Jump to content

DragonShadow

Members
  • Posts

    116
  • Joined

  • Last visited

Everything posted by DragonShadow

  1. Recently experienced pretty uncomfortable frame rates in FW-190D with the Vive, where it used to be fine. Was on the ED Test server though so not sure if related to that.
  2. Remember talking and flying with him on some occations, was fun and he seemed like a good guy. Made him a customized version of Blindsided too.. Wind to your wings Blooze.
  3. Hi Chiefsoasa, A good rule that applies to most aviation is to keep your movements smooth and give the aircraft time to react to what you are doing. Avoid yanking the stick and only very rarely is full deflection of any controls required. Many aircraft can be flown also with a light pencil style grip on the stick. You should not need curves with the TM Warthog, it's better to learn without them since it will give you more uniform control later. You want to be aware of your airspeed, too little will send you tumbling, but also having much speed and trying hard maneuvers will do likewise. It would also pay off to learn things like correct approach speeds from the manual. Hope this helps, and welcome to DCS. It's a great sim.
  4. Sure, if the unit is player controllable. I'm not sure if this can be done if you don't have Combined Arms though. But I've taken over AI air units from the F10 view before. There is also a flag in the mission editor to control if a unit should be player controllable.
  5. Yep, it should be perfectly fine to fly it with choppers only. You'll want to have some heavier hitters like the KA-50 along though, namely something that can deal with well armored targets and air defenses. As Feefifofum says air threats only appear if someone takes off with CAP aircraft, and they'll also get disabled after some while if CAP leaves the mission in the middle of it. Hope you have/had fun :).
  6. Thanks Feefifofum! Appreciate the offer and that could indeed come in quite useful later on, it's a lot of work to flight test a complex mission properly on ones own.
  7. Hey again BigSnow, found the video you had uploaded on the two runs of the mission. That was a lot of fun to watch, the three flight A-10C take-off with the Huey flying alongside looked downright cinematic. Was quite quite useful to hear the radio traffic, there was some priceless commantary thrown in which made me both laugh as well as cackle evilly at points :thumbup:. CBU's are too easy mode ;), makes for practice in more fun methods! Makes me curious about what you'll think of the latter phases of the mission.
  8. Hey BigSnow, great to hear you had fun! Hehe yeah, it can throw a lot at you. But seems like it was quite a transformation indeed between the two runs, a rather different approach on the latter. I wanted the mission to scale for bigger groups as well, so I thought that would be a nice feature. Not to mention an added challenge once one beats the original one :). And thanks! Always good to hear feedback.
  9. Ah yes, the version used in the latest Blindsided release is that particular one. Though I think it's 6.2 which probably isn't the latest with it having taken a while between me updating the script and releasing the mission. Great, thanks for the one that you were able to provide in the end :). It's one of the few glimpses I've had so far into how things work out when I'm not flying in the mix myself in some form. In either case I've definitely been seeing a few interesting patterns in how people fly the mission. They're different from the way I had thought things through originally, but they work out well either way and give me some new thoughts for the future. Happy to see that the new air to air battle looks to be working out pretty balanced too timing/challenge-wise.
  10. Hehe, thanks and no worries if one can't be sourced - just quite curious as a mission designer :). Ah, that's good feedback. Perhaps I should consider putting in some additional documentation in regards to the CSAR operations. The way the system works best is that people are already in the helos as things start happening. When some friendly unit ejects (or a ground unit gets destroyed there's a chance) a medevac mission is generated. So basically something needs to be destroyed for a CSAR task to be automatically generated. The "Request taskings" option is for seeing what the current overall mission objectives are, not for generating taskings. Also, you don't get CSAR taskings that happened before you entered a CSAR copter I think. All functions relating to CSAR are under the 'MEDEVAC' option in the F10 menu. When you find an ejected pilot or bailed crew and land next to them, they should run up to your helo and board it. You then get a bleeding out countdown for the injured pilot/crew (in the messages in the top right corner) in which time you have to fly back to Batumi FARP to successfully rescue them. Lovely, I'm rather glad to hear your squadron is enjoying the mission so! Such things make the effort worth it.
  11. Thanks! Great to hear back battle stories and how the mission might have been tweaked by the players. Yeah, changing the aircraft types should work fine as long as the names either stay the same or get updated in scripts. Given the history some of them tie directly to the names or the units themselves still. 2xUH-1H + Mi-8 is a bit unexpected arrangement. Admittedly the mission isn't quite built to that spec if it's taken out of other defenders. Was there enough for them to do as well though? The CAP is a mix of handcrafted templates and randomization, so hopefully a best of both worlds style of a case. I'd be interested in seeing a first try TacView also if it's possible / not too much trouble. That would say a lot about how the mission comes across initially. Maybe over sendspace.com or somesuch?
  12. The mission is now downloadable at https://www.digitalcombatsimulator.com/en/files/2323832/ Feel free to grab it from there feefifofum, sent you a PM to let you know too. Thanks to whoever OK's the files.
  13. Sounds fun! Always happy to see feedback/tacviews/etc also, helps me figure out how the mission is working out for people.
  14. Welcome, love the sim and the DCS community and am glad to have gotten the new version worked out now for people to play :). It's a pretty extensive mission with lots of content. During the release test the mission ran in hard mode and all three stages approximately 3 hours with 10 people flying. It kind of depends on how focused you are on getting the mission goals done. I'd say maybe two and half hours with a smaller group and the easier difficulty setting (Default). You change difficulty settings from the F10 (Other) menu.
  15. Revision 4 changes: - Fixed the mission up to be compatible with latest DCS versions again. - Endless air to air war, scriptified randomized hostile air forces generation. - Added CSAR helicopters with dynamically generated CSAR taskings, 2x UH-1H and 2xMi8. - A-10C slots changed to 4, two new SU-25A slots added. - Improved tasking logic ported over from Two-Pin Hedgehog. - Re-balanced insurgent air forces for added variety and challenge. Bandit missile launch behaviour now more randomized as well. - Fix for insurgent air forces failing to engage blue aircraft in latest DCS versions. - Scriptified intro bombardment and various tests, leading to significantly less overhead from fewer conditionals. - Fixed insurgent leader phases end triggers and positionings. - Blue forces AWACS and tanker now enabled by default. - Added spare AWACS for blue forces that takes off on destruction of the initial one. - Updated weapon stores at both Batumi and Kobuleti to reflect mission changes. - Fixed briefing images that had started showing up dark in latest DCS versions. - Some skin changes for player aircraft for improved identifiability. - Updated briefing texts to reflect changes to mission, fixed some typos. - Added low civilian traffic for general paranoia and to keep players guessing on the missions last phase. - Other miscallaneous small fixes.
  16. Blindsided : 4th revision (v5.7.1.0) Original released in 2012, nearly 5 years of getting 'Blindsided'! Mission download here Co-operative mission supporting upto: 19 players (2-6 recommended default, 3-12 on difficult). Flyable aircraft: 3xKa-50, 4xA-10C, 3xSU-25T, 2xSU-25A, 3xSU-27, 2xUH-1H, 2xMi-8 Limited munitions (Warehouse) [briefing room] We have not received any word back from the eastern patrol, since they reported hearing heavy vehicles in the pass. We can only assume the worst. Twenty minutes ago we received confirmation that insurgent forces are attempting a surprise attack on the Batumi aerodrome. Be advised we have received reports that the insurgents are able to mount a credible anti-air threat, furthermore there are indications they may have the support of unknown airforces. US Specops are right now sending ahead a two man TACP unit, designation 'Ferret', to provide coordination for a counter attack on an insurgent outpost located due east. Before we can rid ourselves of the outpost though, we must succesfully defend Batumi from the insurgent forces closing in. Be aware that we are facing at least two groups heading in from the outpost. Local defense forces are engaged with light enemy units as I speak. Your aircraft have been fueled and armed, there is no time to waste, scramble! Aimed at: Pilots reasonably comfortable with the KA-50, A-10C, SU-25T, SU-25A, UH-1H, Mi-8 or SU-27 in combat tasks and start up, moderate difficulty level. Pilots up for more challenge can enable higher difficulty at the beginning of the mission (Radio options, F10 Other). Featuring: * Co-op and single player support. Note: Difficulty higher for single player. * Plenty of scripted events with radio traffic (text with audible notifier) and detailing. * Combined operations of KA-50, A-10C, SU-25T, SU-25A, UH-1H, Mi-8 and SU-27, all playing important but not interdependent roles (Set higher difficuly for best effect). * Adapting mission design: Air to ground, air to air and combat search and rescue operations are each an optional component of the mission. All you need to do is fly the right aircraft and the mission commences. * Dynamically generated randomized air to air threats for the entire duration of the mission. You can't be sure where the enemy air assets will strike from. * Dynamically generated CSAR rescue operations for both stranded aircrews and vehicle crews. * Up-to-date tasking can be requested even if a player enters the mission in the middle of it. No more guessing what state the mission is in. * Choice of two difficulty levels. * Some more aggressive, scripted AI behaviour. * Limited resources of war through the warehouse functionality. It now matters to make that landing. * On the move troop deployments. * Airlifted JTAC available (but not necessary) for operations against the insurgent outpost. * Optional AFAC available for the defense phase of the mission. * Adapt to rapidly developing situations as you fight an enemy that fights back rather than passively waiting for you to attack. * Be a part of a team where your actions truly matter to the outcome of the mission. License: Freeware, distribution allowed as is with all files and attributions intact. All rights otherwise reserved, unless specifically agreed upon. (It's ok to ask.) Mission download here
  17. Server is now down. Will just have to try again later at a set/better time or find a group that might be interested in helping testing.
  18. Server is currently running. Kindly let me know if there are any connectivity issues.
  19. Doing a few beta test runs today (09.01.2017) of the 4th revision of Blindsided co-op mission (https://forums.eagle.ru/showpost.php?p=1553289&postcount=9). "Scramble! and defend Batumi airdrome against a surprise attack by well armed insurgents. Then take the battle to them." Few primary things to be tested - New tasking / mission status engine - Endless randomized air to air combat - CSAR taskings - Overall testing of the A2G mission scripting As the mission has been well liked I've been working on getting a few new features implemented and the mission updated to modern DCS versions. The last update was a few years back and I've pushed it along on and off since then. Could use a few pilots or a group even to assist in getting the latest version published, so feel free to join in! Pilots of all skill levels welcome, if knowing your aircraft is advisable. Be aware that the mission features the challenge of an active threat, and being overrun is a possibility rather than dealing with a static enemy. Assets like mavericks are limited in quantity, so use them wisely. Server details Server name: Co-op Blindsided Rev4 [Open Beta] DCS version: 1.5.X Slots available: 16
  20. I've a USB display under my main monitor with the Cougar MFD pack attached I've been using with the A-10. Being able to export the Viggen displays to that would be neat. The re-purposed camcorder setup sounds interesting. To my understanding the Viggen can be loaded out with 4 mavs. I'm curious if the image on the VID (Virtual Image Display) is a pass-through from the mav sensor or if there's a separate imaging sensor on the aircraft itself.
  21. There's this in the Reddit AMA going for it being implemented at least, Another weapon that could be very interesting for A2G is the BK-90 -- which apparently is similar in function to the AGM-154 demonstrate here
  22. Yep, it all sounds good. I've been looking forward to something that's a bit more of a multi-capability aircraft. The delta-wing should provide some interesting variety aerodynamically, and actually having a decent stand-off weapon like the Mav will be great for how DCS missions generally tend to be :). It also seems capable of carrying a pretty decent air to air load-out. Might make for some rather fun mixed load-out missions flown with a wingman where one concentrates on the A2G aspect and the other on A2A.
  23. Great, that's a big help. Seems like the Viggen should make for a pretty effective air to ground aircraft then also, which is what I was missing in the Mirage. I'm intrigued and I think I'll have to make a pre-purchase! It's still effectively a christmas present then, right? ;)
  24. Ah thanks WinterH, makes sense - looked at another video and found it. I guess I just wasn't expecting that type of an arrangement. Happen to know more about how it's operated?
  25. This seems like rather interesting news that the Viggen will carry TV-guided mavericks (RB 75/AGM 65) as well. This would seem to suggest that they could be used in a fire and forget fashion, but how is the initial lock established in the Viggen? I don't see any optical finder in the aircraft, so would the air to ground radar be employed or something else instead? What are the details of employing such a weapon from this aircraft? Edit: Another thread pointed out here has some good information, https://forums.eagle.ru/showthread.php?t=177993
×
×
  • Create New...