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I know the map 145gb after install How big is the download file before it installed
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Radar detection trigger in mission editor
Aphrodite51503 replied to Black6's topic in DCS Core Wish List
Well something that I have found in the DCS main files Is that the harm missile is listed as much bigger than it actually is and that's the reason why it gets detected The harmless listed with a 245.0 mm diameter Which makes it about the same size a little bit bigger than a harpoon missile And the reality is that the harm missile is more the size of a M9 missile which is about 24.5 mm Since we can see there's typographical error and the harm missile profile in DCS world which makes it much bigger than it actually is Famous translation of the decimal point I don't have to pass the file on me right now I'm at work but I can get it later if you want it So just to make it understand in terms of radar propagation Because of their only being 24.5 mm instead of 245 mm it's a much smaller Target and a Target that size coming directly at a radar at that speed which is 3.2 Mach That missile is going to be picked up by the target radar regardless of what kind of radar it is- 25 replies
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correct as-is Possible bug in the AGM 88 missile range (HAD System)
Aphrodite51503 replied to Silver_'s topic in Bugs and Problems
I find a lot of problems with the harm missile and DCS world First off dismissal travels at Mach 2.9 The fastest I have ever seen in travel in DCS world is 680 mph Yesterday I noticed there is only point about 20 miles of ranges about 80 miles And mostly This is true Because the size of the missile it has a tiny tiny tiny radar cross-section Because the speed and the size is not likely to be picked up by radar -
So I'm revisiting this topic I found an answer for my problem I I know it's been a while but sometimes I have to neglect my gaming Anyway What is going on here that I have some sort of realism thing ticked off somewhere in my setup And it doesn't allow me to see red forces on the f10 map But they are there and they will shoot at me As I learned yesterday when I was practicing wild weasel So to answer this problem yes they are there and no it has nothing to do with the mod If you look really really close on the f11 you can see them This particular mode requires me to have to use the sensors on the aircraft to locate the enemies I LOVE IT! I'm retired Navy operation specialist I can handle that!
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Carrier captain turning the carrier into the wind on takeoff/landing
Aphrodite51503 replied to Ducksen's topic in Wish List
I used to be an air controller on Navy ships Navy ships don't just turn into the wind Those are all very planned events Navy ships don't just jump up on a whim and turn In most cases those are actually planned events for the entire battle group long before the ships even gets underway Sometimes months as scheduled in the OP ORDER The only thing that actually changes is the direction of the wind And they'll adjust the OP PLAN for that accordingly at that time So I suggest planning your routes on your ships determining when they're going to turn into the wind and when they're going to reposition and respot and recover aircraft so they can turn back into the wind and do it again That is the way they actually do air ops on the ship -
"Uncontrollable" option in the mission editor
Aphrodite51503 replied to kontiuka's topic in Mission Editor
It works perfectly every time I use it in all of my missions Because it just doesn't seem to be realistic to have an airport without a bunch of plane sitting around doing nothing Plus the fact that you can always start it later so it will take off and do something But it just plain looks better than a static planes Set the plane to uncontrolled Set it to start in the mission editor Set a trigger for it to delay x number of seconds Select for that group to start The plane will take off and do whatever you assigned it to do But it won't happen at the mission store it'll happen later in the mission -
I have messed with scripting and moves for probably a couple weeks now I've come to realize though that most of what I want to do I can do with the triggers without using either one I'm not really interested in randomization so that pretty much eliminates almost all of the stuff in the scripts My thought is that AI in the game is going to do all the randomization that I need And it's really not randomizing me anyway because you know what what to expect somewhere Just a little thought before you spend weeks But it does help you to understand what some of the code being used And how to alter that if you want to
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When I put my uncontrolled aircraft on a carrier They always spawn on the six pack first I would like to see if we can get them to spawn at the other parking spaces instead That would fill the deck up more make it more chaotic like it should be
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mods conflict Disappearing RED units
Aphrodite51503 replied to AvgeekJoe's topic in Mission Editor Bugs
And don't be silly I would never intentionally download mods to make Russian forces stronger My name isn't comfortable I have no intention to make it works no longer I like to keep them this weak as possible I didn't think to look at the clock I'm not home right now I can't look right now And I said I thought it might be the historical clock but after thinking about it it is not the clock Because my carrier is loaded so do my f-18s -
But it might be the clock thing I didn't think to look at the clock I'm not home right now I can't look right now
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It's not a mod problem because I don't have those mods
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I don't have any of those mods I haven't added any mods since I updated used to work doesn't work anymore I think I'm just going to go ahead and go back to the last update and write this one off I'm not really crazy about all these updates anyway I'd much rather just have one big update instead of a thousand small ones But I really don't think it's mod problem
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Red forces disappear after Fa18 assign to player
Aphrodite51503 replied to Aphrodite51503's topic in Mission Editor Bugs
This isn't the actual mission But this is a simple example of what is going on bb.miz This isn't the actual mission but this is a simple example of what is happening bb.miz -
Red forces disappear after Fa18 assign to player
Aphrodite51503 replied to Aphrodite51503's topic in Mission Editor Bugs
This has happened since the last update I've never had this problem before until now And also another nagging problem that I've been having when I do an update I'm finding that the AI aircraft will not land on the carrier after the update So I wind up having to redo the entire mission Which is very annoying -
Red forces disappear after Fa18 assign to player
Aphrodite51503 replied to Aphrodite51503's topic in Mission Editor Bugs
Actually disappearing isn't the right word It's more about when I set up the mission and the f-18 is in player mode The red forces do not start in the mission they don't come up unless they're already airborne So they won't take off from the runway it won't take off from the ramp they don't show up I'll have to see if I can upload that file My missions are typically very big and they do and I do not use static forces And also since I have your attention I can't set a time and late activation It always reverts back to mission start