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Galwran

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Everything posted by Galwran

  1. Hi, now that Huey is almost released, we need a few more light AA units. Sure, we have plenty of very dangerous anti air units, but we need also those that are only risky for the Huey; not certain death. And it would be a big plus if one would be able to neutralize those threats with the weaponry that the Huey carries I would especially like to see a tripod mounted .50 cal machinegun, and it would be really cool if AI rpg soldiers would engage helos that are flying low & slow. (as suggested elsewhere, http://forums.eagle.ru/showthread.php?goto=newpost&t=104026) Both of these are essential for a Vietnam/hot LZ scenario, because even the puniest anti aircraft unit now in inventory (the ZU-23) might be a bit too dangerous. Also, it is more realistic to have ten .50 cal HMGs defending a rebel village than having three ZU-23s... especially in the mountains or in the forests. And supporting A-10s spot ZU-23s too easily:P
  2. +1 Don't forget the leopard 2, t-55, t-72, igla manpad, zu-23, there might be something else too :joystick:
  3. Try this http://forums.eagle.ru/showthread.php?t=102340
  4. Sometimes there can be dozens of groups battling for some turf; adding all of them separately would take a long time.
  5. Yes, we really need something like coalition_landunit_in_zone and coalition_airunit_in_zone
  6. Looking for a BS2 sale, my serials are running thin because I have the BS2 upgrade. I also dislike the installation dance...
  7. This fixed the problem http://forums.eagle.ru/showthread.php?t=96905
  8. I play the game with a combined resolution of 3460x1440. The main screen is 2560x1440, the second one is just for the instruments. In combined arms the crosshair no longer centers in the middle of the 2560x1440 display, but the weapons do point at that direction. Thus, the weapons will fire outside the crosshair, see attached pic. (had some trouble with the screeshot folder so here is a photo :cry:)
  9. I believe that the original poster meant that MAVs cannot target burning vehicles, ie. dead, destroyed targets. If a convoy has been bombed and there are about a dozen vehicles scattered around the area, you can destroy the remaining targets with MAVs without wasting shots on burning scrap. Same goes for the TGP; it cannot lock on something that has been destroyed.
  10. Thanks. I have been using similar solutions, but of course it would be nice to have a tick box for the Part_of_group_in_zone- condition that specified whether it applies to ground, air or both kinds of units. After all, in a large battle there can be dozens of groups. The altitude condition is very nice when you try to mimick flying under the radar coverage
  11. Thanks, but I believe that you have to set the altitude for specific unit for the trigger to work; this becomes tedious when there are lots of different units. I haven't found a way to make a trigger that requires that " blue coalition unit in zone= true AND altitude of the unit is >200m AND altitude of the unit is <1000m"
  12. Hi. Lets say that I make a mission, in which allied ground forces are advancing towards a target area that is also a trigger zone. However, allied air units will be flying over that zone all the time. How can I make it so that the trigger zone works 1) only for ground units 2) only for air units 3) only for air units flying between certain min and max altitude 4) for all kinds of units? Also, it might be nice to trigger something only when the vehicle in the trigger zone is controlled by the player. I know that you can trigger by unit names, but now you can control so many vehicles that it becomes a burden for the mission maker.
  13. I noticed some "differences" in the flight behaviour and checked the controller settings. My toebrakes were functioning as a second stick and tried to center the aileron and elevator every time when I moved the stick :pilotfly:
  14. This bug applies also to Rezky :( So you better check all ships for nest patch... :)
  15. Thanks Nate, I appreciate the info. This is the way bugs should be disclosed anyway. (btw, it wouldn't hurt to have a official post about pending bugs so that others will get the info too)
  16. Strange. I wonder what might be the cause. Settings in BS2 and A10C are pretty much identical and I have a decent PC (GTX 295 for graphics)
  17. I can pretty surely verify this. That is, we had a server crash when one of our guys sunk a ship which was as far as I remember a Molniya. The sinker was just a client but the whole server went down :(
  18. yeah, about that :thumbup::thumbup: Anyways, here are some more shots, note the powerlines. Mission loaded with DCS:A-10C mission editor ->fly. Looks pretty barren, eh? The same mission loaded with DCS:BS2 mission editor ->fly More trees than in Siberian taiga The area is close to Sukhumi, grid FH75
  19. Hi. I'm sorry to whine, but... :music_whistling: I noticed that there are a lot more trees in BS2 than in A10C. Sure, you fly closer to the terrain with the Ka50 and the trees are pretty, but this makes multiplayer complicated, especially because Ka50 doesn't have a FLIR. Now the A10s can spot and engage enemies from far away, where as the Ka50s can't spot anything.
  20. Hi. I've run a several tests, and haven't been able to have a Tunguska stay in GREEN alert state, move some distance and become activated by time or trigger so that it would change in to RED alert state. In my example mission, I have three Tunguskas driving between two trucks. When they reach their destination waypoint, they should all activate. However, only one activates. Their alert state changes are set as following: Tunguska 1: change state to red when at destination: works OK Tunguska 2: change state to red when at destination AND time more than 1 minute: not working Tunguska 3: change state to red when at destination AND flag 1 = true, not working (flag 1 is set on by a truck driving in to a zone) Please see attached mission. alert state.miz
  21. Yes, and I agree on that. However, tanks might get a direct/close hit from artillery, or a MK82 might explode just out of the lethal radius. :huh: One might also ask should a HARM (or any other anti radar missile) destroy or just damage armored units like TOR and also, what kind of damage a HARM should do to a ship.
  22. Well the gunpods on the Ka-50 are 23mm, and some (currently AI) units have 20mm. But anyways I used the 20-30mm just as an example range of smallish autocannon calibers; 40mm and up are in another ballpark. Are those 70 rounds that you mentioned AP and fired at the frontal armor? I remember reading from some lua file that only sides, top and rear of tanks can be damaged with "small" calibers, but I could of course be mistaken. Other than that, your post sounds positive, I just haven't noticed such effects. :) Maybe we could get some kind of log message when bad enough damage is sustained? Ie. a frigate that has it's radar dishes shot to pieces could very well take that ships out of commission for a long time, causing such damage should be rewarded.
  23. Hi. Currently you can fire a hundred HE or AP rounds of 20-30mm caliber at the front of a MBT and nothing will happen. I would like to see this changed so that those units would get new damage states. The damage states wouldn't even need to be visual, it is enough if the damage just degrades the units ability to fight. For example, 10 rounds of 20mm caliber hitting the front of the turret of a MBTs should at least degrade the optics and fire control systems, thus degrading their efficiency. This could pretty surely be simulated by lua, so that when a unit is hit for certain amount it's weapon accuracy would drop 30%. Or if there is no accuracy variable that can be changed with lua, then the unit's skill level could drop :) This would also make artillery and MLRS effective, currently they have pretty much no effect on the MBTs. And currently ships don't care about anything less than a G maverick. Of course it would be really nice to be able to disable tank tracks or the wheels of other vehicles, but that might be too complicated, unless new damage areas are added to those units. and one another thing: now that we have landmines in the mission editor, it would be really nice to dispense them with bombs/rockets, especially with the Ka-50.
  24. Hey, if I have a MP mission in which there are both Hogs and Ka50s, how can I change from a Hog to a Ka50?:huh: Do I have to close DCS:A10 and join the server again with DCS:BS2? What If I'm the server, am I stuck flying the plane that I had when the server was started? I tried briefly to start a MP mission with the DCS:A10. I saw Ka50s in the lobby, but when I selected one I could't get in to the cockpit view when I spawned :mad: I sure hope that you are not required to quit and reconnect with a different program...
  25. Hi. Is it possible for a human-controlled Warthog to see targets that are designated with a laser by a human controlled Ka-50? Sure, they might not be compatible in real life, however if there ever was a war in which they would fight alongside each other, I believe that there would be some kind of a field modification to the laser spot tracker :thumbup: It would be really cool to drop LGBs in to a target designated by a hovering Ka-50. Maybe this could be done by forcing the default Ka-50 laser code to be "1688" even though there would be no other compatible functions/datalinks.
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