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Galwran

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Everything posted by Galwran

  1. Too bad. :cry: I believe that I speak for many others when I say that a dual seat attack craft with anti ship missiles would have been great.
  2. I didn't find a better place to post this, but may i recommend the movie "The Hunters" to all of you Sabre fans? :) Excellent aerial cinematography. http://en.wikipedia.org/wiki/The_Hunters_(1958_film) Can be streamed for free in lots of places, but I guess that a dvd could also be found easily.
  3. Hey, don't go crashing Finnish MiGs! :mad::D
  4. IL-2 Sturmovik did this the right way. First you saw faint gray dots in the distance. Then, a bit darker dots. I bit closer, and the dots became bigger. And then they became proper airplanes.
  5. W, but S would be great too. Anyways, anti-tank missile capability is a must. It would be sooo fun to sit in the front seat and direct the pilot to hover over a certain point just a few seconds longer to get a TOW-shot :joystick:
  6. What we need is the complex ammo management on land units. I doubt that EVERY T-72/T-80/T-90 carries that many missiles all the time. Some countries that use T-72s don't carry missiles at all.
  7. If my order Id for a specific product is low (say, 11) does that mean that I was the 11th person who bought the product? :joystick:
  8. How is this coming along?
  9. The sniper-AI could be fixed by implementin a solution that some a much wiser guy once proposed: make the gunnery accuracy proportinal to the square of the target's speed. Somewhat like this: target moving at 0km/h - propability to hit is 1 times the basic accuracy target moving at 10km/h - propability to hit is 0.9 times the basic accuracy target moving at 100km/h - propability to hit is 0.5 times the basic accuracy target moving at 200km/h - propability to hit is 0.1 times the basic accuracy target moving at 400km/h - propability to hit is 0.01 times the basic accuracy
  10. Something needs to be done. AA sight or not, that kind of accuracy is not possible. This is the AA sight of the BMP-2. There is no advanced stuff, just rings for range & lead. I would love to have a basic gunnery calculator like the ZAP-23 on Zu-23, but the current radar level precision with just visual observation must go. You should have to input the approximate speed with pgup/pgdn and then rorate the approximate azimuth with some other keys. They you aim the crosshair on the enemy plane, shoot and pretty surely miss. And while I'm at it, we really need to have a 50 cal like the NSV or M2 on a truck mount and on a tripod. Same goes for the PKM. Huey missions really need those.
  11. I'm also jumping on the bandwagon and begging to get new formations with more separation between vehicles. Something like "on road" and "on road - sparse" with at least three times the separation that they currently have. Off-road formation should also have at least 50 meters of separation, sometimes more than that. Heck, it might even solve some collision problems :smilewink:
  12. Could it please of a B-52 intercept mission, with radar and all? :pilotfly:
  13. Hi, I used to know how to use the CBU-97 efficiently, but have somehow forgot everything. Could you brief me how to solve a basic scenario? Lets says that you are carrying 2xcbu-97s. You spot a column of 4 tanks in a V formation. Tanks are driving approximately 20km/h and have no AAA/SAM support, so I can choose the attack vector and altitude freely. What to do next? What to set as the HOF, where to aim when using CCIP? If I have the time, should I use the CCRP mode and Litening? What if the tanks are stationary, where to aim? Of course I manage to get a few hits, but I'm certain that it is just pure luck & waste of ammo. IMHO 2x CBU97s for four tanks is often overkill.
  14. How do you attach the joystick/pvc pipe to the chair?
  15. Would it be possible to have a similar script that would make APCs and IFVs suppressed by artillery/mortar/rocket fire?
  16. This looks excellent! With the ingame chat, it would be nice to be able to copy & paste BRAA to the chat with a single click. So it would look like this: ATC: Hey Jonesy, look out! <Su27 bearing 345, distance 20miles, angles 10> is closing in fast!
  17. Yeah but how about ARBRIS...
  18. Hi. Is there a way to make enemy units start undetected in the mission but having them visible on the editor so that you can tune their locations more easily? I don't want to see them automatically in the F10 view. Currently it is pretty difficult to edit the map once the units are set to be hidden because you have to select them from a list.
  19. Is there a way to make formations more sparse? I don't like that you can take out the whole formation/convoy with a single CBU-97. Is it possible to create formations like "on road - sparse" with 100m separation between vehicles? This would also be useful with the off road formations.
  20. maybe not realistic, but how about identifying targets when they are within 70% of the detection range? That way powerful radars like the AWACS could really shine.
  21. Bump :) This would be really nice :)
  22. Is it as good and well made as A-10C module? No. Does it make missions a lot more interesting and dynamic, without the need for complex scripting? YES! Especially true in multiplayer, when you can control troops and sometimes jump in to a tank to see things from a different perspective and even mark targets with laser.
  23. This. Also, the helicopter gets lighter, etc. Even though the projectile is recoilless, it doesn't just teleport away. Having fired a live LAW I can guarantee that the event is pretty "dynamic" to say at least :) So I would go with a gentle nod of the helicopter instead of full blown recoil.
  24. Hi. Could someone of you scripting gurus take a look at this thread http://forums.eagle.ru/showthread.php?t=115637&page=11 and try to simulate "shrapnel" damage of bombs, rockets and artillery? I for one would be happy to have a simplistic solution for simulating shrapnels, with propabilities and zones like this: Example: MK82 vs infantry Infantry within 40 feet of the impact: 100% propability of death Infantry within 80 feet of the impact: 60% propability of death Infantry within 120 feet of the impact: 30% propability of death Infantry within 120+ feet of the impact: no damage Especially artillery is pretty much useless because you need a direct hit, where as in real life a single 155mm HE shell exploded at an airfield would damage parked aircraft at least 100m away... or at least have a chance to damage the planes. I believe that this could be done, for example Mbot's suppression script has similar parts that track "near" hits. We just need a few zones with different propabilities for unit's destruction.
  25. This would be a dick way of doing things, but I believe you could script the planes to explode unless player has cockpit switches in some secret combination 60 seconds after spawn... :)
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