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Evil.Bonsai

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Everything posted by Evil.Bonsai

  1. I use a Cougar as well, though I use FOXY instead of TARGET. I also use Vipers A10C profile and it works great. Use the CAGE knob for view zoom. Was using the larger knob (rdr alt?) for rudders but now use pedals.
  2. Unless you're flying straight and level, parts of the aircraft will almost always block the tgp at some point. If you're just starting out, try setting up a modest orbit point 10-15 miles away from your target area, and as previously mentioned, altitude is your friend. Try 12K-15k feet. This should minimize the amount of time your tgp is blocked.
  3. Probably maxes out at FAC unit detection range. If JTAC were a bit less buggy than it is, I'd be interested in testing detection distances with aircraft. Ground units have obvious detection ranges and WP is likely fine out to those distances. Aircraft might spot a bit further.
  4. If by back to it's original position, you mean where it was previously looking and it moved, unless the previous position was a strpt or mrkpt, there's no way to go back. UNLESS you previously launched a weapon on that point, in which case you can use the TAD and there should be a 'z' markpt at that location. Move the TAD cursor over the 'z' and you can set that as spi and slew the TGP to that.
  5. The only thing I can think of is you have some type of controller/kb/mouse setting triggering engine shutdown. Try deleting your control configurations, see if that changes.
  6. One problem with using immortal infantry is that they run out of ammo and end up just sitting there. I've gotten past this by setting up by copying and pasting the infantry groups (5 or 6 times, if I recall), then use triggers to spawn the next group one the preceding group is dead or less than a certain percentage. Found out they run out of ammo when I set up what I thought would be a cool, lengthy night firefight. All players were immortal and it lasted a couple minutes but then they just ended up sitting there.
  7. checking now, but I think it's your target. Yep. You had a Patriot launcher by itself. For some reason, some targets are not 'targets' as far as the AI is concerned. Missile launchers without a way to launch them being one of them. The missile launchers pose no threat so the AI ignores them. The hmmwv I replaced it with is also not a threat, but it is a target, so the KA-50 did attack it with smoke.
  8. click on new reply button, scroll down and hit the 'manage attachments' button. A window will pop up, click the button to select your file....hit upload, then close window. Below the box where you type a post, you'll see your file as an attachment. post as normal
  9. Ah, well, it's VERY simplistic at the moment. I was actually trying to finish up a different A10C mission when I saw yours and got sidetracked. I wanted to setup a A10C single player with OA-10A FAC support (AI OA-10As attacking enemy convoy with smoke that the player would then attack before the convoy attacked and destroyed an escaping convoy of trucks) but I was having trouble getting the timing of the convoys right and THEN needed to figure out 2 more sets of convoys for a bit of randomness). You're mission was different enough I wanted to try it out as I hadn't done much with CA since it was originally released for download.
  10. I liked it. First playthrough I had no idea where the tank was. Made it almost all the way to flag and 2nd Lead was taken out by a building (first got hit by ATM from APC earlier). I inched my way forward looking for what got lead and didn't see anything. Crept a little further and then 'TINK' and I was done. I was looking all around the last outpost trying to find the tank and couldn't find it. Then I cheated and opened up all units in ME and found I was looking in wrong location :( 2nd playthrough I got the tank when we took the first outpost and completed the mission successfully. Had a brief scare when APC spawned: I zoomed in to fire my own missile and realized he got the bead on me when I saw a fuzzy cotton ball getting larger but not moving off to the side. I quickly turned off to the side and accelerated away just as the missile passed behind me. I think it was literally a few feet. One of my other apcs got him for me. I ended up making one of my own, though from a different point of view, still needs work but the gist is that a scout KIOWA reports some infantry and a AAA/SAM in a nearby village. I set up a team of three M2A2s at a FOB/FARP to move out and disable the AAA/SAM. Similar setup to yours, with a roadblock, soldiers and apc. I did add the 'dismount' mentioned above where you hold for a minute and 2 squads of troops 'dismount' to hold the cleared roadblock and patrol the area.
  11. DCS's threat response is a bit simple. Most vehicles will react to the highest, or first detected, threat and nothing else.
  12. Professor Pluminov, on the plains of Georgia, with 23mm AA
  13. Using CCRP mode with -12s, even without the laser, your bomb should be near on top of the target. I just made a quick mission and dropped from about 4300 feet. the 12s are best guided when their nose is more or less pointing at the target. at that altitude, you do not have much time before the bombs hit; for me, it was about 8-10seconds from launch. I watched the bombs fall and their nose was close to pointing at target at about 4-5seconds. So this would be the optimal laser firing time. I tried several times, fired laser about 5s to impact and hit the target each time.
  14. The A10C is not suited to fighting dragons.
  15. Yes, it is to mark the target and not the ground it sits on. Your TGP know where the ground is but doesn't know there's a target there unless you use the laser. Gives a slightly more accurate fix for targeting/marking
  16. Sort of what I was thinking, but OP asked :) I say, set it at 75-100ft intervals and drop all you got in one go. Just pick a line that goes through the center of mass and hope for the best. And tell your crew to pack 105s for the next trip :)
  17. Sure it is. Just need to adjust spacing, in feet, in profile, along with ripple quantity. Page 257 or so in the manual lists the settings for bombs. Set ripple single or pairs, set ripple quantity, then interval (in feet).
  18. If you're looking throught the TGP, you can use the 'yardstick', though unless you're looking at them from the side or directly above, the distance will be foreshortened a bit.
  19. Just Tried it out and mine fires as it should. Checked the files I previously altered and the 'fire by rpm" is now back to 'true' and it works. I checked the other gunpods file but didn't see any changes there. Why it works now and didn't previously I'm not sure about. I still have backups of the old files. I will check them more closely later and see if I can find what might have changed.
  20. This sounds pretty interesting. I think I will try it out this weekend :)
  21. I will have to try this again. Haven't tried since I made the original change, but I also just updated to most recent version of World. I don't have the UH-1 addon, so maybe it will work normally, now.
  22. How long have you let the mission run? Arty takes several minutes to 'setup' before firing.
  23. Was able to connect, briefly, a day ago, but updated to latest last night. At the very least I can work on flying at contact position even if it won't connect.
  24. Sadly, I can only control both throttles. I use a TM Cougar, only has one throttle :/ I still cannot get this right. I can usually get up to tanker with no issue but then I start porposing as soon as I'm at contact. Definitely a practice thing, as I've at least made contact, for up to 3 or 4 seconds, whereas before I wouldn't even be able to do that.
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