed depending on the desired result (basically a timed fuze, it's not difficult to chart out how long a specific round will take to get a certain distance) . That's how it works (?) with some newer Bofors cannons with programble fuzes I think It sounded like Marcos explained it: But I'll give it a shot using some more approachable language :D (The following is based on a limited understanding of how the a10 featured in DCS derives this info) The jet uses GPS to get extremely accurate coordinates. The jet also has several senors to determine altitude (which AFAIK GPS isn't so great at). The plane also stores a 3d map of the ground (Digital Terrain System or DTS IIRC) it uses this to further refine its altitude measurements (its vital for the plane to know target altitude in addition to ownship altitude). Also, as Marcos pointed out, the plane/targeting pod is aware of the precise geometry of the cameras (same would be true of radars). After some fancy math, that would no doubt be impossible for with with a pen and paper, the plane can make some very accurate guesses about things like slant range and target coordinates. I don't have any specific numbers on just how accurate these systems are but the USAF seems to be capable of dropping a JDAM within 9 feet of where it's intended. Close enough I think EDIT: Chuck Norrised in the face three times over, dag :D I've got to watch for the roundhouse kicks
  17. Don't drop it! Looks like HEI :D
  18. Hopefully they just need optimization. I'm guessing that the 97 is the most processor intensive weapon that the a10 can use (the gun might be a close second?)... Alot of calculations have to be made when they're dropped and do their thing. Add to that new explosion effects that I'm also assuming might need some optimization and you get a big frame rate hit. I've also noticed that the explosively formed penetrators (looks like a yellow tracer in game) from the skeets will ocasonally fly skyward and never stop. Presumably eating up even more processing power for the rest of the mission (probably not too much, as they defineitly don't seem to have an AFM :D)
  19. Thanks very much, I must say I feel the same way about your work! Very cool! I tried that myself a few times, unfortunatly I just don't have the requisite wiring skills. I can follow a diagram and wire up a basic guitar configuration but I never quite understand how it works...I find that acoustics are a lot easier on that front :D
  20. Hey cool thread :D I'm a vintage strat guy by night, but by day I make steel string acoustics... Gotta keep it fancy to stay in business
  21. To reinforce the points already made... the lower the HOF the less effect the wind will have on the submunitions. As a rule I set mine to 900 ft, I'd use 700 but in hilly terrain the results seem mixed. 900 is a safe bet. Also worth noting that higher HOF doesn't actually seem to spread out the submunitions, even though you'd expect it to (the wind will blow them in the appropriate direction, but the remain grouped together in the same pattern) ...At least according to my eyes :) AFAIK this would make anything but the lowest HOF attainable kind of pointless
  22. :blow: want to point out: Just because recent conflicts have been fought in a way that dictates different tactics doesn't mean older tactics designed for a more high intensity conflict can't/won't be dusted off and used. Actually the won't need to be dusted off at all, most air forces still train with these tactics. Dropping retarded bombs at an otherwise unsafe altitude sounds fairly important to me :huh:
  23. I'm no expert here, but as far as I'm concerned this is key with the mustang. Also knowing when to push the stick forward and let the tailwheel caster. With a lot of practice it starts to get more comfortable... in the same way that walking on hot coals or lying on a bed of nails would :P
  24. Fingers crossed for new iron bomb explosion effects :) let a guy dream!:blow: Couldn't agree more that the new pit is worth $40 bucks alone... Having dabbled in FC2 a bit I can say with confidence that I'll get at least 10 hours of entertainment from that new pit... with any luck it'll sink its hooks into me and I'll get a whole lot more. Awesome news!
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