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Adalla

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  1. Came here just out of curiosity of any news. I'm not entirely surprised, but still roll my eyes, to see folks post dozens of posts on the subject without knowing any of the confidential details. As someone mentioned earlier, it's never black and white in life. Life is all sort of shades of gray (and manI wish THAT movie didn't twist the meaning of those 3 words forever Lol) As a combat sim and DCS fan, I can probably speak for just about all of us, wishing ED and RAZBAM all the best to find a resolution that is beneficial to both parties at the soonest and let us get back to celebrating and enjoying the amazing Harrier, Strike Eagle, Mirage 2000 etc. If ED wins AND RAZBAM wins, we all win.
  2. USVs are pretty awesome, but could not get them to attack anything without mission triggers and simulating explosions on ships.
  3. Looking to enable the infrared camera on the TB2 Bayraktar drone mod. Supposed to be RCtrl O but does not work. Only TV available. The Predator B MQ9 mod by Cuesta Brothers @ERIC does have it enabled but it's not working in Multi-Thread right now (pilot station does not show). So I'm trying to enable Ctrl O thermal camera on TB2 and also if possible to edit the angles of camera as it has a quite narrow field of view and it unlocks a target if it goes beyond that view which is not realistic as these drones are supposed to be able to see things below them not just to front or sides. Does anyone know which LUA file or parameter would need to be edited to allow for a) Thermal imaging (RCtrl O) functionality b) Increase the limits of camera by changing the max degrees of movement Thanks Adalla
  4. I just tried in MT and F1 view does not show control station. Just a full screen view just below the chin as people have mentioned.
  5. Hello, which ship is this and is there a link for download? Looks like the INS Vikrant.
  6. @Hawkeye60 With the new Kola map, could use some sub assets for missions. Was testing them out today, and some fire missiles at times, but other times I cant get them to fire anyhing. I've seen the 688 Los Angeles (not the USS Los Angeles) fire torps couple times, and miss. Once, they did a search pattern which was cool, or I thought it was a search pattern. But after that, could not get them to fire. The 688 does fire missiles submerged, which is very cool, but it has the harpoons sticking outside, and the torps protruding from the torpedo launchers. I've just had a tough time, both with Mission Editor and combined arms, to get them to work consistently, changing up ROE, State and ranges of targets but I dont know what's causing it. Also, sub vs sub action only occurs on the surface. Submerged, they dont shoot at each other. Guessing this is a mod limitation.
  7. I was confused by this too. I thought 3.0 would be a later version than 2.9.1, but I think 2.9.1 is newer. But I dont want to break my missions, so I'll be using the OvGME version. It'd be great if someone could figure out to have both the wings and the hook operate, instead of one or the other Awesome deck! If I may ask, where di you get the WW2 deck crew and equipment?
  8. Which version are you using? Some older version were broken as I understand.
  9. This is the F4U I'm using Though no flying in Episode 5
  10. Here's the first mission of the TF17 campaign. As aircraft cant be launched from carriers, I had to air-spawn them, but looks like they are able to land on the carriers, even if the AI behavior is not all that great. It is very erratic and some of the AI paths dont make too much sense, but they did follow some sort of holding pattern above the carrriers and then they do Initial and break and go into the landing pattern. On the Yorktown, looks like up to 5 AI planes can get parking, anything past that gets deactivated. It would be nice if the parking would allow for dozens of aircraft instead of 5. The release of bombs and rockets seems to work fine. They do drop quite high, over 4000-5000 ft sometimes in a shallow dive even if "dive bomb" is selected for them. Bomb accuracy from that height is realistic, with maybe a 50% less chance of hitting the target. I had set up 4 cosairs and 4 SBDs to bomb the comms tower, so 12 bombs and I still had to put in my own rockets to finish it off. The other 4 SBDs were on CAS duty taking out the AAA and they did an pretty decent job. Edit, got in Episode 4 as well.
  11. Thanks. Yeah I am trying not to spam all my WW2 videos on here, but yeah was amazing to see how many great carriers are available from the community. @Hawkeye60 looking forward one day to get a reskinned Enterprise as it needs some love compared to the other Yorktown-class carriers Also, any plans for Lexington and Saratoga one day? Oh that's awesome. As soon as we have a working flyable F6F, I'll switch to it as Corsairs were not typical in the Fast Carrier Task Force. I believe only 2 squadrons of Corsairs made it aboard towards end of war. Mostly was Wildcats and Hellcats. I've started a new Task Force 17 series campaign, if interested I can post some of those on here. Campaign premise is Marianas are occupied by Japan and Task Force 17 is tasked with retaking the Marianas back. Also, I managed to have dynamic decks added to use F10 menu to spawn statics for launch and recovery, as well as FCLP boxlights to add lights to the carriers for night ops
  12. I added my Dynamic Decks templates onto the Yorktown, with Launch and Recovery decks. I've also added the FCLP boxlights onto the Yorktown to enable night carrier ops.
  13. nullAfter considerable testing and learning, managed to get an attack on Zuikaku with Avengers and SBDs going @Hawkeye60. Everything worked well enough. I did decrease the Zuikaku HP from 4000 to 2000. With that, it takes 8x 500lb bombs or 8 torpedoes to sink her. I've contemplated playing with triggers to allow for fire damage as some IJN carriers were sunk with just 2 bombs due to fires. nullnullnullnull
  14. Managed to make it work. I believe I was making a mistake with the flag usage and the stop conditions. I removed the stop conditions and used only flags and "time more" to switch to new waypoints. So now when attacking a WWII carrier, when you begin the bomb or torp run, it does S-turns and evades, making is 10x harder to hit.
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