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Everything posted by Laud
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Now that's very much what I would think of. The way it is in MP is just very uncompatible or uncomfortable.
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For some reason my Remove-Template.lua doesn't work. I start the mission with a clean ship. Spawn the statics after 10 seconds (time more trigger) and after 20 seconds it should be clear again ( again time more trigger) but nothing happens. I attached a screenshot of the remove lua and part of the spawn template so you can see my units naming. Any ideas?
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Nick Grey said in an interview that ED is happy about all the community content as ED, as a small company, couldn't cover that all by themselves. Skins, 3D objects, missions... Now what I wonder is can't this content (at least the qualtiy-stuff) be included into the base-game? Rather than having to go and download it, resulting in incompatibilities in MP. Skins are really foremost in my mind here but also things like the Range Targets. Are there legal issues involved? Maybe at least some kind of auto-download of skins, to the clients saved game folder? The community support is there in force. It's maybe just not ideally integrated into the game. Looking forward to all your thoughts on this!
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Wow.. I really hope they're going to add something more straightforward to organize the deck ops. Would be great if we could place them on numbered spots just like on an airfield and then maybe add a # in TO-sequence to them. I really hate to spend hours in the editor with trial and error for something that basic.
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Yes, we figured that as long as you support it for at least 10 - 15 seconds performance increases significantly.
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That's a thing I didn't even was aware of.
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It flew (lofting) towards the position the target was at at launch (not going stupid) but corrected once the lock was reacquired. That hinted to be caused by a reestablished datalink to the aircraft, which shouldn't happen.
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No, don't thinkso. Tested both scenarios: Without reaquiring the lock and with reaquiring. There was a noteable difference in its flight-profile.
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Well, yeah, that's basically what my post is about.
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Well, the Rmax shots from 30k+ ft. are well further out than 10 nm. More like 30-35 nm.
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As far as I understand it the missile should be "cut off" the aircrafts datalink once a lock is droped / radar off. We tested this. Locked a target - fire missile at Rmax - drop the lock / radar off - wait ten seconds - reaquire the lock. TacView showed the missile kinda lost in its loft trajectory after stoping to support it. But once the target was reaquired by the aircraft radar, the missile put it's nose down and corrected its flightpath. This hints to the missile being supported by a reaquired lock even though it shouldn't. Am I wrong or is the missile?
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Just to give this a bump: When training BVR lately against two Su-27, starting at about 140 nm distance, we splitted: My wingie remained high (35 k ft. radar on) and I went low and on a pincer move (below 300 ft AGL, radar off). The Flankers had no AWACS/GCI. Nonetheless one of them instantly instantly changed course to come at me head-on. Again: 140 nm distance 30k ft. altitude difference, no AWACS no GCI no nothing. Next thing: TWS long-range AIM-120C shot - They instantly start chaffing/flaring. They souldn't even know about the missile launches... No Tracks but TacView-Files if wanted.
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In case your designated WP isn't really close to your target, you maybe want to designate your FLIR-target to have the CCRP calculated for your target instead of the WP. I figure that's been clarified in the previous posts... 1. as you use Warthog terminology, it's hard to help because no one knows what you have mapped to the DMS. Try Hornet terminology to describe what you do (i think you're talking about the SCS?). Same goes for TMS up (Stick) - that's all A-10 talk... Again, no idea how your HOTAS is mapped, but to designate a target you normally use TDC-depress (Throttle) 2. SCS to the direction of the corresponding DDI has put the focus on that DDI/sensor before the update as well. And the laser had been on the trigger ever since. Only change is the added auto-mode and the auto-laser-off after impact. From what you write I'd guess you mix up some A-10 and F/A-18 procedures maybe?
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I don't know whether this has been adressed already or not. I didn't bother to read the whole thread to be honest. But the introduction to weapons shows a table of the available bombs. There it reads that the LGBs require a MFUZ NOSE setting. Wasn't it MFUZ OFF and EFUZ INST to avoid it being DUD? Or am I mixing things up here?? :helpsmilie::music_whistling:
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AI AIRCRAFT! EA-6B is not a submarine... :music_whistling:
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Don't want to push further OT but: That's because the water is just one continous surface underlying the terrain elevations. It's not some kind of water engine that calculates aqua-dynamics and how the water should look in different environments. Would be a bit too much strain on the CPU these days to ask for that accuracy.
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Deck crew: Part of the model or to be added on each mission?
Laud replied to Stratos's topic in DCS: Supercarrier
I hope the railings and net-poles / antennas? get lowered for flight-ops on deck. :smartass: -
When I was visiting the suisse AFB Meiringen they were practising for their Axalp-Shooting. When they took off I noticed quite a large amount of smoke come out of some vents on the fuselages upper side (between the vertical stabs). Happens when they power up the engines from IDLE to Full. Linked you a video for reference. Could we maybe have this little eye-candy please? :music_whistling:
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Received mine way earlier than expected. Works great! Worth its money. Even though Thrustmaster should have done a proper job in the first place.
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I'd cautiosly expect it to be fixed with the Super Carrier release. Like everything else Carrier-related hopefully.
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Great discount indeed. But I would have gladly paid more in case that helped making it perform to the max of its opportunities in an overseeable amount of time. ;)
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The shooting aircraft needs to have a target locked. Fires an R-27ER and keeps tracking. Then he gets hit and crashes but the 27ER keeps tracking like the shooter was still there and supporting. You can still spoof the missile and it will run out of energy and all... but it keeps tracking without support in case the support was quit by shooting down the shooter. No one says its tracking when you fire it without a lock and you're alive. Seems to be a bug happening because DCS fails to tell the missile it's not supported anymore. :joystick:
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Of course you didn't notice it. When it happened you've been hanging on your chute while your last shot ER was still chasing its target (as long as it was tracking the moment before you got shot down). But if you want I can send you a TACVIEW-file where you can watch it happen. (AI Su-30 with R-27ER). Back in the days when I flew the Flanker I was always ok with the ERs and ETs. At least you had enough of them with you. :)
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Isn't there a bug-report about this somewhere? Just wondering. Saw it the first time today in TacView.
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You're right. It's no show-stopper. But it's always those 2-3 extra klicks per task that in sum lengthen the process of making a mission.