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WRFirefox

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Everything posted by WRFirefox

  1. This simulation is more complex than every thing else in the "virtual sky"! Its not only the flight model, the damage model, systems deep or the handling with the hotas...... - the key to this simulation is the Mission Editor and things you can do with it! If you take a look at the integrated Mission Generator in the ME you will see one part of that what i am meening. Before you generate a Mission there you can edit the battlefield - change the units type and size, add JTAC, add CAP Fighter, and so on - awesome! The next great part in the ME is to place Units you can order over the communication Menu - you let patrol an CAP flight in backspace of the frontbattlefield and call it, if you need them - or you activate a tank unit by radio item to attack an area....... BUT!!!! There is one negative side of this sim, you have to learn the most things at "trial and error" - the manual is not great and deep enough for all the things you can and have to do:pilotfly:
  2. Sorry - but i don´t understand the discussion (and sorry too, my english isn´t very well;)). BUT - will there ever be a single Tank on the battlefield and its the target of an A-10C that only have its cannon loaded?:doh: The A-10 is a Tank-Killer and one of the most powerful weaponplatform in this theatre. And be sure the commanders know that, if they have the Warthog as opponent, that they don´t count only on the protection of a Tank itself.:smilewink:
  3. it works fine with DRAGONs "system", but i read that "flag is false" dosn´t work in the actual Patch: Try this: - WP 1: Orbit Race Track - WP 2: Nothing (its the second turning point of the Race Track) - WP 3 and more: SEAD, CAP and so on..... - Set "Stop Condition" at "WP 1 Orbit Race Track" with "User is" "1" in the Stop Condition Menu Thats all!:smilewink: "User is" "1" means, that flag 1 gets true (by Radio Item or anything else) so the Condition "Orbit Race Track" stops and the plane fly directly to the next waypoint - in addition to "Switch to waypoint XY" you can order the Plane with Trigger to fly to the WP you want it to go..... works really fine!:thumbup:
  4. .....dosn´t work here:noexpression: I put an A-10 in the Air with 3 Waypoints: WP 1 - Advanced Waypoint Actions - Perform Command - Run Script - "trigger.setUserFlag(1, true)" WP 2 - Advanced Waypoint Actions - Perform Command - Run Script - "trigger.setUserFlag(1, false)" Trigger Menu: Once // Flag is true - 1 // Message "Flag 1 on" Fly over WP 1 and then.....nothing..... :( some Idea?:pilotfly:
  5. It is the same that im doing - and it works fine - more tedious? no - hmmm i took less then 4 minutes and i don´t have to handle the LUA-scripting...it is simply easy to do....:smilewink:
  6. Try it this way: Units: AI Plane Unit - Name: Stinger (F-15 C) AI Ground Unit - Name: Fox (HMMWV) First Steps: Place Units: - Place Stinger at Parking "xy" and "Takeoff from ramp" - Place Fox in front of Stinger (not to short) and Add Waypoints to the side (Speed NOT to zero!!!) Trigger Menu: Mission Start // Random 100 // Group AI off - Group "Fox" Once // Random 100 // Radio item Add: "Call CAP" - Flag 1 Once // Flag is true - Flag 1 // Group AI on - Group "Fox" Player / Client: Set it where ever you want.... Start Mission: Stinger will now stand at the parking area with running engines. If you no go to the Communication-Menu klick F-10 "Other" you will see "Call CAP" (F-1) - Klick F-1 when you want and then the HMMWV will move away from Stinger and the plane ist taxiing to the runway - thats all!:smilewink: You can also trigger the Group AI on with other conditions in the trigger menu!
  7. Works both fine here (with player in SP and client in MP) - maybe the trigger-Actions is wrong. Please send the track oder a picture of the trigger-menu. Have you set the the blocking Vehicle-Group at Mission Start with Group AI off - and triggered it to the Taxi sequence of the plane with Group AI on?
  8. now it´s about 60 Minutes:huh: ED please fix it to 10 Minutes - THX!
  9. It works really fine - without LUA-Coding:thumbup: And its also simple too! Just place a triggered Ground-Unit (HMMWV or Tank-Truck) direct in front of the AI Plane at the Ramp - then the trigger have to move the Ground-Unit away and the AI Plane roll on....thats all!:pilotfly: Here some Pics
  10. an hour?!?!:music_whistling: Expert?!? To rearm a MLRS it takes max. 20 Minutes!!! ED please change the reload time!!!!! PLEASE!!!!:thumbup:
  11. :thumbup: Thats it!!!!! THX!!!!:thumbup:
  12. In a mission i triggered a MLRS Unit by Ratio item to drive in "Fireposition" and "Fire at Point" - works really fine!:thumbup: .....but than :noexpression: the Unit doesn´t move to the next Waypoint ("Rearm-Zone") - some ideas?
  13. ....why should i buy it on steam for 49,99 EUR, if i can get it for 59,99 USD (today 41,## EUR) direct by ED??:doh::music_whistling: (i have the Beta-Release and buy the german boxed version too:smilewink:)
  14. Another question: Is it possible to delete an order of "F-10" when it was called? Edit: ABORT, ABORT, ABORT! it was to simple..........
  15. im going an other way! Lets call it the "WC-Explode-Trigger" - it is simple and effectual! I placed 3 Structure "WC" anywhere on the map and triggered it on Missionstart as Random 50% to explode. After that i triggered the 8 options (WC1alive-WC2dead-WC3alive, WC1alive-WC2alive-WC-3alive, and so on......) to 8 different possibilities of the Mission - and thats all!:thumbup:
  16. WOW!!!! Works very fine!
  17. THX a lot!!!! works fine!
  18. Hi all, how can i set another flightgroup (SEAD) in the ME, that is callable with F-10 "Other" in the mission? To create a flightgroup as SEAD is no problem, but the F-10 "Other" Button will not be shown in the mission. Some ideas what i am making wrong? THX! Firefox
  19. The soldiers are to big - they fall through the roof into the building and the JTAC can´t see them.
  20. I´ll try it - but maybe the laser blow him away:lol:
  21. Here is my way: I placed an UAZ in front of the building - the JTAC is set to guided bombs - in the building i placed the structure "Container white" (it is small and you won´t see it) - the JTAC make buddy-lasing at the UAZ (like in the movie "Clear and Present Danger") - you only have to fly in and to release your GBU - trigger "Unit dead" with a message to the container - and you got an easy way to destroy buildings.
  22. ....flown this mission online (10 minutes ago):pilotfly: - AWESOME!!!:thumbup::thumbup: Great JOB!!!!:thumbup::thumbup:
  23. The Sidwinder dotonated also near your position - so be happy that you carry no damage out of your attack. And be sure, that a F-15 acts out of an other Range against chopper... and try out the Mission Generator in the Mission Editor - there you can build in simply the Units, that you want! GREAT TOOL!
  24. In the track, the Sidewinder shot was too short to the target - next time try the cannon:thumbup: And the chopper are made for combat, so why should they fall out of the sky, if they were hit a little bit:pilotfly: AND!!!! The Hog is a Mudmover! Destroy the mud moving things and let the "Hollywood-Pilots" take out the flying Bugs:music_whistling:
  25. Wenn du am Notebook einen ordentlichen HOTAS am Laufen hast, sollte es gut funktionieren:smilewink: ansonsten könnte es sehr "frickelig" werden....
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