Jump to content

ajsarge

Members
  • Posts

    24
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Since the models and textures already exist for all the bits listed in the subject line, can we get an updated paint kit so that any skins can be future-proofed for when these parts get added to the whole module? Also, example description.lua's that include all modifiable parts? I figure the Israel tail would've been used as the example, since all the US liveries use the stock colors for all the the attachments, but it doesn't have everything in the .lua. Potentially create a fictional/fully-customized stock livery, such as an F-15EX lookalike that people seem to desperately want? The AAQ-13 NAVFLIR file also seems to be slightly busted, too. It doesn't export like the default skins (i.e., the pod fairing texture has seam lines where it should be seamless. Potentially a bug from the 1.2 update?) and the paint highlight layer doesn't have the correct alpha level? And while you're at it, can the custom NVidia RGB profile be removed from the paint kit? That way, those of us who use programs other than photoshop don't have to work as hard to "fix" our liveries.
  2. https://metal2mesh.com/Paintkit/F-15E_PaintKit_ver-1.2.zip Was looking into this myself and saw the same. I +1'd the version by random happenstance, and it worked.
  3. I can do the same thing. I want to say it's linked to maxing the vertical movement, looking upward, then using forward movement to push out.
  4. The technical orders themselves (for all USAF assets) are not classified documents, but they are controlled, and the information in them is listed FOR OFFICIAL USE ONLY. On technicalities, we shouldn't be using them for DCS. The most recent operations AFI (AFI 11-2A/OA-10C vol.3) is freely available online at the USAF e-publishing site. I'll let you find it on your own time. I would be curious to read the weapons employment T.O.s and the TTPs for USAF-correct employment of mavericks and everything else. Am I switching targets with the mav in the most effective manner? Am I approaching targets correctly to minimize the threat?
  5. Having played a handful of missions now, mostly online, there's a few details that I always seem to change or certain things I always turn on in every mission I fly. I'm 90% and A-10C guy, so lots of stuff will be aimed at that airframe. If there's something you see frequently, feel free at add it here. "Why don't you just make your own missions with these improvements?" Because I can place units, set waypoints, and do the simple things. But, I'm terrible at coming up with scenarios, I have a very difficult time with script coding, and I want every mission to be just that bit better. Not just the simple things I could make. Parking: With Nellis, comes the arm/disarm parking areas. Please do not spawn aircraft here. If I have to land and rearm or refuel, I A: Don't want to park on taxiways and clog up other aircraft if I have to repair and B: I'm always worried about parking in a spawn spot and getting blown up by a spawning aircraft. This kills a lot of my effort, and possibly blocks an aircraft because there's now wreckage on the tarmac. Additionally, Nellis parking isn't that far from the end of the runway. If you plug all your A-10s into the HESCO-covered spots, and conglomerate your fighters under the covered parking, less people will be trying to takeoff opposite direction because they're parked at the other end of the airfield. This opens up the arm/disarm spots for people who RTB to rearm/refuel/repair. Loadouts: Almost everyone uses certain weapons in the same spots. For the A-10s, it's a pair of AIM-9s and a TGP on the right wing, and an ECM pod on the left. If you pre-load these for everyone, it helps with cold starts and allows us to scramble for A/A without being grounded while MX defuels the jet and loads our guns. Same for setting fuel. I almost always change my fuel, and 50% or possibly 75% is about right for most every combat load and will still let you fly for a while. Waypoints: Though I can understand only inserting one waypoint in multiplayer for four dozen aircraft, I see some waypoints get placed in odd spots or altitudes. If it's a target on the ground, please set it to 0 AGL (game defaults to 98ft). If you're placing a Final Approach Fix, a good estimate is 1,500ft AGL 5nm from the end of the runway. Or, just plop it at the end of the ILS map indicator. Unit Choice: While the AA gun on the T-90s is quite irritating, it causes a lot of people to be forced to use mavericks, or fly high and drop bombs. If you downgrade your tanks or switch to APCs/IFVs, it opens up a lot more play options for us CAS birds to use unguided bombs, rockets, or our guns. By using buildings, you can start looking at strikers grabbing 2,000lb bombs instead of carrying a lot of small munitions. SAMs: In the same vein of the T-90, I see so many Buk's, and nothing else, it's silly. You split players in SEAD aircraft like the SU-25T, who can kill a Buk easily from range, versus CAS planes like the A-10C, who have to expend all their AT missiles at max range just to have a hope of killing just one TELAR. And that winds up being either the only SAM system around or there's 15 of them guarding an area. Read into IADS doctrine, and you should quickly run into talk about layered defenses. Sure, have the Buk, but throw some Tunguskas, Strela-1s, Osas, or other SAM systems into the mix. SA-6s/S-300s behind hills or mountains are great for keeping CAS jets low to avoid its missiles, and you can plug an SA-19 or SA-13 into your target area to keep the attackers on their toes. Maybe even hide a MANPADS in a nearby forest if you're feeling dastardly.
  6. For mission 4, my first priority was smacking the convoy SA-19/Tunguskas with mavericks. While mobile, they can't shoot you with missiles, and the other pair are on the other side of the mountains. Stay low, find the convoys on the road with your TGP, and make sure that your mavs don't bite off on a tank. I've been telling my flight to "Anchor Here" when I hit the IP or somewhere along the line that's safe. Once I hit the SAMS and AAA, I've been telling element two to attack armor and save my wingman to clean up what #3 and #4 miss. on Mission 6, I got lucky and the CAS F-16s killed all of my artillery targets. Unfortunately, GBUs are broken if there's wind, so I had to call #2 to kill the last tank before running for home.
  7. I just finished Mission 6. On my way out across the FEBA, I picked up a Mig 25 on RWR and called AWACS for a bogey dope. He said bandit 25mi away, hot. A minute later, I called for another bogey dope and the bandit was 11 miles away, so I went into fight mode and the flight was ordered to kill bandits. The next second, my wingmen called out a bandit, a missile launch, and my RWR/MWS pinged a missile. Sadly, I'm not too good with my countermeasures and took an R-40 to the tail. I ejected, and my wingmen scored the kill. Thankfully, the mission was still counted as a win.
  8. I've had issues with the AI attempting to land in formation with me, and either crashing or going around at the last moment prior to touchdown. That may be caused by me not landing correctly. Additionally, I've also seen them park willy-nilly wherever they want, including the middle of the runway after landing. If I don't start on the ramp, I tell my wingmen to anchor at a random point while I land myself to get the 100% completion option. Also, it seems like there's no completion penalty if your wingman crashes.
  9. A while ago, (before DCS: World?) CBU-87's (and CBU-103's) had a realistic number of sub-munitions. Unfortunately, combined with the early explosion effects, an -87/-103 drop would lag everybody out while the explosions played. They toned down the number of submunitions to reduce lag, but I don't know if they compensated by increasing the explosion radius or damage or anything else. I swapped over to -97's and -105's at that time and haven't seen a need to go back. With the new engine, I'd like to see -87's and -103's go back to their realistic sub-munition loads, if the explosions still don't lag everything out.
  10. On a note, I'm wondering if 2-stage triggers like on the X52 don't work like 2-stage triggers on the TM 'Hawg. You press the first stage OK, but pressing into the second stage deactivates the first stage, so you get a gun without PAC-1. I run the C button on my X-55 for PAC-1, and trigger for stage 2. The gun still fires, without PAC-1, when I pull the trigger if I need to get dispersion for infantry.
  11. I attempted to call the JTAC at the Msn3 PUSH point, with no luck. I called again at the IP and it worked. Both times on the correct 144.0 VHF AM radio. IRL, VHF radios can reach 100's of miles from aircraft to ATC centers. On UHF, I can usually reach base ops or another aircraft on our standard frequencies about 160-200 miles out. Why can't VHF reach another aircraft in the sim unless I'm overly close?
  12. From personal experience with transport aircraft, I can talk to landing and anti-collision lights. I'm not familiar with nav lights, but that may be because we don't change them once they're set prior to takeoff. Anti-collision lights go on prior to engine start. This is saying that "this plane is live, engines running, so be careful," to everyone in the vicinity and to the tower. In the A-10, I don't think you can even turn on the exterior lights without the APU or engine generators providing power, and we don't run them on my jet with only our APU running. So, anti-collision on just before engine (not APU) start, anti-collision off immediately after engines stop. If you're air refueling, you turn off anti-collision lights prior to your pre-contact radio call, so as to not blind the boom operator. Landing/taxi lights go on for taxi as required, and stay on for takeoff/landing. If you're holding short of the runway, you turn your lights off in consideration of landing aircraft and turn them back on when cleared to line up and wait, or takeoff. Because the A-10 landing lights are linked to the landing gear, having them on 100% of the time doesn't hurt. I see them go on with gear down, and off with gear up. In real life, if they don't turn off with the gear raised, you'd turn them off via switch to keep them from overheating. Otherwise, you're supposed to have landing lights on below 10,000ft altitude, except for tactical considerations where you're on NVG or covert lights into a dark field and don't want to be seen.
  13. If you had the amputation below the knee, you may be able to just use a peg leg of sorts with a square plate at the end. You'll have to be careful with your aim, but pushing on the bottom of the peddle will actuate the rudder, while the top would be the toe brake. If you can't get that control because you don't have the knee or can't maintain your aim on the peddle, you could strap the end to the peddle with enough play to move from pushing on the bottom for rudders and to the top for brakes. Your other leg would be used for bracing the rudders when using the brakes.
  14. It sounds like you only have the top tabs. You should have a very obvious menu on the right side of the splash screen, and all the modules listed at the bottom. If that doesn't show up the next time you start, I'd recommend uninstalling and reinstalling from the newest 1.5 installer available on the website.
  15. Not a bug; intended feature. Part of the mission scripting can set up a data card that pre-sets many of the A-10's system options. One of them is to have your bearing and range to the bullseye displayed on the hud. For missions that don't set this up, you can open the CDU Waypoint page (Func+WP on UFC under HUD), navigate to the bullseye (or is it anchor?) page, and select the HUD OSB on the CDU or MFCD. This is part of the long list of setup items that takes me an extra 5 minutes even when I have a hot-start aircraft. Don't be afraid to hot-start on the ramp and just spend time fiddling with the CDU menus and mission computer options.
×
×
  • Create New...