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Arrow11

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Everything posted by Arrow11

  1. I agree to the comment above that as a game player, this is the first time I'm unable to catchup with a mod maker. I still remember the first time I saw currenthill's name when the Visby model was refurbished, what I then thought to be a one time appearance has now turned out to be one of the most prolific mod makers in dcs. Thank you for all your passion and work in integrating modern systems into dcs !
  2. That's a much needed addition !
  3. I'm think it may perform very well.. the CAMM missiles are point defence systems and are designed for countering simultaneous threats at short range. Also this is a very modern system and is designed to counter modern offensive missile systems. You are probably trying to defeat the missile in its strongest envelope. Also anti ship attacks need more tactic and plan. A clever and careful plan with various permutations of attack directions, frequency and volume need to be planned and executed. You need to employ decoys and signal jammers and confuse and overwhelm the ships radar and resources. You should if possible jam or isolate its datalink. Then you should carry out attack in waves. Multiple assets and platforms should be used in unison probably coordinated via datalink. This is the least you should do in a ship based attack. But alas.. dcs doesn't have many of such capabilities. In real life if you send 4 fighters with ashp missiles and perform a linear attack against a modern armed ship its guaranteed to fail.
  4. @Admiral189 eagerly waiting the Aquitaine update. Your AI ship assets are prime material in day to day missions and scenarios I play and they make the environment quite exciting. I particularly love the coast guard assets, now that the mh60 mods are up and running... attaching below a reel from a night op. InShot_20230319_021017478.mp4
  5. Hi.. I tried similar but once you add something to one of the underbelly fuselage pylons.. the same thing gets copied to all the underbelly pylons.. is this unavoidable ?
  6. This doesn't look like the ballistic iskander. I can make out a ramjet head and I presume it's either the cruise variant of iskander (which i havent seen) or one of the k300 bastion or brahmos land based systems. In such case I think the ramjet caps don't activate this early into launch. The caps blow off around 2 to 4 seconds post liftoff to expose the ramjet intake. I may be totally wrong about the missile identification though.. waiting for currenthill to end the suspense.
  7. The mod has been added by currenthill.
  8. @crazyeddieThe Welsh Dragon on HMS Dragon was funded by Cardiff city to which the ship is affiliated. Though the dragon transfer was removed sometime during refit there was a public appeal and so it returned. Also somewhere it says the crew was allowed to keep it in return for exceptional performance in deployments. Saw these online, not sure to what degree it is true, but I believe most of it is credible. https://www.walesonline.co.uk/news/local-news/welsh-dragon-returns-bows-cardiff-11351214?int_source=amp_continue_reading&int_medium=amp&int_campaign=continue_reading_button#amp-readmore-target
  9. Looking at all these Russian and Chinese assets by currenthill I am so much looking forward to a flyable Ka27 or Dauphin helicopter to perform deck operations from these ships.. currently having so much fun with the uh60 mod based out of nato ships, but the red naval helos would be pretty cool.. hope we get a flyable red naval helicopter down the line..
  10. There is one by Grinelli released an year or so ago. But those are various type of (flyable) hot air balloons, I'm not sure if it has the type of balloon you are looking for. Saw a couple of mods in GR and GS videos too.
  11. @Hairdo1-1there are some buggy mods out there already, if i remember correctly those are from damiens mod pack.
  12. @Abburothere is a really good JTAC operator (infantry) mod by eightball out there on this forum.
  13. @Beldinreally appreciate you taking the effort.. especially looking out for the CDG aircraft carrier to have good AI + player carrier ops. Regarding this mod.. its a really good and diverse pack but I guess certain vessels don't have a Landable deck probably because of the lack of a damage model or shell. In some vessels AI helicopters operate well but when you operate as player the helicopter falls through the deck. Hope you might be able to figure out some solution
  14. Decoys/countermeasures on ship and ground vehicles are a long awaited feature. Hope some of the modders or ED themselves implement this in due course.
  15. Yes there are torpedoes on the Arleigh Burke III presented in this thread. You can lock and launch the torpedoes if you have combined arms. However hit probability and torpedo dynamics are not very accurate due to ED native implementation.
  16. Hmm. Maybe I'm not looking at the minimum range. I'll try once when I'm back home.. Thank you for the replies.
  17. I can't get the vehicle to fire when armed with the ATACMS. It refuses to fire both when given task in ME and also when commanded as tactical cdr. No issues using the other two weapon types. Also when the ATACM version is selected in the ME it shows the single barrel launcher whereas strangely in the game it shows the multi barrel system like for other weapon options. Not sure if it's my install problem or we need a control vehicle as mentioned in one of the posts above
  18. Learning to land on the most unforgiving boat decks with just the keyboard, featuring the mh60r. (After several crashes of course). This one is the supply ship which has a very short flight deck for the mh60's dimensions. InShot_20230121_004300682.mp4
  19. This is a good idea. I'll try that! I didn't know this issue applied to all CA vehicle groups. Thanks for the suggestion!
  20. Given the quality of these mods I really don't want to complain though noting a few things I came across 1. if we drive the lead vehicle in the group the other ai vehicles in the group don't follow the leader. However if we set the lead vehicle to ai, the other vehicles follow suit. 2. Autopilot is not working, if we press c the vehicles dont drive themselves to waypoints.Not sure if it is a known behavior. I tried above with the civilian suv.. not tried with other vehicles. I'm getting really obsessed with the civilian Ural. Such a beauty! Pretty sure the next few days n dcs, I'll be on the road driving rather than in the air flying.
  21. Dangerous winching attempt on the Akademik Cherskiy. Thank you @Eight Ballfor these high quality maritime assets!!! Presents so many challenges and exciting scenarios! InShot_20230118_000901593.mp4
  22. I haven't tried with these personel but my experience has been that whenever you try to place infantry or ground vehicles on a ship, they either sink to the bottom of the sea or float in mid air alongside the ship. You can very well place static versions of the ground crew but then, they aren't animated.
  23. What I had was a mod conflict, I haven't figured out which one but when I remove all mods except this Asset pack, the animated crew moves, else it's rigid and lifeless. I'll figure out which mod causes the conflict, but for now here is a salute to @Massun92for this phenomenal work InShot_20230116_222243158.mp4
  24. No.. I selected the crew from under ground vehicles - infantry.. and yet they are rigid. Should be my installation or some mod conflict. Will check over weekend, and maybe try a reinstall.
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