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Galwran

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Everything posted by Galwran

  1. I agree. Luckily at least for ”important target units” such as SAM sites this can be fixed pretty easily with scripting. My interim solution is on page 1 or 2 of this same thread.
  2. Thank you for a long waited addition! Seems great so far! I wish that persistence of destroyed units and buildings is looked into. I'd like to see smoking hulks and destroyed buildings at least on targets sites. A bridge that is cut in one missions should remain cut. Currently the destroyed units just disappear and buildings get fixed. I believe that flag values are not currently saved? So transmitting flag information between saves requires a workaround. The following works for the units: 1)create a small trigger zone TAZO1 just over the specific target unit LAUNCHER1 2)place an identical target unit LAUNCHER2 on the zone TAZO1, on top of the original target unit. Set LAUNCHER2 to late activation 3)Create a trigger Mission start, ALL OF COALITION OUT OF ZONE on the TAZO1 to activate LAUNCHER2 and set a value for a flag L2 4)Trigger an explosion on zone TAZO1 when flag L2 is on and time is more than 5. So basically the trigger in 3) will be true only if the TAZO1 zone is empty on mission start. This happens only when you destroy the LAUNCHER1, save the game and later load that save. The trigger will "spawn" the LAUNCHER2, which in turn will be exploded five seconds later by 4). I haven't been able to make this work with buildings, yet.
  3. same here EDIT: never mind, got it to work. For the first time actually. I now use viewports as defined in the MFD_LCD.lua. I used to have custom viewports for all of the monitors. The only gripe is that now there is a still image of TEDAC on my pilot view. Hopefully this does not foul up my F/A-18 config
  4. According to TEDAC_viewport_cfg.lua the TEDAC viewports are defined as follows: if not try_find_assigned_viewport("TEDAC") then try_find_assigned_viewport("CENTER_MFCD") end
  5. Whoa nevermind! Looks like my own earlier fix (and a custom viewport) to the problem was conflicting with the settings of the new built in TEDAC viewport. So the issue is SOLVED.
  6. With the newest OB single core patch, myt TEDAC export is now running kind on "picture in picture mode". Display mode knob changes only part of the screen. And also looks horrible on the main screen.
  7. Could we get a "pre-MLU" Visby without the CAMM missiles?
  8. You misunderstood me. I was talkin about objects or points in space that are designated by me or on which a cursor of my avionics is on. For example, on the Hornet's HUD/HMD it is trivial to see where the TGP is pointing, or which spot was designated by the HMD cursor. The forementioned trick on the Apache would require me to mark a spot just to see where the TEDAC is pointing, and that feels backwards and slow. And would work only on still point on the ground, not the locked target itself. Thus it would not work on for example fast vehicles or flying objects. The issue here is that even though I see the target on TEDAC, it might be beneficial to also spot their whereabouts visually through the cockpit glass.
  9. If I paint the target with a laser, how do I get the AI to do the attack run on the target?
  10. Uh oh, there are a lot of buttons to press. Would this be the best sequence: (assuming that TSD is displayed on the left MPD) STORE (on the RHG) Left MPD T5 to COORD Left MPD L1-L6 to select T1-T6 RHG sight slave. But this would only show the target point, not the target it self. So would not work for example for flying or moving targets. If only the Apache designers had attended a lesson from the Hornet HMD/HUD designers...
  11. It is set as TADSs. But the only way to visually locate the targets is to look at the explosions and smoke.
  12. So, I have a target IAT locked on the TEDAC. From the TSD I know that the target is about 7km out in the front left sector. Is there are way for me to get a symbol on the helmet mounted sight, similar to the waypoint symbols? This would help with the situational awareness. Is this possible for the CP/G or the PLT? Also, when flying multiplayer, how does the pilot know how to line up with the target?
  13. Yeah, that would be nice.
  14. Does the RBS-15KA really work only with an AWACS? Other radars are not enough?
  15. For some reasons I have trouble to get this to work with some buildings. For example, the oil tanks on PG map Sirri island just burn without being destroyed. Even with GBU31 hits. Are there any ways to get around this? Can I see map object hitpoints somewhere? Sorry for bumping up the old thread.
  16. Same problem here with multicrew screen exports. So as the pilot I see the CPG exports and cannot see the pilot exports if I do not change the monitorsetup file. Which cannot be done while on flight. The viewport names are mentioned in <dcs folder>\mods\aircraft\ah-64d\cockpit\scripts\displays\MFD\device\MFD_device_IDs.lua. PLT_LMFD, PLT_RMFD, CPG_LMFD, CPG_RMFD (I believe, the center monitor viewport is named TEDAC) I think that the easiest fix would be having a to enable/disable exports just like in the Harrier and the Mirage 2000. How do they solve this on the F-14?
  17. I want to sling load out of ships
  18. Now that we have NASAMS, do your worst and give us NASAMS 2
  19. Whats with the airport at map grid WD29? I guess we should have a sub forum for the Syria map.
  20. The procedure has been changed. I do not fully understand it yet
  21. Is it just me, but do we now have to keep the SOI diamond in the HSI or the SA page for the WPTDSG to work as intended? I cannot get the litening to look at the waypoint if I do it the old way
  22. You can set the plane direction on ground this way: 1) place the first waypoint on the desired spot, set it as "fly over point"-type 2)place the second waypoint at the desired direction 3)change the type of the first waypoint to "takeoff from ground"
  23. Also the new JTAC -> CAS page integration makes finding targets a lot easier
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