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Everything posted by Charlie_01
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Is it possible to set air group's formation in missions building on ME?
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One more thing unfixed. 3- Altitude layers' number entries are still incorrect in CDU's LASTE sub-page (if you digit 06 as 6000 ft, displayed entry is 03, you can just make entry only on 07).
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Not all issues I've included in patch 1.0 wish list seems to be fixed, so I would make a new list for next patch 1.1, hoping those issues will fix there. The first and most important issues I know at present are the following. 1- It's still impossible to create an heavy airplane group (Tu-22, C-130 and so on) viewing all units (you can still see only one big plane even if more than one are in the group). 2- Stated that JTAC has a limited radio-range, if you, by mistake, call it from out-of-range this freeze 9-line radio procedure: you either don't hear any answer and no dedicated radio menu appears. In this way JTAC will be no more available for all the rest of the mission even if you try to call it again when you are into its radio range. One time I tryed to call just from the range limit and I heard some words covered of radio scratches so I had no new 9-line radio menu. According of this I believe that JTAC's AI however answer even to calls from out-of-range, but transmission can't reach you, so JTAC stand by for you to answer but you haven't radio menu to do it!!
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I had often an issue with CDU WP page when I tried to make a WP according target coordinates communicated by jtac: all characters into CDU page were turned into asterisks. I don't know why that happened nor how to solve it. Tried inflight align but no results... :helpsmilie::helpsmilie::helpsmilie:
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This is a very good thing you could add to the following thread: http://forums.eagle.ru/showthread.php?t=80228 I hope ED would read that before they'll release next patch so they could fulfill some of customers' expectations... ;)
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I'm stating the fact that seems to be in my knwoledge and I'm also implying the question: does someone know more than me about this? But it seems you gave me already the answer: a further mod is needed to achieve this so it's not possible at the present, however not directly. So for the time being I have to be satisfied with the indirect solution I found out.
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Nobody does??? :huh: Ok, I've found solution by myself: it is only radio range!!! :doh: You need to be near jtac to call it in this mission and as you go a little far radio speech immediately begins scratching and then shut up. :music_whistling: This maybe results from the mountains, because in a lot of jtac missions I played I was even able to call jtac since I was on runway...
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Maybe is better I explain myself more clear... I'm building my own misson and I want to simulate an enemy forces alert due to a possible detection from a nearby SAM site's radar. Part of flight path is into SAM range but into the mountains too, so you should have to fly low in the valleys to prevent detection. My present objective is just to simulate the general alert of enemy forces if you are detected by SAM site's radar, but seems not to be a trigger that make this.
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Does a directly-related to enemy radar detection trigger exist? :huh: :helpsmilie: I'm trying to achieve this effect mixing "unit's altitude higher than..." and "unit in zone" rules, but it is muddled a lot, because I have to make a lot of trigger zone, according each terrain profile's variation in the path into detection area. I have also to assume that simply flying higher than X altitude for a moment I would be surely immediately detected... :music_whistling:
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I played this SP mission a lot of time (SAMs shot me down every time...), but often I didn't had answer to my jtac call and in this way survive to SAM defence is very very hard. Someone played the same mission and had the same issue?
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SP Mission: Operation Krasnodar
Charlie_01 replied to rmk80's topic in User Created Missions General
"One is glad to be of service" (quote from "Bicentennial Man") :smilewink::smartass:. It was the same for me before I played Falcon 4 for first, many many years ago... :D There you can find also DCA acronym (defensive counter air), that means escort to valuable air asset (just what firewings has requested ;))or protection of friendly ground target from hostile airstrikes. However you can find a confirmation also on wikipedia, (but only for OCA, not for DCA too). :thumbup: Logic, as Mr. Spock would say!! :D I should think that by myself...:music_whistling: Great and "big" job!! Thx very much for sharing that!!:thumbup: I hope I eventually can build my own dinamyc mission in the future using knowledge achieved by reverse engineering on downloaded missions... -
SP Mission: Operation Krasnodar
Charlie_01 replied to rmk80's topic in User Created Missions General
I think this could be a little mistake. I guess as "CAP role" you mean "anti-RedCAP", or am I going wrong? If I do not, this kind of mission has its own name as OCA (offensive counter-air, "against enemy's A2A capability", as you can read also in the glossay section of Falcon 4 manual), distinguished between two types: OCA-strike (against parked enemy fighters) and OCA-sweep (against flying enemy planes, just against hostile CAPs). However CAP means combat air patrol and it's the purpose to fast fighter not to a slow fighter-bomber as an A-10. So, I believe the CAP role in this mission is actually an OCA-strike and it couldn't be more: when an A-10 meet an enemy CAP, it has a little chance to RTB safe (http://forums.eagle.ru/showthread.php?t=78389&highlight=mig-29 ). Thus, if you're in late and targets are already in the air, at that moment YOU are turned into the target!! :music_whistling: :joystick: And I have two other questions: why did you use "unit out of zone" instead "unit dead" as trigger rule?? Has it different effect? 2nd one: how did you know that a rule is not needed to the action "set flag random (value)"? I would never think something by myself so I'm really curious to know how you could. Did you make some tests or did someone tell you to do so? I'm very interested in triggers' behavior because I'm understanding no more than 10-20% of it. -
I agree the last two items: I've experienced them too. I've found out that the best way to shoot down an helo is to use Mavs just because AIM-9 are very ineffective against them. And I was shot down most of time by a chopper gunnery.
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I never used real NVG, but I believe they would be more realistic in DCS A-10 if I couldn't see also the world out of the green oval.
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Now I've found out them!! It's funny: I use to customize the default loadout almost every mission I play, but I really never looked at them!! Well, it was my fault...
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??? Really?? :shocking::shocking: Where are they? I've never seen they in SP nor in fast missons (still not played campaign)!!! Maybe I usually load Mavs on the same stations, and maybe there G/K aren't available. :dunno: I'll get a deeper look ASAP!!!:glare:
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P.S. Sorry Frostiken, what dou you mean with PAS? Maybe Protected Air Shelter? :huh::music_whistling:
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Cichlidfan, at the moment only Mavs available in DCS A-10 are D & H. G & K are respectively the heay version (with penetrator) of the first two: G has IR guidance as D and K has TV as H. For more info look at weapony section into Maverick's sub-section of flight manual, where also G/K's features are described.
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Hey folks, I think it's the time to summarize a little bit about A-10 next patch's needed content from users' experience. These are the most important implementations I hope to find into patch 1.1.1.0 (or 1.1.0.10? :smilewink: :music_whistling: ): 1- real-modelled CBU-97/CBU-105 for anti-tank purpose (since patch 1.1.0.9 CBUs you can no more destroy multiple tanks using one CBU, instead you need to use multiple CBUs to destroy a single tank!! - thankfully already WIP about it!! :D); 2- shooting Mavs even with 3/9 or 5 Mil bombing mode selected (now you need to deselect or Mavs doesn't shoot even if locked); 3- some exemples about the use of multiple flags into "Practical exercise" section in GUI manual, at least some abou units' randomization; 4- visible explosions even for tanks' gun shooting (now seems only for artillery gunnery); 5- AGM-65G/K heavy Mavs made available into A-10's weaponry; 6- correct altitude layer digits into CDU about wind setting (now you can't set altitudes other than, e.g., "23" or "27" even if you digit other numbers); 7- chance to make an aicraft group larger than a single visible unit even using heavy planes (as Tu-22, C-130, etc.) (now you have to make a lot of single-unit groups). Does someone know some stuff to add more?? :smilewink:
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How randomize group's strength & position?
Charlie_01 replied to Charlie_01's topic in User Created Missions General
Sorry EtherealN, but I've made a lot of tests and the random flag definitely doesn't work for me!!! Tryed either with "once" and "mission start" for groups trigger, but... nothing!! Thx L.O, but I don't need to make many altenate groups with a lot of flags until I couldn't alternate only a doubled group!! They still spawn together every time!! It's very frustrating!!:cry::cry: I hope at least ED would improve on next patch the "Practical Exercise" section into GUI manual with more examples about multiple flags settings... :( I'll continue to examine a lot of downloaded missions trying to understand how to achieve my objective... If someone could help me in the meantime I would appreciate a lot.:helpsmilie::helpsmilie: -
How randomize group's strength & position?
Charlie_01 replied to Charlie_01's topic in User Created Missions General
Sorry again EtherealN, but I'm still looking for the simplest way to randomize group's location and composition. I'm trying to follow your hint about random flag, but maybe I've lost some step. Maybe I'm going wrong, but seems impossible to make a random flag in one step only. The only way I've found to achieve that needs at least three triggers a you wrote three lines: 1- TRIGGER - type=mission start; RULE - type=random, %=50; ACTION - action=set flag, flag=1. 2- TRIGGER - type=once; RULE - type=rflag is true, flag=1; ACTION - action=group activate, group=#1. 3- TRIGGER - type=once; RULE - type=rflag is false, flag=1; ACTION - action=group activate, group=#2. Is that you meant or is there some more simple way with one trigger only? Maybe group activation trigger's type should be "mission start" too? Apologize me, but flags' working is still something hard to fully understand for me... :cry: -
Items not explained in GUI manual
Charlie_01 replied to Charlie_01's topic in User Created Missions General
Well, so it involves only Ka-50 proprieties, not all aircrafts and helos options. Thx again. -
Items not explained in GUI manual
Charlie_01 replied to Charlie_01's topic in User Created Missions General
Thx very much for the comprehensive explaination. Can you tell me more about INU fix points? -
I've found some items without explaination into GUI manual's ME section. The first is the button next the "summary mode" one (see pictures on pp. 104 and 116) with a streamed triangle symbol: what's its functon and when is it displayed (I saw it playng only few times)? The second is the "Start N/A" Action for the Type option "Perform command". Does N/A mean "not available"? In this case when is that action available? And why is displayed only connected to the Type's option "Perform command" into "Triggered actions" but not also connected to the same option into "WP actions"? :huh::huh: :cry: :helpsmilie: