

Geskes
Members-
Posts
809 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Geskes
-
Reload the DSMS. Go to the load page by holding a bottom OSB for 2 secs, select load, click bottom OSB again. Now you see load on the bottom OSB. Click it to go to load screen, select load DSMS. Done.
-
Mission is ready. Some notes: * PDF flight briefing is included in package. Read it to have maximum value from mission. * You need to build your flight plan from the IP onwards from the available waypoints in the CDU, all waypoint listed in flight briefing document. * Lot of messages, if you lose track of what is said and mission doesnt progress, check your F10 menu. (also consdering voices in later version) * Long mission. (+/- 3 hrs) * Features lot of player interaction with AI * Over 300 AI, over 200 targets. * Currently MP only. If you want to fly SP, edit mission and make one of the clients player and add 3 wingmen. You probably will not win the battle but you can still have fun. Will add SP later but needs work because of balancing. * Attached in OP
-
Advice to mission designers re waypoint placement
Geskes replied to Bahger's topic in DCS: A-10C Warthog
You can set navigation points in the editor. These will appear in your CDU as mission points at ground level. So you can have a flightplan, and besides that, some mission points or even include those in your flight plan once you load your mission. It is nice for MP also, if you do a briefing and divide targets, then every pilot can update his flightplan with the agreed target for him. On a sidenote, you also dont have to set 16 flightplans in detail but only have to do a kind of IP and then leave it up to the pilot in what order / tactic / altitude / ingress / egress he wants to engage targets.THe nav points how up for every pilot in MP session. You can also copy the waypoint in the cdu and lower the altitude on the copy if you are flying someone elses mission. -
Hope for another FC2 compatibility patch
Geskes replied to Distiler's topic in Lock On: Flaming Cliffs 1 & 2
Just to put my 2 cents in: Please do not spend time on compatibility with FC2. -
Aha, Flight of the Intruder moment!! :)
-
Congratulations on the awesome menu music!
Geskes replied to Jg2001_Rasputin's topic in DCS: A-10C Warthog
If Constantin is responsible for all those new sounds, he is my hero! Very nice job!! -
I am working on a CAS mission where the players have to support armor assaulting enemy armor. The friendlies consist of about 8 platoons of units that move forward simultaneously. I wanted to give the player some control over when the friendlies move forward so I made a radio option that activates a flag that is the stop condition for the hold task of the friendly units. There are three points in the mission where the friendlies will hold and wait for player command. Now, what I want to do is that the option to make them move on only becomes available once they are ready to move on otherwise the attack will be desynchronised and friendlies will be obliterated. Initially I made a zone at each of the holding points and once one of the platoons is in that zone the option becomes available. However, suppose that platoon gets destroyed the player will not get the option and the mission will get 'stuck'. I dont like to do it just on time because suppose the players get delayed at some point they will be in trouble for the rest of the mission. The only thing I could think of was to make the option available from mission start but I think it is hard to judge for the players in the air when the friendlies are all in position and ready to move on. Another option I thought about was to have one invincible unit tagging along that sets off the triggers. Does anyone have better ideas on how to make the units advance simultaneously on player input?
-
Threat Guide - Weapon Info, RWR symbols, Images etc.
Geskes replied to MadTommy's topic in DCS: A-10C Warthog
Awesome! +1 -
Gravity fed engines so when inverted fuel wont reach the engines and uses a small tank that only holds fuel for about 10 secs. Once empty you will flame out.
-
1. It is not necessary to hook something on the TAD to make a markpoint. You can just hit tms right short and the point under the TAD cursor will be where the mark will be created. Then to create a flightplan of the created marks just go into the FPBUILD and hit the letters of the mark (A,B,C, etc) and the CDU will find them. Hit the buttons on the left to insert them in the plan. When you do have something hooked you can just hit the OSB which reads a number with questionmark eg "7?" to create a waypoint from it. To put those in a plan hit the number and it will find them. 2. You will default to UHF 251. Make sure you also activate the right radio. (MIC SWITCH DOWN for UHF). In the editor you can see the frequencies for units on the right side of the screen where it says COMM. There you can also input other freqs if you want to.
-
Dropping pairs and reducing the footprint seem like a logical thing to do for increasing kill probability.
-
Well I do not know if it is really true, I havent tried it very much yet, but I have seen in debriefing that tanks got hit by BLU108 but not destroyed so I figure that reducing the HOF and thus having smaller pattern increases the chance of good or multiple hit on target. I did same as you basically and you do not get the same result always. I dropped CBUs on platoons of tanks that were exactly evenly spaced because of the template and I came in at the same heading/altitude. Still in some passes I got 1, other I got 3 or 4 while the pattern covered the entire platoon. So it kind of depends on a bit of luck too, probably because as per GGTharos' statement the skeets are not modelled and I suppose it functions as CBU-87 but with better armor penetration.
-
- goto inventory or INV in DSMS (top right of MFD) - push a CBU loaded station OSB - hit INV STAT (top middle, inventory status) You'll see the HOF setting bottom left now. Once done setting up click LOAD to return to INV screen and rinse and repeat for other stations.
-
She will starve, she doesnt like to be on top :)
-
I figured as much :) I guess you need to get a feel for the pattern size it will create for each setting and then adjust according to target spread. Also the better armored the target the less spread you'd want.
-
A print option would be something nice too.
-
This is my HOF 2000 result with BMPs :D Maybe tanks are too tough for one skeet if it doesnt hit some weak armor spot?
-
We just did a three ship AAR practice. That was awesome I am telling you AWESOME. Its not just that you can hear eachothers calls but also the tanker will actually tell to hold in trail at 1 mile to wait for the first guy to complete. That is just ORGASMIC. Then we tried the JTAC yesterday, with three guys and he dished out different targets, so you had multiple attacks going on different targets managed by a single JTAC. So many things that do work properly now I forget that datalink very quickly. Besides, A-10s and other aircraft have been (and still are) working together for ages without datalink. There is something to say for the loadouts too because they are only the official loadouts used by real A-10s. This was already anounced by Wags. I don't think it would hurt to add a custom menu in the ground-crew rearm menu, but as it is now, there are not enough function keys for that :D
-
Hmm if you don't want to waste money it might be best to leave your A-10 at the base and go to the column with some tea, cookies and a pack of sigarettes and try to talk them into surrendering. Just show them a movie of the CBU-97 operation. Guess that should work :D :D
-
Oh boy that looks sweet.
-
Was wondering also if the actual smart skeets were implemented or if it is just a scatter pattern at the moment. For one, the bomblets from the 97 do not delay themselves to seek targets so I think it is WIP. But you can drop two, that will fix it :D
-
Happy to see LS TIME work correctly now :D LGB'ing is such a breeze now.
-
You need to manage the wingman a bit. Tell him what weapons to use and from what direction. If you dont he will go at it untill he has no weapons left and that is a problem because for his gun runs and bombs he will get too close. Also for AI, and most importantly SEAD, it is good practice to set them with 0 gun ammo in the editor. If you dont then SEAD flights will start engaging AD threats with gun once they are out of missiles.. There was an aggressiveness setting earlier, dont know if that even worked, but it is gone now.
-
I have both B4 and final installed and both are working. I did read that others got crashes in loading the final when they didnt delete the warthog map in windows users folder so I guess it could create issues. Havent touched B4 anymore though other then checking if it worked. :D
-
I recall there was a setting that allows you to set DCS to precache on loading? Not sure.