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Abburo

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Posts posted by Abburo

  1. 6 minutes ago, DelRoy said:

    Hi CH,

    Love your work even though you are EVIL for giving us the Pantsir..... But I digress.

    Quick question, 

    You have HARM codes. What are they and how do we use them?

    Those are used so that DCS cand recognize them on you plane RWRs mainly. Same for SAMs, you need to know based on their "signature" code what is looking after you! Could be used in conjunction with  the mod in the link below, but you need to merge the content!

    DCS RWR Symbology (digitalcombatsimulator.com)

    • Thanks 2
  2. On 2/8/2024 at 7:27 AM, Rudel_chw said:

    on on how to add the esteemed Сurrr

    @currenthill First of all want to thank you for your hard work you're doing for DCS community !

    I would also want to leave in here my suggestion while you are still considering what to do next :). As we have a lot of pew-pew units now... and I mean A LOT 🙂 .... would you want to dive a bit into support assets ? What I am thinking as of now is as follows:

    - a "downed pilot" for both Blue and Red to be used for CSAR missions. While there is such a mod in the wild, that one is affecting the IC for no good reason, so a cleaner integrated solution within your mods would be much better.

    - an infantry JTAC unit. Again, there is a good one in the wild, but is part of a bigger mod-pack so would be better to have one within your mods just for deconfliction with the installed mods. That JTAC seems to use some drones sensors and is having a good detection capabilities (which is a must have). Let me know if interested to provide more details about.

    - field repair units like Bergenpanzers - nothing fancy, more for immersion

    - red infantry - i know you've said that ED is having them in the works... but I still think  would be a good addition. Just couple of them for immersion. 

     

    • Like 1
  3. On 2/5/2024 at 3:45 PM, Dallenbach said:

    Useless comment, do you know how he organized his computer? I can only be surprised at such mindlessness.

    Personally, I also find the current solution suboptimal.  If you are only interested in a few add ons from different countries, downloading huge amounts of gb every time after an update is not particularly efficient. That should really make you think.

    Did you ever pledged to CH? And even so, do you think that amount is remotely close to the big picture of effort and money put in? 

    The only one mindlessness in here seems to be you, but hey, you are not the only one 🙂 .... if you are interested in "only few add-ons", just build them by yourself and stop this non-sense. Is a free mod... take it or leave it... what's so hard!

    • Like 6
    • Thanks 1
  4. 1 hour ago, akitaken said:

    Hi CurrentHill

    The Russian and Chinese infantry are really indispensable in view of the many material additions you're offering us, and I sincerely think it's futile to believe that ED will be delivering mods as visually advanced as those you're offering us in the near future... in short: Please get them out!  🙏😉  Thanks!

    +1

    • Like 2
  5. 6 hours ago, pepin1234 said:

    Let me explain better… it’s not about turn on the SAM at the very last moment to ambush. It’s is turn ON the TRK radar only because if the unit received azimuth from EWR, then there isn’t need to turn SR radar ON but only the TRK to do the lock on and fire. SR radar ON means you have 360 degrees on enemy detection sensors, while TRK radar ON only means about 15-30 degrees of radar beam and so will avoid the easy destruction by ARM missiles from Air enemy units. ED knows very well that and is keeping it unreal for easy SEAD missions. Totally unreal. 

    Sounds to me like an unrealistic "demand"... not even a kind request 🙂. Which unit in DCS can control each detection system separately (TRK and SR)? The answer is simple : none !!! Is a DCS thingy...

    Be realistic in your requests, and when unsure start by asking questions not raising shallow demands!

    • Like 1
  6. 20 minutes ago, currenthill said:

    Add 'Fire at point', choose Unguided or Guided. If you chose guided, make sure you only put 1 round per fire mission row, otherwise DCS might do strange stuff with the fired rounds. For unguided shells, you can set the amount you want per fire mission. So you can fire both guided and unguided from the same artillery within the running mission. 👍🏻

     

     

    I wasn't even close to this. Thank you so much @currenthill for your explanation. Now I need to see how this can be scripted via Moose!

  7. 37 minutes ago, currenthill said:

    Thanks!

    You choose guided or unguided per fire mission in the ME. Just make sure your target is within minimum and maximum range. 

    Sorry CH, seems I'm missing where I can choose the munition. Normally should be in the menu as per below picture but for some reasons I cannot see it. What am I doing wrong?

    image.png

  8. 17 minutes ago, RanzarLoys said:

    Hi. I want to inform you that the Russian Pantsir-S1 and Pantsir-S2 are broken. I place them in the mission editor, but when I launch a mission, they just don't exist. They won't spawn at all. At the same time, when I put the Tor on, everything worked perfectly. And the Pantsir doesn't work.

    Hi, I want to inform you 😜 that you have issues with your installation. Clean up all  your mods and reactivate CH only!

    • Like 5
  9. 1 hour ago, DelRoy said:

    Yeah. I have that all set up as per Mantis. It works in testing against a single target, however in mission it doesn't. The obvious difference is there is a CapZone overlapping hence friendlies in the area during game. I'm wondering if CH during his testing of the SAMs if he has seen this logic in action or is it just a glitchy mission. As its Mods I figured ED can wash their hands of it.

    Your behavior's description is related only and only to your scripts definition. You may PM me if you would like to let me have a look on your setup!

  10. 17 minutes ago, ThePops said:

    What a truly amazing piece of work 🙂 Absolutely incredible.

    One thing I noticed. The HKP 15B does not seem to land again. It just stay hovering at 1 feet forever. I have only tried at the Caucasus map. Sometimes it do land, but more often than not, it doesn't (no apparent regularity or reason that I could see).

    Another thing is the KA-52 does not retract the landing gear when flying.

    The heli landing is a DCS thingy. Is known fact they cannot actually land anywhere, especially if the landing zone is a slope. Try place a helipad on the landing area or rework your mission and make sure the landing area is suitable (flat area, airbase, helipad)

    • Like 1
  11. @currenthill the following query just stroke me ! 🙂

    You mentioned about the mines that they have to be set to invisible, though they still can be seen when an enemy unit is close enough. I suppose is about a parameter that will define what is the minimum visibility range. So, my query to you if above is true, can this setting be extrapolated to the snipers, eventually to any future JTAC/spotters? 

    I don't have any idea how this works so please excuse me if I'm saying any non-sense 🙂

  12. 35 minutes ago, currenthill said:

    I added the TM-62M anti-tank mine to the Russia pack. They're not perfect since DCS doesn't really have the mechanics for mines. You set them as invisible and the approaching vehicles won't see them until they're really up-close. 

    Here's an example.

     

    This is a absolutely fantastic addition CH! Thank you!

    This items opens a lot of scenarios. However, can you please explain a bit the " really up-close" term. What means more exactly. Is the exploding trigger embedded in the mine mod?

    • Like 1
  13. 25 minutes ago, bephanten said:

    russian 2s38 spaag(lg-he) unit has a peculiar weapon. its aa projectiles behaves like homing missiles. they seem to track the target. is it a bug?(just watched the projectile in f6 screen, it has fins.)

    but the unit does not track target when its skill level is set to average.

     

    Are you going to be Grinch today? :)))... These are guided projectiles, not missiles .... so they are quite limited on their correction capabilities. There is also a reason setting up different skill levels for the units... right? 😄

    • Like 2
  14. 41 minutes ago, DelRoy said:

    Hi CH. LOVE THES MODS! (Did I overstate that?)

    I have a weird one for you. How do you set up a SAM site. Radar first? then ECS, EPP etc then finally the launchers? If so, which radar? I'm running them with Moose MANTIS and Chief. I have a sneaking feeling that they arent firing because there are friendly air assets in the area, but I'd like to eliminate any set up issues I might be having. I have the keyword CHM in the group name.

     

    Oh and a request....

    R-330Zh Zhitel - Wikipedia

     

    SAM sites IADS setup question is not for CH. He created the assets then the logic is applied from various scripts which already know the units capabilities. 

    To answer your MANTIS question: is always a good practice to setup the SR as first unit, then there is absolutely no specific order. Having SR as first unit is more like a requirement for the Skynet IADS (mist), but definetly not hurting MANTIS.

    As we speak MANTIS is having an automode setup which works best of all. It requires just two lines of code, while rest of information is taken from the internal definition of sites (lorad/merad/shorad).

    Be carefull about SAM sites naming convention which is very clearly stated on the Mantis doc page: flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Mantis.html

    local BlueMantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",true)
    BlueMantis:Debug(true)
    BlueMantis.verbose = true -- watch DCS.log
     
    BlueMantis:__Start(5)
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