Jump to content

Puddlemonkey

Members
  • Posts

    183
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Puddlemonkey

  1. I think it goes like this: If you look in 2P25 KUB LN.lua, you will see line 47 has an add_launcher for GT_t.LN_t._2P25. If you look in missile.lua, you will see the entries that define the GT_t.LN_t._2P25. You will also see various launchers have a really long reload_time with a comment that it equates to never. You will see at the top commented defaults. The default reload_time being 3600 which I guess is an hour. Conclusion: GT_t.LN_t._2P25 has no reload_time so must be default of one hour?
  2. I have the declutter HUD switch mapped to my HOTAS Throttle - I find this a useful alternative to constantly fiddling with the knob in front of me. A couple of other things I have found useful: 1. I watch the enemy with the SHKVAL keeping it centred slightly off the target, avoiding locking it until in range and ready to fire. Thus he is not alerted by my laser. If I need range, I lock onto ground below him briefly. 2. Fire missiles in pairs. I find the first nearly always misses and the second nearly always gets him! 3. Make sure you use the AA and Head-On target modes correctly. I continue to correct this as I watch him, even after launch. So if I have head-on selected and he turns side on, I deactivate it. I don't know whether this actually achieves anything though. 4. Be a ninja. Make sure he doesn't see you. Watch him, bide your time, pick your moment and then pounce. Oh and keep an eye on where enemy territory is, avoiding chasing him into enemy territory. I think when you have practiced, it's not so hard to take a pair of them out. The other thing to bear in mind is the KA-50 can easily outrun them.
  3. I wouldn't say it's artificial. In real life, you have the ability to see a wide field of view whilst picking out detail in the centre of your vision. A PC sim must be able to emulate this. You have two options: buy a huge monitor the size of your total field of view or use zoom. The second is cheaper!
  4. It's not wrong. When you select a TARGET/NAV point, it flahes on the ABRIS. I think you are confusing Waypoints with Target/Nav points. PM
  5. In many war situations, civilians would be forced to either not use headlights or to limit their effectiveness. For example, during WW2. Obviously, it is simply that headlights haven't been implemented but it is less unrealistic than you may think. I would be nice to have them and to have a mission option for blackout. The same with houses in fact. Now that I think about it, the cities in DCS are lit up light christmas trees - except for the car headlights so obviously no blackout going on there!
  6. I think you should find that if you rename or delete the templates.lua file in Saved Games\DCS\Mission Editor, you will get your deleted S-300 template back.
  7. Ok, so lots of debate about aspect ratios but surely the question is whether you need 3 seconds of gradual zooming for it to adjust the field of view to the aspect ratio? Surely it should be instant or near instant - or even just a second?
  8. When you uninstalled, did you remove the program files\Eagle Dynamics folder and the Saved Games\DCS folder? Maybe some corrupted settings are remaining.
  9. I too would like to see it become an option or removed. It is particularly annoying in multiplayer. On a bad day, I spend more time watching it zoom out than I do in the air :-)
  10. :megalol:
  11. Really? Why would the server need easy comms enabled? Surely realistic comms is supported in multiplayer? For me, it works sometimes and not others. I had concluded it was a bug.
  12. I can't remember the mission you are trying to do but I have found two effective ways of dealing with MANPADS: 1. Wingman cover. If flying multiplayer, or with a wingman, you watch out for each other, one hangs back and watches for launches whilst the other flies forward. The watcher can see quite easily when one is launched, can announce it and can note where it came from. 2. In real life, gunships generally fly in coordination with ground troops. The gunship takes out the major ground threats from a standoff range without much effort - the armour and artillery. The ground forces move in and mop up the stragglers like the MANPADS, covered by the gunships. The gunships generally stay behind the ground troops and in areas known to be clear. As you say, terrain masking leaves you prone to ambush. Something that can help with this is using it horizontally rather than vertically. If you fly over the top of the hill, you are suddenly exposed to everything the other side. If you fly around it, you expose yourself to the other side bit-by-bit and you dictate the rate at which you do so (your speed).
  13. I see what you mean. When I started the mission in multiplayer, I didn't unpause until I was sat in the heli. So I only saw one unit. When I waited a few seconds, ejected and then got back into a new heli, I saw two units. That's me all out of ideas. :doh:
  14. Have a look at this mission. When I launch this, there are two units but only one is visible on the ABRIS (the one that wasn't activated late). Temp FOW.miz
  15. Good question. I have found about 80 to be a good speed. I tend to go in faster to start, to get to the point where I can launch. Then once launched, I slow down to 60 - 80. If you get too slow, you're a sitting duck. Once I've hit the target, I put the autopilot into director mode, let off some flares and turn 180 degrees whilst also dropping close to the ground. Fly back out of range and repeat. I'm not saying that's the right way - just a way that works.
  16. I don't like TARGET - it's an extra layer of unecessary complexity. I recommend editing lua files to create 'stateful' switch commands as the defaults are mostly toggle commands. Then you can set the option to sync the HOTAS controls with the controller in the DCS options. All within DCS, no third party. Some more info here or if you want a lua file, let me know. http://forums.eagle.ru/showthread.php?p=1428587#post1428587 PM
  17. Yes, I used it as a solution - that is why I suggested it. PM
  18. An option in missions to prevent people switching sides once they have started (so they can't switch from red to blue once blue is winning for example). Thanks! PM
  19. Fair enough, thanks.
  20. I would like to see the ability to manipulate scores in multiplayer. It could be a trigger action which adds or removes points from a particular unit (one which is a client of course). Currently, I think you gain or lose points for killing units only. It would be good to be able to add additional bonus points for achieving an objective, or achieving it quickly. Most importantly, you could penalize for not following orders, straying into foreign airspace or killing targets of the wrong type. It would enable multiplayer to be more about the mission tasks and less about shooting stuff.
  21. Are warehouses implemented yet? I created a mission with only 1 x KA-50 set in the warehouse for an airport. I started it in multiplayer and after crashing, I was able to hop back into a brand spanking new KA-50. I could do so indefinitely so it seems it isn't working?
  22. Try setting the units that you don't want to appear to 'Late Activation'. Create a trigger to activate them a few seconds after the mission starts.
  23. When setting keyboard / joystick mappings, I would like to see an option for modifier and switches to affect only the keys / buttons which they have a an assignment with the modifier in it. For example, if I have BTN4 of my joystick set as a modifier, when I hold it down, all those keys with an assignment which includes it have a different behaviour to when I don't. That's good - how we want it to be. However, when I hold BTN4, all keys without a BTN4 assignment do nothing. What I would like is the option to set modifiers / switches so that when held, all keys without the BTN4 assignment behave as if no modifier / switch is pressed. This can be achieved already by laboriously assigning the default assignment to every button and key which you want to work whilst the modifier / switch is pressed. Another useful option would be to have have a time limit setting after which switches automatically deactivate.
  24. I think you will achieve what you want to if you set the map view option to 'fog of war'. You set it in the mission editor by clicking the Mission Options - the little button with a tick icon. PM
  25. In case anybody else finds it useful, I solved this with: _G.trigger.action.setUserFlag("1", true)
×
×
  • Create New...