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VFA41_Lion

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Everything posted by VFA41_Lion

  1. No way you're going to take down the Kuznetsov with an A-10...
  2. This topic is gonna be less about the 'Hog and more about the simulator's other aspects.. like naval ops and fast movers and such. Anyways, the Kuznetsov is armed to the teeth. In a mission I just saw it take down a wave of HARM missiles, fire about ten SS-N-9 Granit anti-ship missiles, sink a Normandy cruiser, a Perry destroyer, shoot down the Harpoons lobbed at it, and gun down the Tomahawks. And it was entirely alone. It's got guns, its got the SA-15 system, its got the SA-19 system, its got anti-ship missiles, and best of all, it can launch and recover aircraft. Russia sure knows how to build an aircraft carrier!
  3. ED should include a copy of IMAX's Red Flag when they send out the Nevada update. :D
  4. Hah, and the game put red tracers in too. Noobs. :music_whistling::megalol:
  5. In the sim, I've never seen a maverick shot down. I have, however, seen HARMs get shot down repeatedly by the Tunguska's small fast interceptor missiles. TLAMs also get nailed frequently by the SA-15 Tor.
  6. Man, I got a buncha pictures I have not been posting.. D:
  7. In before "BUT YOU GOTTA PLAY THE GAME ON SIM MODE or gtfo!!!"
  8. Go into "triggered actions" for each group, select perform command, select the "Start N/A" tasks. Then go to trigger editor, select ONCE, condition is TIME MORE (2400) action is AI Task (aircraft group name. Start) Done! :p Fly over waypoint just means the aircraft group will fly over that specific point before going to the next waypoint. Turning waypoints mean the group will begin turning before the waypoint ends to smoothly join the route for the next waypoint.
  9. Yeah, but I was thinking it would work if you put a moving zone around a Bear, and say if DCS F/A-18 comes out, you've got yourself trying to get a Bear away from the carrier group, and the last warning you give it is a tracer stream past its cockpit. That would trigger the Bear getting the heck outta there, and look really damn cool to the player. :P
  10. This is sort of already implemented in the mission editor - theres that field under types of triggers that says "EVENT something" and "ON SHOT" evaluates the condition when a unit fires something.
  11. Oh man. It'd be fantastic if we could get all those callsigns in. Or somehow make it so we can create, edit, and save callsigns. :D
  12. There's a button in the main screen that says "RESTART CAMPAIGN." Been using that.
  13. It won't let me have the same values. Says the interval for stage one is incomplete.
  14. Oh, wait, nevermind. On further (lots further) testing, it seems the starting mission with value ranges that has the highest will start first (I.E. "0 to 100" rather than "90 to 100" for some reason). No way to randomise it as far as I can see.
  15. EDIT: Oooh. I changed the value from the first mission in the pool to "0 .. 5" and on the third reroll it selected the second mission. :o !
  16. So I'm just unlucky in that the first mission I put into the stage is the one that keeps getting chosen as the starting mission.. :(
  17. Say i'm putting together a campaign, and I want the first mission to be randomly chosen among a group of missions. Is there any way to get that or do I have to make a "prologue" mission in which the success of the player in that will determine the campaign starting mission?
  18. I frequently land the hog on nothing more than dirt in the game, sometimes with an intact front nose wheel. A short strip of gravel might make those landings smoother. ;)
  19. This should be relatively easy to implement... I was hoping for a more diverse selection of callsigns for groups in the mission editor. Like including the NATO phonetic alphabet, for instance.
  20. I want the fire and smoke look and effects from that video. :3
  21. I honestly could have sworn I read this exact thread with all three posts several months earlier. :suspect:
  22. The great thing is that apparently its extremely difficult to impossible for a submarine to transit the straits submerged while trying to avoid detection.
  23. On the subject of JDAMs, is it just me or does the GBU-12 look larger than the higher explosive GBU-10?
  24. Urgh, Once is so misleading in that aspect. Implies its only going to check the condition ONCE and thats it, not that it only executes the action once. <_< What if you want something to be determined by random ONCE and then not check it again, but not happen at mission start?
  25. I'd also love a post explaining how to use and what to type in the CONDITION box for start/stop conditions of waypoint actions. :(
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