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Galwran

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Everything posted by Galwran

  1. Yes, I would like to know this, and other loadouts too. Because I will not buy the C-101CC just to fire some unguided rockets and drop four mk82s. I do understand that some people just want to fly. But this is not a Digital Civilian Simulator ;)
  2. Could we get some loadout examples for the CC model? And info about the sea eagle, if possible :)
  3. Excellent post, thanks.
  4. I have a similar problem with M109s and M-818. This is a self made mission, tested in the mission editor. M109s are sitting right next a farp and very close to the trucks. After expending their ammunition they show a 4000 seconds rearm time :/
  5. As a compromise, how about you release SFM first and then replace it with AFM? Just like ED has done with F-15 and Su-27; there are no sfm models of those abymore. This way you could release sooner.
  6. This! Please Aviodev, no SFM. The sim already has settings for simplified flying. Ok, I might not understand the business model, but I believe that no one wants to have a SFM. It will just clutter the plane list:P
  7. Looks like that the AI C-101 EB is already in the game :music_whistling:
  8. Sea eagle can be used in a simple point and shoot mode. So basically someone radioes the bearing of the enemy fleet to you, you point your nose that way, launch without spotting the fleet yourself and pray :) They tested it in Hawk. Planes with sensors can use more complex firing modes.
  9. Yes. Of course the sim has to be realistic and used weapons loadouts should have some reality behind them, but then again in DCS we fly A10s against T-90s, which has neber happened either :) The point is that some loadouts are tested so that they can be used in a war. Luckily in the real world the need never matearilized. Edit: also, we currently have plenty of aerial platforms for unguided rockets; sea eagle would really make the c-101 cc stand out from the rest of them.
  10. What kind of loadouts can we expect for the CC model? What does the guy in the second seat do?
  11. Sorry to disappoint you, but infantry simulation is pretty light at the moment, and the current engine does not help at all. AI tanks spot soldiers miles away. Sure, adding infantry via scripting is nice, but there is no real infantry fighting going on.
  12. Same thing happens to piloted SU25s. Track: http://tjejou.kapsi.fi/dcs/su25%20jettison.trk
  13. We need tripod mounted .30 PKM/M60 and .50 M2/NSV. Also, same guns mounted on soft skin 4x4 trucks.
  14. How difficult would it be to model a in-game GUI for LotATC so that you could use it from the same computer, not from an external laptop or by alt-tabbing from the simulator? I'm thinking about having a module like CA with a "ATC/HQ unit/Awacs". You could jump in to the vehicle and you would have different screens to view, just like CA has different turrets, binocular view, etc.
  15. Check this: http://forums.eagle.ru/showthread.php?p=2234733#post2234733
  16. I got it to work exactly they way I liked! :smartass: I just had to copy DCS World\Scripts\Database\vehicles\tanks\T-80UD.lua and create T-80UD_nomis.lua Then I removed launcher 4 (ATGM) by deleting the following lines: --GT.WS[1].LN[4] __LN = add_launcher(GT.WS[ws], GT_t.LN_t.Reflex); -- ATGM __LN.BR = { {connector_name = 'POINT_GUN'} } __LN.launch_delay = 0; __LN.major_weapon = true; __LN.customViewPoint = { "genericMissileAT", {-4.0, 0.3, 0 }, }; and edit the line GT.ThreatRange = GT.WS[1].LN[4].distanceMax; to GT.ThreatRange = GT.WS[1].LN[2].distanceMax; And edited these lines: GT.Name = "T-80UD"; GT.DisplayName = _("MBT T-80U"); to GT.Name = "T-80UD_nomis"; GT.DisplayName = _("MBT T-80U_nomis"); Finally, I added the "new" tank to the countries that should have it by editing scripts/database/db_countries.lua and added the following line to the list of allowed vehicles. cnt_unit( units.Cars.Car, "T-80UD_nomis"); Then it was the time to run a test: ten M1A1s against Vanilla T-80Us. Flat terrain, both are heading towards each other from 4.6km away. The T-80s fire a couple of salvos, and the last M1A1 is destroyed 3.8km away, without having even the possibility to return fire. Test 2: ten M1A1s against ten T-80us without missiles (or T-80U_nomis how I like to call them :megalol:) The firing starts at 3,9km and continues until the tanks are 2.7km away from each other. All of the T-80u_nomis are destroyed against five destroyed M1A1s. :thumbup: So whoa, a BALANCED TANK BATTLE in DCS! :joystick: I hope ED makes this an official addition without having to mod the sim :music_whistling:
  17. The sim does not currently support complex stores management for ground vehicles. However, I believe that this could be solved by creating modified version of the said units, possibly by editing lua files so that you have "vanilla T-80" and "no missiles T-80"
  18. The airbase has to controlled by friendlies. I also suggest using the sim mode :)
  19. Hi. Currently we do not have a complex ammunition management for ground vehicles, so every T-72, T-80, T-90 and BMP series vehicle has missiles and will devastate enemies from far away. Could someone please copy these vehicles and edit luas so that they have no missiles? The variants could be called something like T-72-nm etc. Sure, elite troops might alway carry missiles. But his would simulate a situation where all of the missiles have been used. Also, thereare a lot of T-72 operators who never even got the missiles, Finland for example.
  20. There should be a "turn clockwise" and "turn counter clockwise" possibilities.
  21. This is great, thanks! This is especially helpful, because myt TIR jitters so much that often I cannot mouseover the switches to get tooltips.
  22. Ok. I just checked again; I lose all of the ordnance when I pull 9Gs.
  23. I have noticed that sometimes my R-60 missiles have disappeared from my wings without me firing them. Or I might fire one, then select another pylon and a moment later there are no missiles. Is this a bug or are they ripped off the plane due G forces or something?
  24. This issues is not only about spotting airplanes or sub-pixel objects. I just noticed, that with a certain zoom level ships just jump out (and are at that resolution at least 50 pixels wide) but if I decrease the zoom just a little bit they disappear completely. I'm running with high settings and a GTX 770.
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