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Wild_Weasel_31

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Everything posted by Wild_Weasel_31

  1. Hello again, @currenthill What is your opinion about some capabilities amplification of Su-24M from Ukraine modpack? Vanilla Fencer is able to perform mid-air refueling from Il-78 tanker, but IRL they can also refuel from another -24 using special containers. This feature is extremely useful particularly for Ukrainian ones, due to small number (or even absence) of Ilyushins at service. I made a topic about this, but nobody seemes to be interested.
  2. Hello, dear @Jack. Can you please make a little fix for your early skins? They are missing one skin panel texture on vertical fins.
  3. And please, can anyone help me with Storm Shadow group launch? Got a mission with a formation of four Su-24MU's, each carries two SCALPs. They have to launch it one by one on eight separate targets. But no matter i change, they just can't keep a formation before or during launch and start making some crazy aerobatics, sometimes making yourself to burn into the surface. In some cases they just refuse to make a simple group turn correctly. Im really out of options, spent entire evening trying different types of formations - open, closed, bomber, fighter ones, etc, these damn planes just go crazy every time. Is it a mod problem or DCS group pilotage AI is just a piece of junk? My test mission is in pinned files, will appreciate much any advice Su-24MU (CH).miz
  4. @currenthill, how about to add some air-to-air refueling capability to your Su-24 mod? It is possible in real flights, but not in DCS. For some more information you can check my old topic. Two ways to make it - modify existing Su-24MU mod or just recreate DCS Su-24MR core asset. It will be very useful for Ukrainian Fencers as a long-range missile carriers.
  5. Wiki says, Blackjack is able to carry up to 40 tons of different munitions, but version is not specified. Maybe, modernized 160s lost their bombing capabilities, like Tu-95MSM-s? I also read somewhere, that she is capable to launch Kh-15 and Kh-47M "Kinzhal" aeroballistic missiles. At least, someone have to carry FAB-1500, -3000 and -9000 And a little bug report again - Tu-160 has missing textures inside a rear part it's engine nacelles. It makes fan blades too much observable. P.S. A group of four max. skilled Gepards ignores a whole Kh-101 salvo from two Blackjacks flying directly over their heads. This is quite unrealistic, because those SPAAGs shot a lot of them over Ukraine for last two years.
  6. Hello again, @currenthill. Found two small details to fix in Russia modpack: 1. Kh-101 missile cruising altitude should be set about 3-5 meters higher. When flying over spruce forests, more than 90% crash after hitting a top of the tree. 2. Tu-160 and Tu-95 missile launch animation contains superfluous action - bomb bay doors close after each missile launch and open before the next one (if you fire multiple targets at once and set an attack point for each of them). P.S. What about adding some "dumb" bomb payload for Tu-160?
  7. Any ideas, how can I force SA-5 launch it's missiles from nearly max range, out of no escape zone? Made a mission, A-50 passing by at 9000 meters within SA-5 range, with the closest distance of about 160 km, and got no launch (but radar following worked). Engage distance set to 100%.
  8. Very nice. Also, it will be great to see MiG-29's intake shields opening animation implemented. For now, they stay closed after takeoff.
  9. Absolutely agreed. And some else improvements will be relevant too: 1. Kh-32 improved variant (both ASh and AtG modes) 2. Extended bomb and missiles payloads 3. More realistic Kh-22 flight performance. As it seems to be, it uses only one flight mode for by now. P.S. if @currenthill can make an upgraded Ukrainian AGM-88 capable Su-27, it will perfectly complement an MiG-29MU2 asset
  10. @currenthill, you definitely have to add this hell of a truck into your Ukraine asset pack. Will be a cherry on top of a cake! Seems not to take much time, this is an usual S-60 AAA, mounted on some heavy truck chassis (KrAZ-255B in this particular case)
  11. Yep, exactly. Unfortunately, you can have only one profile for each destination folder, so i have to keep tens of my different mods inside a single profile, unable to sort them
  12. Maybe, you should split them apart? Naval, ground and air force packs separately, for example?
  13. In this case you want them to be installed in the DCS saved games folder. Also got a problem. OVGME does not recognize Russia, Sweden, USA and China packs. When trying to import manually, it says, that file is not a correct mod archive. I tried to repack them, barely worked. Maybe, thay are just too massive?
  14. @currenthill, both download links are down for me. Any chance to get them up?
  15. Yep, I just placed him in at the shore and it worked. But can really be trees a problem for modern phased-array radar?
  16. Lol, in my missions, full S-350 site on maximum skill level just ignored full 40 Tomahawk missiles salvo flying 50m ASL )
  17. Hello, @currenthill. A little bugreport for you. I got a problem with Pantsirs SPAAG not appearing in mission. Tried to reinstall DCS and a mod, they just refuse to spawn on map. And also there is a problem with MiG-29MU2. They are equipped with compressor protection shields in air ducts, which prevent them from intaking rocks or other stuff during takeoff. In your mod, they stay at closed position during all flight and this is not correct.
  18. Eventually, it lauched, but in very strange way. I recorded a video to show you
  19. @freebirddz still can't force AI to launch Kh-59MK2 missile. I have FC3, placed Su-30SM AG aircraft at 4000 m at ~150 km from target. 4 missiles were loaded and 4 "Attack map object" orders were set. Nothing happens, it just ignore a command
  20. It's sad, because they don't use main missile combat principle - to overwhelm opponent's AA with a huge number of missiles coming in a short period of time. They just throw small portions of <profanity> to each other until being ran out of missiles
  21. @currenthill there is also a strange AI feature in naval combat - it always launch 4 missiles in one salvo, even if "All" is set as ammo quantity in the waypoint Advanced Settings. Is it an AI peculiarity or something wrong with mod code? I checked Arleigh Burke, Admiral Gorshkov, Stereguschiy and Type 26 Frigate. P.S. There is also no "Attack Unit" option, only "Attack Group"
  22. A little correction. Stereguschiy class are of projects 20380 (base version), 20382 (export version), 20385 and 20386 (improved versions) Also, how about Project 11356 Burevetsnik (Krivak V class) corvettes? It would be an appropriate asset for Caucasus Map
  23. Dear @currenthill, is it possible to make rocket engine smoke trails of your mods more thick and dense? For example, here is couple videos to compare live and in-game footage: P.S. Also found some disparity: Oniks launch trajectory is kinda different from original and, as it seems to me, GMLRS missiles has quite overrated launch acceleration P.P.S. During Oniks tests i noticed, that it always launches both missiles on target, even if "One" is set in launch waypoint command parameters.
  24. I think, primarily it is needed to bring each SAM asset into line with historical prototypes individually and then think about some kind of "Skynet" implementation. For example, HighDigitSAMs mod already has a Polyana-D4 ACS designed to control SA-10 and SA-11 sites simultaneously
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