Jump to content

159_Archer

Members
  • Posts

    252
  • Joined

  • Last visited

Everything posted by 159_Archer

  1. Hi D! This is SG's work -it has been around for a while now and has just been 'made-over' with the A-10C release. It's a nice relatively compact site which I think is good for ME types to dip-in when they need help or advice etc.
  2. -is a handy site for all issues regarding the mission-editor. I find the new ME a very good but a hard to fathom device, and so I think do many others. Go over there and get registered and join the ME discussions! http://www.rockhaggis.com/cgi/me_forum/me.pl?
  3. -is a handy site for all issues regarding the mission-editor. I find the new ME a very good but a hard to fathom device, and so I think do many others. Go over there and get registered and join the ME discussions! http://www.rockhaggis.com/cgi/me_forum/me.pl?
  4. OK -I managed to get it to work; 1. create unit, enter advanced WP options 2. Selected Fire at point (dragged to required location) 3. clicked on condition and then entered a time to commence firing, then clicked probability at 100%. They fired! I wasn't waiting quite enough time to let them work before I think, although this is the first time I tried the exact method as above. I'll do more testing to see if I can do more than this. -Not sure what the other options are for as yet. Any help here would be appreciated! Thx for the replys Guys!
  5. OK -I worked out that I was at least partly off-track... I'll try the above and report back! Thx for the replies.
  6. Having trouble getting arty groups to fire with the newer ME. Not found anything in search here or in the manual that helps. I want arty groups to fire at a specific point or area, have managed the following so far; Created an arty group, including a task to fire at a location name (I made a trigger-zone and named it). Set-up a trigger action as follows -continous action, set to start after a certain time, then selected AI action which was selected from the list below which was the very trigger zone I made. I then run the mission, the arty points at an area (not the trigger-zone though...) and doesn't fire. Seems I'm almost there but missing something important?
  7. As we know, all AC have to be thoroughly tested in all aspects of their operations, and that includes the use of all the munitions and equipment pods they carry. AFAIK this is why some A2G missiles/weapons are loaded onto ejector rails to ensure they seperate properly, and not just stuck onto any-old simple rail. I'm sure the engineers involved will have considered anything like the above -if it was likely to be be feasable. I know the Russkies did experiment with a rearward facing R-73 (IIRC) for defence-purposes, but don't think they use it thus. I would image trying to launch most ordnance 'sideways' or similar from any fast-mover would result in damage, or possibly death! When you consider the forces involved and think about what direction the weapon would take from the rail upon firing, I'm sure the first fraction of a second is determined by the oncoming air-flow. Probably shove the missile straight into the wing!
  8. I'm actually finding the 5.1 to be less stable at present. Not tried every adjustment yet, but so far I'm finding that the views are flitting around and the view requires constantly re-centering.
  9. Yeah, this was recommended by the Naturalpoint tech help people on their forums; worked OK from then on! Thx!
  10. I have the VE so it should work. When I activate the 5.1 SW it doesn't even light up the TIR3 -it just sits there dead. Wondering if I perhaps need to remove the old SW? I don't think this is required as the 2 don't seems to clash -unlike the older updated versions which required removal when updating.
  11. Although it states that TIR3 is now supported by the new software on naturalpoints' site, I'm finding that 5.1 doesn't see my TIR3. Looked pretty long and hard for help or instruction or controls that might help, but so far nothing. Anyone had anything similar? Don't generally have issues with TIR these days.
  12. One way that I found was pretty good; start by doing rolling-landings on runways, and as soon as you can do these easily (not difficult) then start to 'aim' for a particular touch-down point on the RW (such as the threashold markings) and keep practicing to touch-down on these, and come to a stop when doing so. I found that eventually I could be pretty accurate with my aim, and then instantly found that when I used the same approach glide when nearing FARPs, it worked equally well. Problem solved!
  13. Yeah, I get this on the MPU as well.
  14. Can't see this one anywhere else; I've noticed that you can't always re-arm or re-fuel when parked up at airbases -on the hardstanding area or anywhere. Not sure if this is peculiar to any one AB or not. Have noticed this in DCS BS also.
  15. Not seen this mentioned yet, but I get this 'floating' splash-rings effect now around ships when they're hit;
  16. Is it correct that the '33 can no longer carry this weapon in FC2? I thought in RL they were able to do so; shame if we have lost this facility -the 159th made some use of it! We'll just have to go back to the anti-shipping drawing board...:book::pilotfly:
  17. Can't answer your question yet, but I will look into it later. I have found something myself; in the 25T when in A2A mode -the cannon will not fire. I switch back to A2G mode and it fires. Back again into A2A and it will not. I tried this after shooting off 2 R-60 in a weapons test mission; the R-60 worked fine.
  18. Yeah that's gotta be the answer.
  19. AFAIK buildings have always been solid in BS, pylons also! Trees are the only 'non-solid' I know of.
  20. Funny you should say that! Just 10 mins ago I tested against S-300 and then a Patriot. They are (when set at excellent skill) do-able; I fired at R-max (just after he engaged me) 2 Kh-58. 1 was shot quickly, the other got through. I repeated it and found that this time the 58's were both hit. I tried against the Patriot and found similar results. So, they seem easier than in FC1 to me. That's a shame. I do hope -as you suggest GGT- that they are 'stiffened' to make them more of a challenge again! Still, ground units are less visible (to me at least) and this means SEAD against SHORAD is tougher. Great!:D
  21. BTW the wind testing was landing, not flying. I have the winds adjusted correctly (I make plenty of missions, so I'm sure).
  22. I am currently having fun finding what has changed for us T-Frog drivers to deal with in the SEAD role. I see the Buk is now capable of launching missiles from launchers independently of the search-radar. That's AFAIK how the RL one works, so that's great! It seems to have the same launch range but less detection range with-out the SR. It makes sense having shorter detection range, but is that right that it can fire still (dependant on height etc) at the same range? I have done a little internet research, but couldn't find the answer. Lookin' forward to tackling an S-300...:pilotfly:
  23. As a long-time Toad driver -since original FC came out- I was well used to the AFM, which I liked for the most part! I'm finding the FM in FC2 very much easier; is this more or less realistic? I tried heavy cross-winds, and where 12m/s used to be a challenge, it is no real test now. I tried testing up to 20m/s, but this is still easier than 12m/s used to be. Doesn't seem real -or is this just because I'm used to the FC1 AFM? I wondered whether this has been done because the other AC in FC2 are also 'better'? BTW; still enjoying discovering -and liking- FC2!:thumbup:
  24. Just had a 159th squad-flight and the above method is working. Is this as in RL? Thx all!
  25. I'm only flying the Su-25T ATM, but am loving the weapons now. Specially the CBUs! They sound and look good -and still work well. Just have to be more carefull deploying them now. Would advise always dropping CBUs in pairs -probably just as in RL. Cannons and un-guided rockets working well and effectively, too.
×
×
  • Create New...