

SmokeyTheLung
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Everything posted by SmokeyTheLung
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You could try making all but your lead most friendly elements "invisible" to the enemy (maybe set the lead guys as invincible too, if you want a persistent firefight). That way, hopefully, they won't die right away. You would still see them, and be able to kill them...`
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True, but only until the next next module comes out :D
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I have the same issue on my home PC. The manual opens up just fine on all the other computers I've tried. It's probably a software issue on your end. I havn't fixed it yet on my rig, as I already have the manual on my laptop. Try updating your PDF reader, maybe??
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:doh:Pretty sure I got that one wrong check this out http://www.docstoc.com/docs/28824944/30x173-High-Explosive-Incendiary-Product-Improvement
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Sweet +1 for creativity :)
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The HEI rounds fly a little faster and weigh a little less. I'm not exactly an expert on external ballistics, but I'd venture a guess and say that the "new" dot is for the API rounds
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http://www.a-10c.com/index.php?end_pos=1322&scr=shop&lang=en ^^^this is the up to date full version Damn EtherealN, fastest keys in the west... west of something anyway :D
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You will only see the dots when using combat mix, they represent the impact point for the two different types of rounds used in combat mix (HEI and API)
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30 MM impacts finally have the right contrast when viewed through FLIR! :D Tracers still show up backwards though :( Quick question, this has been nagging me for a while... Are bullets hot enough while in flight to appear to be "tracers" (regardless of them actually having a tracer element) while viewed through FLIR? I'm a self proclaimed guncam junkie, and this always seems to be the case IRL.
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I'm all for anything that makes the sim environment more realistic. Ragdoll physics for infantry would be pretty cool, I'd also love to be able to send a UAZ flying when I drop a bomb on it, or a tank flipping onto its side. But first and foremost I'd really like to see some varied explosion effects. My imagination can fill in the rest :D
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Several questions about the mission editor
SmokeyTheLung replied to theghost's topic in User Created Missions General
If there was an easy way to accomplish 1&3 someone would have shared it I think you're going to have to spend a few hours testing in the ME to get this working. A place to start would be with group AI on/off triggers and several test runs to get the timing right Try google for #2 Good luck! -
Yep known issue, read some of the recent threads on the subject for more info
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You can, think CCIP. Not the greatest way to drop a LGB though. Good luck trying to guess where your release envelope is while flying straight and level. I think you may be overestimating how difficult it is to set a SPI. Generally, if you have a sensor pointing at your target, TGP or TAD or TDC, it's a simple matter of pressing TMS up long.
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Just wanted to show some appreciation for the new mission editor features. Having the MGRS visible is great. But being able to select it as the coordinates visible when you place a unit is even better! Add the ability to delay jets, a couple of mortors and you've got yourself a truly great patch! :) Thanks for the continued support! I look forward to spending more money on your products Not 100% sure why my post has a quote from Nickhawk...oops
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Wow! That might have sold me on a copy of FSX
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Chief turn off the ground power.......err....please?
SmokeyTheLung replied to splitter's topic in DCS: A-10C Warthog
I don't think it's a bug. If your jet isn't noisy and your canopy is open, there's no reason the chief wouldn't be able to speak to you. well I guess there might be a few reasons :D But the word on the street is that it's a feature. I think it was the same in Black Shark -
Chief turn off the ground power.......err....please?
SmokeyTheLung replied to splitter's topic in DCS: A-10C Warthog
that^^^ Apparently if you ask the Chief for rearming/refueling/ground power before you turn your engines on (and make him deaf) he will respond (without setting your intercom dial) -
These look great, can't wait
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Please explain :notify:
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Message to unit / sound to unit
SmokeyTheLung replied to Selot's topic in User Created Missions General
+1 as well A workaround, albeit inelegant, would be to use different countries for the a10s. Kinda lame, but it gets the job done -
Single throttle owners and MRFCS question
SmokeyTheLung replied to Rdiehl3's topic in DCS: A-10C Warthog
If memory serves me right (which it often doesn't) enabling MRFCS will cause the plane to violently pitch up or down (can't remember which way), it'll do the opposite when you turn MRFCS off. I also seem to remember reading that a pilot must stop using pitch control in MRFCS when they get below about 500ft AGL -
I set one up using that very audio clip, so did StrongHarm back in the day iirc. If you're using existing audio you're accepting that your mission will be very scripted (not necessarily a bad thing if you ask me) however I could never get this one to work well. The triggers and audio conforming to the movement of the ground forces was easy enough. It was making the whole thing properly interactive that was the tricky part. Of the few I made with real world audio, people seemed to prefer the ones that weren't CAS, but instead Strike style missions. The need to "interact" with the voice you're putting to your AFAC/JTAC won't be as high with the latter.
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If you are referring to bullseye calls, I would imagine they're used as an added measure of secure communications. If the enemy is listening in on your radio (not unheard of afaik) and your handing out exact coordinates you might be screwing yourself over. If, on the other hand, all your calls are based on a pre briefed point, that probably changes with some frequency, you aren't at risk of telling the enemy what your about to blow up. Hopefully someone with more real work knowledge can chime in on this one
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Very cool