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LostOblivion

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Everything posted by LostOblivion

  1. I've usually just used the CAS, CAP, SEAD enroute tasks alone in many cases, but sometimes I want to restrict the aircrafts from engaging hostiles outside their predefined route. The way I thought would work is to give it a CAS enroute task as well an Engage Targets within X nm enroute task. However, this doesn't change anything as they still engage hostiles outside their route, so I removed the CAS enroute task. The problem now, is that the unit actually doesn't engage anything. Last night I had a pair of AH-64Ds doing an orbit with an Engage Targets enroute task, and it flew right over a group of enemy artillery without engaging with any of its weapons. What gives? I also noticed this does work for CAP flights with no CAP enroute task and an Engage Targets enroute task. However, SEAD needs a SEAD enroute task as well as the Engage Targets enroute task. My question: I probably do not understand how to properly task a unit to go about it's role, limiting it to only engaging within X nm of its route. What is the proper way of doing this in DCS?
  2. My mission High Stakes is made for .9.
  3. We need a 3D environment in the ME, not just sat view. :)
  4. Is there an Engage Targets (within x nm) Enroute Task option for Escort? Question: Can I actually make an Escort escort somebody? :O How?
  5. I don't think what I have is the cold bug. I'm running stock 1.1.0.9 without any mods, and the blurring happens...
  6. I've tested it more times than I can count, but I've never experienced this myself. There is no use of any scripts in this mission, so that makes it even stranger. Ask in the support forum, maybe it's a known problem. :/ Hope you'll get it working. :)
  7. Mine bugged out too earlier, just at the time when I was dropping JDAMs.
  8. I got a picture describing the problem. I do not think the bug causes the sim to change to another HDR setting entirely, as the most noticable problem is excessive blurring after having alt tabbed, which is to my knowledge not present in any HDR setting. After returning to the game from an alt tab, the game seems "washier" and gets very blurry when looking into the sun, then the blur slowly goes away when looking away from the sun. I'm not sure if there are other things than the blurring that goes wrong. Pictures below. This is with HDR set to WARM.
  9. After the .9 patch it only says DTS next to the current wp, even though the wp is set above terrain level. Is this normal? Another thing: there is something weird going on with waypoints getting numbered incorrectly in the CDU. Like in this picture, this is really a wp called WP1. Looks good in the ME, then it gets borked in the sim. Probably a reported problem though.
  10. Hey there. I made the tactical map using Adobe Fireworks. The map itself is created by =MAF=MONGOOSE. :)
  11. Hello everyone, This is the first mission that I'm posting here on the forums. I do not have any military background nor do I really know how how every aspect about modern warfare works, but I've made an attempt to make this mission as authentic as I can, based on what I've learned from other mission makers and from what I've read online. Any critique is welcome, of both kinds, especially if you find something over the top unrealistic, or a bug, let me know. ;) There is quite a lot of radio chatter going on in this mission, though sadly I do not have the skills to make a voice-over for it, but if someone that likes this mission would like to do it, you are welcome, and will be credited in the mission description. The mission can be downloaded as a zip file from the link below containing four versions, SP and Coop 2, day and night. Hope you like it! :) ----------------------------------------------- HIGH STAKES (download) Version: 1.01 DCS version: 1.1.0.9 Estimated completion time: 1 to 2 hours Recommended prior skills: Bullseye navigation, JTAC communication, AWACS communication, AAR (More mission briefing images attached.) ----------------------------------------------- SITUATION Political tensions are high between Georgia and the Russian Federation after the last conflict on Georgian soil, leading the new Georgian government falling in favour of the country joining NATO only weeks ago. Following the recent events, intelligence suggest there exist some pro Russian cells lead by Georgian officials working undercover, many of them having great influence on the local populace. Unfortunately, after the recent turmoil, many of these officials are using their power working against the new Georgian government, some of which have led to bombings and even genocide. Georgian agents near the suburban outskirts south of Zugdidi have uncovered the location of one such official, Vladislav Gregoric, codename "Irish". This man's value to the Russians is significant, and a covert operation to get him out of the country is in action as we speak. It is only a matter of time before this man leaves the country, and the Russians will come to any length to make sure of his success. A militant compound left by the Russian retreat has not yet been acted upon by NATO forces and is still very active, holding a defensive perimeter inside an urban area in the southern part of the mountains close to the Russian border. If Gregoric is fleeing the country, this is where he will go. This morning, Georgian scouts reported that "Irish" has now left his hideout in Zugdidi and is now on the road in a 3-vehicle convoy heading north, most likely to catch an airlift out of the country and on to Russian soil. This operation will make sure that he never reaches the border. Created by LostOblivion. ----------------------------------------------- TASK You will fly a 2-ship flight of A-10s callsign Hawg 3 from Sukhumi airport, now an improv US/NATO AFB. A spec ops fireteam, callsign Badger 1 is being briefed right now to be parachute inserted by C-130 into the hills east of the compound. Hawg 3 will provide close air support to Badger 1. To avoid civilian casualities, Badger 1 will let the target enter the compound before calling you in. This leaves you with a narrow window to complete tasking before the target escapes. Once the target is suspect hit, Badger 1 will task you to neutralize the rest of the Russian compound. Contact SEAD if needed. Once all hard targets are neutralized, Badger 1 will secure the compound and assert target elimination. An OA-10C callsign Boar 2 already scouting the russian border north of Sukhumi has been reassigned to observe and report the situation to the US/NATO CAOC at Sukhumi. Stay in contact with AWACS on 124.000 VHF AM at all times, and in the event of a Russian fighter attack, divert to WP1 immediately and call for CAP support. 1. Takeoff and follow the flight route 2. Hold at IP ADDER until Badger 1 is in position 3. Do not engage before Badger 1 requests CAS 4. Provide close air support to Badger 1 5. Badger 1 will clear the compund and assert target elimination 6. Badger 1 will extract by Blackhawk 7. RTB You have CAP and SEAD available throughout the operation. Hint: Use the F10 radio menu to contact external assets. Note: Should the extraction Blackhawk be shot down or the spec ops team killed, the mission is considered a failure. Good luck! JTAC: Badger 1-1, JTAC, VHF FM 30.000 Flights: Hawg 3-1, CAS, 2xA-10C, UHF AM 251.000 Boar 2-1, AFAC, OA-10C, VHF AM 124.000 Colt 1-1, Escort, 2xF-16C, VHF AM 124.000 Colt 3-1, CAP, 2xF-15C, VHF AM 124.000 Uzi 5-1, SEAD, 2xTornado IDS, VHF AM 124.000 Wizard 1-1, AWACS, E-3A, VHF AM 124.000 Texaco 1-1, Refueling, KC-135, VHF AM 150.000, TACAN 30X Ford 3-1, Transport, C-130, VHF AM 124.000 Chevy 2-1, Transport, UH-60A, VHF AM 124.000 Bullseye: Old train station in Ochamchira N42°43.000 E041°28.367 ----------------------------------------------- Notes: *Many thanks to =MAF=MONGOOSE for the great aeronautical map used in the mission briefing. *If you edit this mission, I ask that you add *EDITED BY [YOUR NAME]* to the end of the mission description. High Stakes v1.01.zip
  12. 1. I'm trying to insert a random fighter attack into my mission with 33 % spawn chance that should happen 180 seconds after a flag has been set, but it seems to spawn all the time. Does the random condition only work alone? ONCE(Random Attack) RANDOM(33) TIME SINCE FLAG(3, 180) GROUP ACTIVATE(Rus Fighter) 2. I've made a CAP flight that I've given the Engage Targets Enroute Task within 25 nm, but they still seem to fly anywhere and shoot down everything. Do I need to turn off the CAP ET completely and only go with the Engate Targets ET? I've done the same with SEAD, and afaik it only seems to attack within 25 nm of its route when both SEAD ET and Engage Target ET is on.
  13. Do not think this is possible without a mod.
  14. I usually do 1.callsign 2.freq 3.fac works for me.
  15. JTAC is a bit messed up currently, which is sad seeing as how much depends on JTAC in a CAS role. Imo, much more time should be spent not only fixing the FAC bugs, but also making it a lot more true to life. To mention some things: Final attack heading? Always? Why not just simply state a North to South direction some times when it's ~000 to ~180 anyway. What happened to talk on? I undetstand this is a vital part of any communication between a CAS aircraft and the JTAC and is probably pretty hard to implement in a game, but still, maybe the JTAC could look around for factory pipes, lakes, train stations, special building, etc, and do a one-way talk on using this? WP smoke 5 km away from a ground JTAC is also unrealistic. Do Predators even fire WP? Also, having the JTAC state the word MANPADS in the same sentence as USE GUNS is pretty unrealistic, but is easily fixed. There should be some priotization list based on what is the best ordnance to use given any situation. For instance, Target: SAM, use a missile! This can all be set using the mission editor, but still should be a part of the logic. I know ED is doing their best, though, to make us all happy! ;)
  16. Dear ED, Will you please, please implement looking around when parachuted, especially with TIR? This would really add to the immersion for me as I'm getting shot down a lot. Thanks! I mean, imagine you eject, then looking up seeing the chute deploy, AWESOME! Also, having the ejection happen all in one smooth animation would also be great: Pull the eject levers, slow down to half speed and watch as the cockpit disappears below you, and the chair slowly "falls off" when looking behind you. ;) Edit: Couldn't find any videos of a first person ejection, anyone?
  17. First person view when parachuted is wobbly now. Great! I always thought it was kinda stale with only looking straight ahead.
  18. Of course he had! He took photos with his polaroid of hostiles up side down...or maybe that was the F-14...
  19. How does "The new 'lower' pipper is for HEI rounds, the centre pipper is always for API" turn into top explosive, low armor? :P It's top API, bottom HEI, as far as I can tell.
  20. When you look for the APU off switch after having started your car engines. Edit: Uhh, when you say car engines instead of engine. :P
  21. Awesome! Let me finish off a good answer with another question: Will there be terrain masking effects in the next release?
  22. This worked for me. ED, you need to make Norwegians sound less German... :D
  23. What do you mean? They turned into steaks in 0.5 seconds! :) On topic: What I would like to see is improvements when it comes to explosions in the engine. We need more particles.
  24. Thanks for figuring this out, Speed, rep inbound. :) I'll probably modify mine to about 3° minimum.
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