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martin.hedin

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  1. Ah yes! Shift and right-click let me plot out a path when I have a unit selected! Ok I guess that the only thing I lack is to select multiple units then! And maybe some shortcuts to select speed and formation!
  2. What? Do you mean that I payed for the CA Beta, but they already have features in the pipeline that I will not get until I pay for the CA2 beta?
  3. I have noticed that the 120mm Stryker also fires HE only.
  4. The 3600s reload time seems to be standard for most units. Is it possible to change this time? In some lua or xml? Would prefer 15 min - 900s.
  5. Could it be possible with better controls over ground units in F10 view? For example - Left click to select unit. - Left click on ground to deselect. - Left click and hold to form a rectangle to select various units. =When a unit is selected. - Right click on ground to define a path - Right click on enemy to define a path and attack. (Follow the enemy and keep attacking) - CTRL + Right click on ground to define a path with multiple waypoints. It would also be nice if vehicles could navigate around buildings faster. And it would be cool with a World in Conflict or Total War type of 3d birds-eye view, but that would be to much to ask.
  6. DCS:CA 1.2.1 In the new version the tracked vehicles can turn around their own z axis. However it seems that this can be done also at high speeds. So if you turn, with two taps on A or D (left or right) the vehicle starts turning to 90-180 degrees and you come to a halt. So it is basically impossible to turn at high speeds. You have to tap once (A or D) then wait until the vehicle goes straight again and then tap again. The turning of tracked vehicles in 1.2.0 was very good, at high speeds you turned more slowly, and you could keep the button pressed, pretty realistic to me and I was driving a MTLB for ten months in the army.
  7. To answer my own question, here are all tracers converted to the red one. The files named *.old are the original files. Replace in \DCS World\Bazar\World\Shapes\. (This does not include the AP ammo for tanks, use the mods above) Tracers.rar
  8. This is great. I would like this tracer for 20mm and 30mm also, well actually for all projectiles except HE shells. How do I do this?
  9. Hello, Now that you cannot lock a target behind terrain; a tank that only shows its turret behind a hill is not possible to lock. I think that I should be able to lock onto some 8 pixels or something, ie the turret sticking up.
  10. One interesting example of that is how the Soviet union never implemented carriers the same way the US did. Extract from: http://en.wikipedia.org/wiki/Kiev_class_aircraft_carrier "Unlike American or British carriers, the Kiev class is a combination of a cruiser and a carrier. In the Soviet Navy this class of ships was specifically designated as a heavy aviation cruiser rather than just an aircraft carrier. Although the ships were designed with an island superstructure to starboard, with a 2/3 length angled flight deck, the foredeck was taken up with the heavy missile armament. The intended mission of the Kiev class was support for strategic missile submarines, other surface ships and naval aviation; it was capable of engaging in anti-aircraft, anti-submarine and surface warfare."
  11. I Black Shark 2, the tanks can finally do what they did in Command & Conquer 1 (released 1995), go around obstacles, like rivers or such. But when they do they never go faster than 20km/h (even if the waypoint is at 70km/h). So if a crossing i destroyed it will take forever for the tanks to go to the next one... ehh....
  12. I just bought full Black Shark 2. 40$. All servers are empty. The ones that have few players are mostly a-10 only. Heard from people that most is still playing bs1 + lockon. Since I bought full BS2, I would have to pay another 40$ to downgrade to BS1, to play on the servers with activity. Is there any more economic offer to someone like me that just want to play on servers that are not empty? Martin
  13. Apache is not even supposed to handle air targets...
  14. Options for waypoints: Time - when a waypoint should be activated Trigger - a trigger activates a wp
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