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Thunder Chicken22

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Everything posted by Thunder Chicken22

  1. Zero experience. I have some limited programming skills but it's C++.
  2. Hey guys- New to trying to make a complex missions in the ME. I'm trying to create a REDFLAG mission where BluFor will assemble to the east then push west at a certain time. There will be a trigger just west of their assembly area and I'm trying to get this trigger to randomize RedFor fighter and SAM dispositions. Ideally something like 10-15ish different threat presentations but even if I can get 4-5 that would be great. I messed around with the Random conditional in the triggers but that doesn't work. Any help much appreciated!
  3. I'm just an idiot but I can't seem to get this to work. I installed a clean copy of Grinnelli's original V2 F-22 mod, then downloaded the SP version and dropped into the Mods folder. I do see the fuel gauge change, the original F-15C internal fuel in the ME but can't see these new additions to the avionics. You can DM me if needed. Thanks
  4. @Nightstorm The main SP/MP links on the OP has the current versions or is there another one?
  5. I don't believe so. The radar is a straight port from the Eagle's FC3 avionics and you can't change the symbology to my knowledge.
  6. Haven't visited this forum in a while. Is this a overlay for the TEWS page or the radar itself?
  7. AI!! This can't be stressed enough. Of all the major issues, it is arguably in need of the most work. It drags training missions, campaigns and customs missions down. A enjoyable dynamic campaign simply won't be possible without a top to bottom AI overhaul. A lot of the game play choices in this poll are directly affected by the quality of the current state of AI. For me personally, this is the most pressing issue. I can live with the other issues for now. My 2 cents...
  8. Sorry to bump a zombie thread. I just recently found this app. I installed it and it opens up with the 15K diagram but none of the sliders are present on the app window to allow me to adjust the conditions. Any idea what the problem is?
  9. @Nightstorm I've run into a weird issue when using the mod on my own pub server. The Raptors "float" above the ground when on the ground, they loose their LO attributes (think they revert to the Eagle's baseline RCS), revert to the default Grinnelli skin and don't engage enema air. Could this be because I'm using the SP version? Any ideas? I've asked around but no one seems to want or be able to chime in...
  10. lol is all good. The choice of enema is intentional. I got that from a old fighter pilot I know of uses that term lol
  11. Anyone have issues with mods on servers? I finally got my computer to split server and client duties and ran Liberation missions off of the server but the Grinnelli F-22 mod exhibits weird behavior (PVE with friends.) It floats when on the ground, doesn't engage enema aircraft when it's AI and looses it's LO characteristics; i.e. it appears to have a normal RCS. It also reverts to the default skin. When I play it on the normal client those problems aren't there. Just wondering if anyone else has had these issues with this or any other mods?
  12. If it helps, I got the same thing as you did, with the missing model of the F-22 in the armament preview window when I was doing AMRAAM testing. I had installed his version of the mod directly WITHOUT installing the original version first. I deleted the mod out of my mod entirely, then did a fresh install of Grinnelli's mod first. Then copied and pasted NS's files from his mod into the F-22A folder in my mods directory. That works. So I'd suggest deleting the F-22 folder entirely from the mods folder in your saved games dcs folder, then install a fresh copy of Grinnelli's mod. Go into the game and ensure it's working correctly first. Then go back and drop in NS's update to Grinnelli's mod. Remember it goes: local disk (my case drive C:) => Users => Your Computer Name => Saved Games => DCSWorld (stable or open beta) => Mods => Aircraft. Sorry if you have this down, just making sure it's clear where it goes as this is a common error when installing mods. Hope this helps. Good luck!
  13. Yeah I know, the Block 30/35 jets have the -77v1 upgrade. I was wondering why bother relabeling it. Does it show up in some description somewhere?
  14. Wow great catch. Wonder why it was relabeled to APG-77. Does it affect the range enhancement (600km vs the stock 250km?)
  15. So it works with vanilla Grinnelli's Mk2 mod, but yours and mine mods of this the AI wont shoot slammers. I have a test mission and only arm them with 120s and no matter the combination no dice. I'm befuddled.
  16. Banging my head against the wall, trying to figure out why AI F-22s won't employ AMRAAMs. Tried to download your version Night but it crashes when loading into the mission.
  17. Me too, but this is totally different. In this case the B-2 doesn't even make it to weapons release, just starts a left have spiral dive. No idea why it does it with the JDAMs and not the LGBs
  18. Its definitely the B-2. I can confirm this odd behavior. I made a custom scenario and would work fine with B-1s or B-52s. It seems to be with JDAMs. I did get the B-2 to work the LGBs. I haven't tried other munitions. As soon as the B-2 hits the IP when using JDAMs it does a spiral dive into the dirt. No idea why. Even set it to not to react to threats and even invisible. Same thing.
  19. I use a modified version of the F-22.lua file in the main folder from the original V1 of Grinnelli's mod. Has correct weights, thrust, wing area etc. and can properly supercruise. It also has a line labeled "detection_range max." Its set by default to 250km, which I believe corresponds to a large target. You can change this and it makes a huge difference. The original APG-77 is purported to be able to detect 0 dBsm targets (1sq meter) at 125-150nm. The 77v1 on the Block 30/35 jets further yet so I crank it up to 900. I've detected Flankers hot at me at top of scale; 160nm. When you're supercruising at 50Kft and M1.5 you need that extra time to run your intercept. BTW- the AMRAAMs are beyond frustrating now. They're so easily trashed. I really hope they address this. I've literally had them within 1000' on a perfect intercept suddenly pull 30g in the opposite direction and zoom off the opposite direction of the target. Literally snatching the kill from the jaws.
  20. I'm still newish to DCS and learning the Viper's various A-A modes. Getting fairly proficient, have my HOTAS bindings setup like I want them etc. but I'm having issues with cycling through targets in TWS. Ex: last encounter I was playing a SP mission and was facing a 4 ship of Mig-29s BVR. I had AWACS & datalink support and was able to acquire the first two jets no problem and went TMS right short to enter them into system tracks. They became solid red as correlated tracks and went TMS right short again to bug the first target. Shot the first one no problem but could not get the TMS right short to cycle to the next target. It was withing the "TWS bugged" scan volume and remained a solid red triangle. Thereafter the intercept went down the tubes as they both counter shot at me and forced me defensive and the entire engagement became a CF. This has happened to me quite a bit. Which makes me wonder if I'm doing something wrong. Hope this isn't a oft repeated question. I did try looking for an answer but any help appreciated!
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