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sirrah

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Everything posted by sirrah

  1. Do you mean have the AI start airborne with slingload? I don't think that's possible. If you expand a little on what you want to create, perhaps there's workarounds though.
  2. More callsigns is just one (minor) part of the sorely needed improved radio communications in general. No point in having fancy callsigns, if the rest of DCS comms isn't updated to flightsim worthy level...
  3. As an alternative, just in case you don't know (and until this gets fixed by Ugra): You can use the "start from ground" option for all helo's (note, that for AI controlled fixed wing aircraft, this only works for vertical take-off modules, that don't require taxi pathing)
  4. While I definitely appreciate these clever workaround tips, I do agree with the OP, that AI helicopter hover should just be a thing in the ME. Surely this shouldn't be too difficult for ED to implement.
  5. ah yes, clearing the environment data did the trick. Thanks a bunch mate! (I thought I was going crazy )
  6. I thought I noticed this before, but now it somehow became worse and quite obvious: When I put on my Reverb G1, it looks like everything is slightly tilted, as in: the horizon is not horizontal anymore. It seems to get progressively worse. Few weeks ago I only noticed it when in the DCS menus (edge of windows not looking straight), but now it got so obvious, that I see it ingame as well. Did anyone else ever experience this and/or has any advise for me? (I've been using this Reverb for about 3,5 years now, without any issues)
  7. Ah ok, I did also search but didn't find an answer (admittedly, I'm not good with the forum search )
  8. Purely out of interest (no complaint or rant whatsoever), I've been wondering about this for a while now: The F-16 was/is, amongst other features, famous for its exquisite flight control computer. The way the (D)FLCC is capable of keeping the aircraft controllable even during the most extraordinary aerodynamic situations, comes close to wizardry. So how come, that a system so advanced does not auto-trim the aircraft when for instance ordnance is dropped, or when it has asymetric loadout (e.g. TGP). Was this intentional design for some reason? Or was it simply not worth the programming? Or am I overestimating the potential power of the FLCC? Anyone any idea about this? Again, I at all don't mind trimming the Viper manually myself (super easy anyways). Just curious about this.
  9. The one of the AAR Hornet was one of the winning shots in the screenshot contest and can be found here in high quality: (I downloaded most of the contest screenshots and now use them as desktop background at work. Was a pita job saving them all one by one, but the result is worth it )
  10. That'd be awesome!
  11. Quite a coincidence, this thread now . I just finished working on a F-16 AAR training mission. For those interested, you can find it here:
  12. I know, there's already quite a few AAR training missions out there, but I think this one might be just a bit different. In this training mission, I focused on proper fourship AAR procedures. Like this: Initially, I created this mission for myself, to train my muscle memory, as I recently purchased a force sensor stick base (RS FSSB R3). But as happened before, I thought, why not put a bit more effort into it and share it for others. So, here are my AAR training missions: F-16CM AAR Training - Daytime https://www.digitalcombatsimulator.com/en/files/3340684/ and: F-16CM AAR Training - Night OPS https://www.digitalcombatsimulator.com/en/files/3340685/ In this mission, you can practice aerial refueling in your Viper. You can do this both as no.2 of a four-ship (including tanker form up procedure) in clear conditions, and/or solo, with very low visibility. By default, you will start as no.2 of a flight package, approximately 2000ft behind Texaco. Your COM1 radio is by default set to Texaco (251.00 MHz) A second tanker is also in the area and can be found using TCN navigation (chan 12X | 252.00 MHz). Be aware though: For training purposes, this tanker is flying "low" at angels 11 in the middle of the clouds. Notes: 1. Your kneeboard includes the AAR procedure checklist and tanker info. 2. At some point, you'll be able to initiate tanker turn if you want additional challenge (this might cause AI no.3 and no.4 taking a very long time to refuel) You can pretty much do whatever you want: - Stay in formation as no.2, follow the procedures and commence refueling after no.1. (initial intention and advise for this mission) - Break formation, try to find Shell (using TCN navigation) and put your skill to the test refueling with very low visibility. - First follow all procedures, refuel at Texaco, then break formation and refuel at Shell (slightly more difficult). - Ignore any procedures and directly request to refuel on either Texaco or Shell (not tested, but should work) Tips: - While officially NVG's are not to be used during night AAR, you can obviously use them in DCS. Practice however, to turn them off when you're hanging under the tanker and focusing on the Pilot Director Lights. It's actually quite doable. - You can easily change the time and/or weather in the ME to your likings (it won't break the mission).
  13. Thanks Already in mail contact with RS about it (Apparently it's a client only forum)
  14. Thanks for your reply I found that forum, but I have no idea where to register. I'm probably blind, but I only see a login button, not a register button
  15. Let's please not repeat this trip down toxicity road all over again... (Take special note on Bignewy's last reply in that thread) (The above thread, is one of many btw)
  16. I don't see the sale discounts. Am I too fast? (was planning on getting the Gamblers campaign) Very curious about the new mission generator Edit: Sniped by @v2tec
  17. So, after having this on my wishlist for a very long time, I recently bought a 2nd hand RS FSSB R3 form a community member here. It is in every positive way what I expected! I managed to aerial refuel the Viper "with relative ease" on my first try . Awesome! Just a small "new owner" question. Perhaps it's because my muscle memory needs more training, but I hear the audio warning quite often (especially when making right hand rolls). How "bad" is this? I mean, do I risk any permanent damage if the audible warning goes off too often and should I try and prevent this at all costs? Or is it merely to let me know I reached the in-/output limit of the base and adding more force is pointless?
  18. Although I haven't tested, I would be highly surprised if this is true. Can anyone confirm this?
  19. Hehe that's a bit too much honor for my mission The Hook is a mighty (fun) beast to fly though
  20. v1.1 update 2024-09-12 - Added F10 map marker for two transportable infantry squads v1.2 2024-10-06 - Repositioned a few objects, due to added buildings in Syria map update I wanted to improve my general Hook skills a bit, so I created this mission for myself. Halfway through, I decided to put a bit more effort into it and share it here for those interested. It's still a fairly simple mission, but a quick and easy way to practice the various Chinook shenanigans. (Use the F10 map to navigate and find where you need to go to. Initially I used smoke markers, but I removed them because they are way to big and block visibility) Download link:https://www.digitalcombatsimulator.com/en/files/3340515/ - CHINOOK OPERATIONAL TRAINING MISSION - You will start at CAMP HERMON (Golan Heights, Israel, close to the Lebanon/Syria/Israel Tripoint) There are two CH-47's at your disposal (00_Player = hot start | 01_Player = cold start) In this mission you will be able to choose from several tasks, such as sling loading, internal cargo transportation and infantry insertion. Two infantry squads are available at Camp Hermon (check your F10 map) Enemy threats: Insurgent small arms and MANPADS Unless specifically instructed to, avoid flying in enemy airspace, or you'll risk getting shot at. Familiarize yourself with the map (the various locations are also indicated on the ingame F10 map) and follow up the task instructions. If you missed or forgot an instruction, you can use the "message history" option when you press Esc. Use the radio F10 menu, to select a specific task, or use the "random task" option. By completing tasks, you will earn points. Feel free to change your Hook's loadout, if desired. Creator Notes: - You can switch between the hot and cold start slots at any time, but doing so in the middle of a task, may cause issues with triggers (haven't fully tested that) - Any feedback is welcome
  21. Thanks Rudel. That makes sense. I was already kinda suspecting something complicated like this.
  22. I also always thought it was bound to the first unit placed on the map, but this is not the case. This mission I'm working on, started by looking at a unit that I placed somewhere halfway my editing. Let's call it unit "A". This was ok for me, but then, the last few units I added to my mission (a few scattered manpads units to attack the player if he crosses the border) are now focused on/in view when the mission starts. When I remove these manpad units, the mission starts again viewing unit "A" Renaming the units has no effect, so this must be something deeper.. I now solved it by "late activating" the manpads units, but this is quite a cumbersome solution imho.
  23. As an alternative, if your goal is to just see a lot of tracers for a few minutes, you could consider making (part of) them immortal. You could simply end the immortality after a few minutes and they'll start killing each other again.
  24. Does anyone knows what determines on which ground unit the initial mission opening view is focussed? I created a mission with two client slots. When the mission is started, the initial view is on an enemy unit. I'd rather have the opening screen to view an allied unit in the neighbourhood of where the player is starting. I tried renaming units, but that doesn't seem to have any effect. Anyone any ideas?
  25. Wizardry to me, but it works! Thanks a bunch mate
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