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SmokeyTheLung

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Everything posted by SmokeyTheLung

  1. Wow!
  2. Yes (if I understand you correctly). First you must actively hook the bullseye, then toggle the "hook mode" (OSB 18ish) to read HOOK-CURS. Now you can move your cursor around and derive bullseye calls
  3. Since this can be set up by mission designers, I doubt they'll add an "ambient civilian aircraft" feature, but who knows... I like where your heads at though :D It seems like they'll have to create quite a few new ground models to pull off civilian traffic properly, maybe we will see some US civilian aircraft as well
  4. I *think* this option has been in the pipeline for a few years now. I seem to remember reading about in the black shark days. My workaround (a bit cumbersome) is to snap a photo of the ME screen, over the "group"'in question (at full zoom), with my phone. Since Ive been known to stack static objects on top of one another to make some really strange structures, this has been indispensable. With any luck an upgrade like this will make it into this module
  5. While you wait to get some tips from the "real" mission designers around here :) you might consider trying to use group AI on/off to achieve this. A groups skill level will determine how long it takes for them to process a fire on point command, AFAIK. So with some testing it shouldn't be too hard to get a radio command to "commence" the barrage
  6. I'd be pretty surprised if ED didn't put together some instant action missions for the A10 (maybe the Shark too?) for the release of the map. Even if they don't, people will create them. As to how it ties into the A10 "package", well I'd say it'll tie in however you want it to. I'm sure people will be using their imaginations to create all kinds of scenarios to be flown over Nevada. Realistically, I suppose it'll be the training ground for the A10 It'll be whatever you want it to be:thumbup:
  7. One of the best missions I've played! Well done
  8. You clearly haven't played with the ground saftey override switch :)
  9. Then you sir, are a far finer virtual pilot than I :D
  10. There is no "one size fits all" answer to that question. For a tank, you need to be between 0.3 - 0.7ish NM to be effective with the gun. I believe that during testing it was decided that about 30 degrees nose down was the optimal dive angle. It's easy enough to achieve these parameters when using training targets... But not so much when they shoot back. I would highly recommend that you map PAC 1 to something on your HOTAS. That will make it much easier to learn
  11. Press the "CLR" (clear) button on you CDU or UFC to clear those errors Also, when entering data, you always type the numbers/letters first. Than you press the appropriate OSB on tge relevant display Edit: gotta love typing on a phone
  12. The only thing that I've noticed with the tanker is slightly smother turns. So, safe to say you are improving!
  13. The 97's are "under construction" in this build. They won't have much effect on armor (for now). Plinking tanks with MK 82s is not easy! I would set them up to be low drag, and use CCIP. I think you'll have better luck with that
  14. Not exactly on topic... But here's a short track with a strafe using rudders to place the pipper rudder_strafe.trk
  15. I always find this reaction humorous... I get it, for a point target PAC is your friend. For PAC to be as stable as possible, control inputs should be minimal. Yaw inputs, arguably, being the the most detrimental to a good solution. Fair point. Are you always shooting at tanks though? Are you always using PAC? Have you ever flown a mission where you don't have the luxury of lining up on a moving target with the perfect aspect? If you can't maintain "coordinated" flight while using rudder inputs, you should probably practice it. This coming, with humility, from the guy who couldn't take gas from the tanker until you gave me some pointers :D
  16. Like Speed said, an aircraft set as "client" and runway start will spawn with engines running on the apron in multiplayer
  17. The "IP" point tool in the mission editor can also be used to pre-load any jet in the corresponding coalition with user made mission points (just change the IP callsign to a name of your choosing). Quite the handy feature if you want to avoid an overly complicated flight plan/are tired of entering mission points while flying :)
  18. Good call Bonso, it was my own stupidity preventing the helos from holding on the ramp...:doh:
  19. The hard versions involve a fairly long flight in (20 min) and quite a few more air defenses. The hard mode also features a comprehensive mission brief
  20. Finally, after endless tweaking :smartass:, I've got a completed mission. Much thanks to the guys(and gal) over at the 1st VFW for the help with testing this one out. I would rate this as a fairly challenging mission. Crappy weather, SAM threats, night ops and a decently long ingress (not in the easy versions) are part of the fun:D The mission comes in four formats; single player single player easy (air start) multi-player multi-player easy (air start) I haven't done a lot of single player testing, so feedback there is welcomed (Feedback in general is welcomed :)) A couple of screens to wet your appetites... Hope you guys have fun with it. Please let me know if you encounter any issues and I will see that they get fixed. Turkey Shoot.miz Turkey Shoot EASY.miz Turkey Shoot SP.miz Turkey Shoot EASY SP.miz
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