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Vampyre

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Everything posted by Vampyre

  1. Thanks for the tip. Now, If only ED would add some more liveries, it would be more useful in MP.
  2. F4U-1D - ED Forums
  3. Is there any chance we could get more skins for the AI C-47? The Normandy D-day invasion happened a long way from the Pacific. I recently downloaded some 3rd party L2D2 skins but when installed it completely overwrote the default skin no matter what country was selected so that was a no go. It would be nice to have more Army/Navy/Marine Corps C-47/R4D, a Japanese L2D2 Tabby or two, and Russian Lisinov Li-2 skins available. maybe toss in a Commonwealth Dakota skin or two as well.
  4. From the trailer it looks like all they have now are Polish and Russian skins. Will there be any other Warpac or Middle Eastern liveries?
  5. I doubt ED will revisit the AH-64 with a radically different earlier version of an already complex module. That has not been their modus operandi with the single exception of the significantly less complex FW-190A-8 and FW-190D-9... and I think other factors might have been at play there. The best US Attack Helo you could hope for would probably be an Army AH-1P/Q/E/F Cobra for CW Germany. I wouldn't hold my breath for that either as ED also has a history of doing the most modern and capable versions of an airframe that they can legally get information for so I expect that if they do a Cobra variant, it will be a Marine Corps AH-1W Super Cobra or AH-1Z Viper. As for an AH-64A, the best one could hope for is a third party to convince ED to allow them to develop an AH-64A. The problem with that being it would rightly be considered as sales competition to ED's already existing AH-64D which would be negatives for both ED and the potential third party developer. A lot of money goes into creating this software and, at the end of the day, it has to be maximally profitable to even be considered for development. Would I like to see a cold war AH-64A? Absolutely! Do I think it is going to happen? If enough people ask for it maybe but as it stands right now, not a snowballs chance in hell. I would love to be proven wrong though.
  6. Looks like the DCS authorization servers are down. @BIGNEWY
  7. Back in the 80's Ramstein AB was home to the 86th TFW. They operated the F-4E from 77-85 and the F-16C from 85-92. They didn't become an Airlift Wing with C-130's until 1992. The art on the tower should look like this:
  8. Hoping for an Army AH-1 TOW Cobra to fly around a Cold War Germany map.
  9. Two ways to fix that. 1 Set your INS Selector Switch from NAV to IFE and it will be constantly updated. It's not realistic to the real jet but it works. 2 Go to the SUPT page on the AMPCD and select HSI (PB2). Auto start will have the page up already. Change your input from INS to GPS by selecting PB6 and then selecting the GPS selection which is PB9. GPS will keep your position constantly updated. Edit: This assumes you have completed your INS alignment properly. Your CCIP pipper is directly influenced by your INS Alignment. If you dont have the INS Selector Switch in either NAV (with GPS input selected) or IFE the CCIP pipper will be erroneous.
  10. With the Full Fidelity 21st century datalinked, helmet sighted F-15 being essentially useless for any mid-80s cold war multiplayer scenario, and with the pending releases of both Ugra's Cold War Germany map and ED's FF MiG-29, it would be nice to have some 36th TFW and 32nd TFS liveries for the FC3 F-15C.
  11. Seeing as the Eagle is in the works, my money is on the stinkbug right now.
  12. Vampyre

    A2A Fastpacks

    Cheesy 80's video about the 21st TFW. Some jets have the CFT's most don't. My suspicion is that the Air Force only procured less than 100 sets CFT's for the C/D Eagles. The 57th FIS was probably the only squadron with enough of them to equip every jet they had. The 43rd TFS and 54th TFS used them for certain, just not on every jet. I assume small numbers of CFT's were issued to units conducting air sovereignty missions.
  13. Vampyre

    A2A Fastpacks

    Oddly enough, the 21st TFW was replaced by the 3rd TFW in Dec 1991 while the 57th FIS was disbanded in March 1995. The photo with the MiG-29's was taken in Aug 1989. An argument for the above statement would be the jets were transferred out of the 57th early but then it is still true that the CFT's were used regularly by other units even if just until their next depot visit. The CFT's were used by the 57th roughly between 1985-1992 from what I can tell from photo evidence. This photo from William Tell 88 shows a row of 57th jets with the CFT's removed. That indicates that a depot visit was not required for removal and installation of the CFT's. This indicates a high probability that the presented information is bunk. The better questions would be what is your source, and why do you consider it accurate? It still remains that most, if not all C/D's, were capable of mounting the CFT's even if they fell out of favor in the 90's. These tanks, along with its latent ground attack capabilities, were usable features of the C/D Eagles and should be included in a realistic representation of the jet.
  14. Vampyre

    A2A Fastpacks

    1st TFW Langley AFB VA 18th TFW Kadena AB Okinawa 21st TFW Elmandorf AFB AK These are in addition to the 57th FIS birds at Keflavik. All of the C/D units, possibly with the exception of Bitburg, flew with CFT's for the long range interception of Soviet Bombers. The Israeli and Saudi C/D's also used this capability.
  15. You have it twisted because the AI can fly every aircraft in the game. The AI only version is called F-5E and it uses the legacy F-5E-3 model: The F-5E FC version uses the same model as the legacy F-5E-3 and now the AI F-5E version. The F-5E-3 Remaster uses a different model than the others: What is interesting to note is that while the F-5E and F-5E FC use the same legacy model, and contrary to what I typed in my first post in this thread, the legacy skins no longer work on the AI F-5E after yesterday's patch. It has three skins, one of which is called Aggressor Snake. Aggressor Snake for the AI F-5E looks like it has had some work done to it to remove the Navy markings for what is actually an Air Force skin. It isn't finished because the national insignia is in the wrong location, but it is definitely better than it was.
  16. The AI F-5E uses the legacy F-5E-3 model. All of the old skins for the F-5E-3 work on both it and the FC F-5E.
  17. The plane handlers feature is less than optimal at the moment. A real carrier deck is a highly dynamic place, but it does run in patterns because everything is pre-planned, deviations are prepared for and delt with on the fly. The AI not being able to see and avoid static objects is unfortunate because, with only one pathing to use, it keeps the mission maker from placing objects in realistic locations according to the carrier's current mission. As set up currently the taxi pathing is really only useful for clear deck CQ... just without cat/trap/cat ability. During all other times there is always something parked by the island be it H-60's or the Hummer. I think there should be multiple sets of taxi templates for the deck pathing depending on the mission the carrier is doing. I imagine a template for clear deck CQ, another for full deck CQ, another for cyclic ops and one more for wartime ops. The template should be selectable by the mission editor and possibly by the AirBoss position even though it's not really his job to un-F the deck because we lack a Handler. Giving the AirBoss the ability to make deck adjustments and unclog the deck by picking parking spots for jets to go in would be nice. In real life the jets can be hot refueled, but the jets have to be shut down to get rearmed... It was something about the Navy in the 60's and 70's not liking things blowing up on the decks of their carriers. As for the instant 180 and teleporting thing, I would be happy with the deck crew chocking and chaining the jet where it stops and kicking the pilot back to the slot selection screen more than that. Hot rearm is a gamification I can live with; teleporting and instant flipping is not. As for the Elevators, the only time we ran them during flight ops was to move large amounts of cargo from the Flight deck to the Hangar deck and back when a C-2 arrived. The C-2's usually arrived right before a break during cyclic ops, usually right after the first go while the next go was being set up. If they delivered only passengers and some mail bags the elevator wouldn't run at all. Running the elevator takes personnel stationed on the flight deck and hangar deck and is dangerous. There is also the possibility it will fail. It disrupts the smooth operation of the deck during flight ops. The Elevators were usually only used for moving aircraft after flight operation were ended at night and before the first go's in the morning. Here's a short video depicting standard cyclic ops in the Stennis. Pay attention to where things are parked and how the deck flows. ED has their work cut out for them to get this right and I do hope they get it as right as is possible.
  18. Yes, but only for low power maintenance turns. The hangar bay divisional doors are closed and personnel access is limited. The jet is chained down, roped off and intake turn screens are installed. A fire crew and safety personnel are standing by the aircraft. The aircraft is positioned so the exhaust blows out of the opened hangar doors on the side of the ship. Only low power turns are authorized so the aircraft will not throttle up above 80%. The turn is performed by a engine turn qualified maintenance technician. If a turn qual tech is not available a pilot can be used to turn in the hangar bay but I saw that happen only once in my 20 years. Never seen a jet taxi in the hangar bay... ever.
  19. Can confirm. F-5E-3 Remaster tanks my frames as well. I tried multiple other modules with no issue.
  20. I had the same issue as the OP two days ago. My brother would see the bomb fall ballistically into the ground while, on my computer, I watched my bomb guide true to the target. Definitely a net code de-sync issue with LGB's. We were on Kola map and I was flying an F-5E-3. He was using JDAM's with the F-16 and those didn't seem to be affected by the de-sync, only the LGB's.
  21. Mission Editor tip- Select Combined Joint Task Force Red, Combined Joint Task Force Blue or USAF Aggressors as a faction and all of the skins for whatever type you select will be viewable. You can also view all of the old F-5E-3 skins you have by selecting the F-5E Flaming Cliffs model as it uses the same livery folder as the legacy F-5E-3. While I do like the Navy F-5N Adversary schemes, I too would like to see more USAF Aggressor skins. One of my favorites from the old F-5E was the USAF Grape 31 blue scheme and the Aggressor Snake Scheme which should have been completely USAF but somehow ended up with a Navy tail code on it...? I hope they decide to leave the huge red side numbers off of the SEA camo skin that I think is what was described as a Vietnam 1970's scheme.
  22. With the release of the F-5E-3 Remaster, I started my standard MP mission updates for patch day and noted many missing skins from the updated version for countries like Iran and South Korea. I assume the new textures do not work well with the older skins as many of the older F-5E-3 skins have not been included in today's update. Will we see more skins added at a later date?
  23. Pinned comment from the video: Answers to some common questions: 1- Link to updated Supercarrier Guide: https://forum.dcs.world/topic/228670-dcs-supercarrier-mini-updates/#findComment-5554122 2- We continue to tune how fast the deck crew taxies the aircraft out of the landing area. The video was WIP. 3- Once this aspect of SC is wrapped up, we'll certainly investigate using aspects of this technology for airbases. 4- A push back would involve gathering deck crew from the general area around the jet, all lined up on different parts of the jet with correct collision and physics, pushing animations in unison, and not interfering with other animations and functions. Regarding the automatic rotation, this is a needed gameplay concession, for now, based on avoiding collisions with nearby aircraft and minimizing time in the landing area when parking in the stern. We are investigating a more elegant solution. 5- Static objects can block the legs of a taxi route. So, be very mindful when placing static objects not to place them in the path of aircraft routes on the deck and the active deck crew. 6- Regarding the F-14, we are working with Heatblur to make this happen. It’s cutting it very close to be in the initial release of this feature, but if not, it will be soon after. As to point number 4, we would normally only pushback the Legacy Hornets and occasionally an S-3B by hand. The other way to get an aircraft pushed into position is with a tow tractor. The E-2/C-2 had reverse pitch on their props and could push themselves back although, occasionally they would need a tractor assist depending on conditions. Every other aircraft on deck would be pushed into a parking position by tractor. We don't really need animation of a bunch of flight deck crew doing a pushback if we can accomplish the same thing with a single tow tractor and have that feature available for any future carrier-based module. Point number 5 does not clarify whether static objects can be seen and avoided by the AI plane handler logic. looking further into the pathing in the manual, it seems the pathing is only set up for a clear deck Carrier Qualification deck setup. If I understand it correctly, putting static objects next to the island will cause problems the AI cannot compensate for. For cyclic/combat operations and even full deck CQ ops the area next to the island will have at least one E-2 and two to three helo's parked there. From what I have seen, that is standard practice for most modern Supercarriers from Kitty Hawk to the Bush with the exception being the Enterprise. Certainly, all the Nimitz class along with its Roosevelt and Reagan subclasses operated their decks this way. Bush just after a cyclic recovery. Lincoln for RIMPAC photo op TR between cycles. TR deck setup for UNREP/VERTREP. Of note, in the photos, there is always something parked next to the island.
  24. In the video, the final parking area for the Hornet was in the Helo hole which is only used during CQ during workups to deployment and training RAG students. It would only be used during these periods due to there being far fewer aircraft on deck than normal. For cyclic and combat operations, that area would be filled with helicopters, an E-2 just forward of them and possibly some overflow from the junkyard. Will the AI be able to compensate for the area being occupied and will it know about the difference in setup? Similar to the previous question, I set up my decks with real life placement of static objects to enhance the immersion when operating on the ship. Will the plane directors be able to see and avoid static objects placed on the deck? Will mission builders have the option to disable catapults due to having static objects parked on them? Upon landing, a yellow shirt should have been standing next to the foul line to assist the pilot in the untangling of the wire from the hook if needed and direct the aircraft out of the LA to be de-armed. In cyclic and combat operations, once out of the LA the aircraft would be directed to point its nose at EL1 (which was kept clear of parked aircraft specifically for this purpose) to be safed up and de-armed before proceeding to its parking area. Additionally, in the same vein, there should be an arming step on the Cat. Will arming and de-arming be included at any point? In the video I couldn't help but notice that a lot of time was spent in the LA and when the jet finally got to its parking spot in the Helo hole its nose was sticking across the foul line into the LA. Anything crossing the foul line would cause a foul deck wave off of the next jet. Will this be issue refined further? The teleporting mechanic is a bit immersion breaking. Is that just a placeholder until a more realistic pushback mechanic can be implemented?
  25. An AV-8A would be great for the Kola map as that is where the East coast Marines most likely would have ended up back in the 70's-80's had the war kicked off. The other variants like the C and S and even the GR1 could be covered by livery's and weapons restrictions. It would be nice to have some assets included like an Iwo Jima class, SNS Principe de Asturias and HTMS Chakri Naruebet. Additionally, a Harrier GR3/T4 would be great for both the Kola and Falklands maps. Maybe include a Victor or VC-10 Tanker with it. Sea Harrier FRS1 seems like a necessary thing for a simulated Falklands war. The Indian FRS51 could be done as a livery. It would be good to have additional assets like modernized Invincible class ships like Illustrious and Ark Royal as well as the INS Vikrant.
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