Jump to content

Galwran

Members
  • Posts

    449
  • Joined

  • Last visited

Everything posted by Galwran

  1. Also floating cargo for hauling sonobuoys and rescuing downed pilots, pls :pilotfly:
  2. When updating the script, please make it so that SAM sites react also to cruise missiles.
  3. Thanks :) I wonder if that is the case with the real thing also.
  4. But seeing the OSB buttons text while in map view is pretty darn hard
  5. Thanks. I managed to make this work with the PushTask with ships. With b52s I always end up with bugs.
  6. CA is good for exactly that: spicing up the game without (too) complex scripting. You can first destroy the enemy units with your plane and then order your tanks to advance, etc
  7. I would like to have two B-52s circle around with a full missile load. The player should have multiple radio buttons for different targets locations (Lets say five different target areas. The player has to first recon the correct area) The targets are SAM sites with multiple units. Because you cannot program dispersion to the missile strike, I would like the B-52s to fire their full load at four different units at the target area. "Attack group" would also be acceptable. How should I trigger this? I'm able to get some functionality, but somehow I always have at least several bugs; sometimes the B-52s fire only a partial load, sometimes nothing, etc. I can make them to fire all of the missiles at a single point target, but that is useless for the mission. I believe the key to solution is in waypoint switching.
  8. Great! I wish this kind of units were included in the game as a standard feature :) I read somewhere that you were working on a technical pickup truck with a DSHK, any news?
  9. And when you have the time, make the RIM-116 and the CIWS functional. To bad that Nato countries do not have light/small armed ships; Perry class or Ticonderoga is often an overkill.
  10. The problem is that I as a consumer have already bought it in 2012. But I would like to have a few million others buy it too so that it would get developed and we would have a bigger playerbase.
  11. Yeah, this was a nice surprise. You don't have to use LST anymore to find what you have targeted on the TPOD.
  12. Thanks Zeus, the TPOD works pretty nicely and I'm getting solid hits! I'm having a few minor problems though: 1) Is there a quick way to return to TPOD when I have changed the MPCD screen with the sensor select switch. Currently I always have to click OSB for menu and then TPOD. 2)I presume that the axis control is still broken? At least it jitters a lot. 3)Please, fix the level hold autopilot next :) 4)For some reason, even a coarse CCIP solution works a lot better than auto. I tend to get some weird misses with the auto mode.
  13. Sadly we don’t have any even as immobile. Tripod mounted PKM or NSV would be nice. And they are even modelled inside the Mi-8
  14. Sharkey also had the Blue Fox radar at his disposal. https://en.wikipedia.org/wiki/Ferranti_Blue_Fox
  15. We really need a new FARP model. Something smaller and something that is not elevated like the current one.
  16. We need sensor / main weapon damage also on ground units. I doubt that a Tunguska or Tor launcher would explode from a Sidearm...
  17. I wish we get that also for CO-OP multiplayer. It would be really needed on larger scenarios.
  18. No, the TDC is still WIP.
  19. Excellent!
  20. My mavs didn't become ready on the right MPCD but works fine on the left MPCD. But I do have problems with getting locks. Currently TDC cannot be used with an axis, you have to use buttons. Did you check the MK20 fuze settings?
  21. I love mission building and having a good ground combat scenario involving air to ground assets. During the years I have noticed a few irritating things that need to updated. These changes mostly affect land units or destroying ground targets but the changes are not geared only towards the Combined Arms crowd. I know that some of these things have been modded in or can be done with tricks. But I feel that they should be standard features and not something that you have to do laborously every time. 1) Better splash/shrapnel damage modelling for weapons. Does not need to be 100% accurate; it would be enough that there would be a X% probability for units to get damaged at 0-20m distance from an explosion, Y% probability for 20-50 meters, Z% probability for 50-100 meters. The important thing is that you don’t have to simulate flying shrapnel; probability of damage that in inverse related to the distance from the explosion is enough. Like in this: With the Mk-82 LD 500-lb bomb there is a 10% chance on incapacitating the target at 250 meters and 0,1% chance at 425 meters. The values for the MK84 are 325 and 500 meters. https://www.globalsecurity.org/military/library/policy/usmc/mcwp/3-23-1/appf.pdf 2) Better damage modeling for targets. Does not need to be perfect, and just having multiple damage states would be a big plus even if those levels were caused by random amount of damage. We need at least these states: -immobile -main gun broken -sensor broken (great for SEAD missions; anti radar missiles should not destroy the whole vehicle) -dead but not burning (so you cannot tell from the distance and missiles will still lock to it) This could even almost be simulated by having units with 40% damage stop moving and units with 60% damage stop firing their main gun, but of course more complex system would be better. 3)Complex stores management for land units (ie. ability to set in the editor how many missiles certain unit is carrying). I quick fix is to add modded variants of tanks that do not carry missiles. Many countries that have T-72s or BMP-1/2s do not have missiles for the vehicles. And even if they did, it would be nice to be able to simulate a situation, in which the missile supply is depleted at the beginning of the mission. This would mean for example that a single BMP-1 would not destroy a column of Leopard 1s. 4)There should be an option to set units travelling on roads to keep longer distances between each other. Something like “On road” and “On road – sparse”. Could be useful on the other formations too. This is so that a single CBU/SFW would not destroy the whole column. 5) More armed soft units. The main goal being here that there should be more targets for machineguns/rockets/non-precision weapons. I guess Mi-8 pilots agree when I complain that most of the ground units are armored and currently the weakest anti-air asset is the ZU-23mm. We need least these: -tripod mounted general purpose machine gun and tripod mounted 50 cal -pickup truck mounted general purpose machine gun and a 50 cal (technicals) -tripod mounted automatic grenade launcher like the AGS-17 or the MK40 -a shoulder fired AT for the blue units, like M72 LAW, AT-4 and Carl Gustav -a heavy tripod mounted recoilless rifle like the SPG-9, could also be mounted on a pickup truck -Crew served antitank missiles like the AT-3 Sagger, AT-5 Spandrel, Dragon and TOW teams. Preferably mobile, but static units would be a good start. -towed artillery pieces like the 122-mm howitzer D-30, 152 mm towed gun-howitzer M1955 D-20 and the 155mm M198 howitzer. These units could be immobile if the towing mechanic is too hard to implement but they would make for a great target. Currently all of the artillery is tracked and armored. Please note that most of these weapon systems are already simulated in a way or the other; they just need new spawnable 3D units to use them. For example the .50 cal in the Mi-8 would be perfect if you just move him out of the helicopter, the ATGMs and artillery weapons modelling is already done, etc. 6)Missions editor needs triggers like coalition_ground_unit_in_zone and coalition_air_unit_in_zone so that the overflying planes will not complicate the triggers made for the ground game. I know that you can use part_of_group_in_zone but that is at least ten times more time consuming than having the ability to differentiate between air and ground. Also we could also use a coalition_naval_unit_in zone trigger type. 7)Better way to trigger functions relating to the map assets like bridges, buildings, oil rigs, factories, airbase assets (static fuel trucks, static planes, runways, fuel tanks, tower). After this could have bridge destruction as a mission goal or and with scripting destroying static fuel trucks or fuel tanks would cause the airfield to lose refueling capability, etc. Currently all of the airfield assets besides the runways are just eye candy. 8 )Deploying land mines during the mission. Mines already exist, but it would be nice to dispense them with the Mi-8 or with vehicles. 9)The ability to make proper artillery fire missions from the F10 map. Like: “shoot 60 rounds in to this 100x300m rectangle, start at 08:15:00” The ability to act as a forward observer/spotter and make adjustments would be a big plus. At least the JTAC should be able to automatically get his laser-marked targets appear on the F10 map. You should be able to assign AI units as FAC/FIST and then they would order fire missions on the enemies that that they spot. This would make AI artillery a lot more useful. 10) when you are using an artillery unit in the first person mode, your view point should not change upwards when you change the elevation. Only the barrel and the distance scale should move. Also, the distance scale and the direction scales should be in mils. The distance reading in meters could be an option, but distance is not the same from all altitudes or inclines. Also, you should be able to command all of the guns in the group to shoot with your target values. This would be fun when shooting at ships, etc. 11)Better AI behavior for the ground units. I don’t mean that they should know how to do complex tactical manoveurs, but even in games like the Combat Mission in 2002 the ground units had enough AI to seek cover when under fire and try to get to a target zone when not under fire.
  22. These are really needed! Plus ATGM teams, SPG-9 recoilles rifles, etc. Also, land based anti-ship missiles would be neat.
  23. Hi, is it possible to bind a button so that first press does function1, second does function2, third does function 4 and fourth press does again the function1? For example in the Viggen the RWR functions could all be controlled with a single button if that was possible, currently it requires 3 buttons (Lights and audio, only lights, off) Also, the IN/UT switch could be managed with a single button this way; no need for two separate buttons. I do have the TM warthog and MFD panels but I'd rather do this in the game.
  24. Here is a solution by Phobon: As a temporary fix, you can add the following line to your "DCS World OpenBeta\Mods\aircraft\AJS37\Input\joystick\default.lua": {down = 3006, up = 3005, cockpit_device_id = devices.NAVIGATIONPANEL, value_down = 1.0, value_up = 1.0, name = "T1 Fix (Hold)", category = "Radar"}, https://forums.eagle.ru/showthread.php?t=181730
  25. I for one would not like this to in to arcade. Having said that, I do support having serious and plausible loadouts. Like the mavericks with the zoom that were mentioned earlier.
×
×
  • Create New...