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Wizard1393

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Everything posted by Wizard1393

  1. If you have LAT/LON or MGRS Coords I usually just create a MarkPoint or WayPoint on those coords with the CDU and then choose that Mark/Waypoint and slave all sensors to SPI (If no SPI is chosen, active steerpoint is SPI.
  2. Yes. Something has happened since the last patch...
  3. Since the very latest 1.5 stable patch I feel the bombing solution has been destroyed and is pretty much useless now. To actually even get to see the pipper now you have to come too close to the ground forcing you to pull such a manouvre that you lose the rest of your stores. This was not the case before the patch. Perhaps the MiG-21 didn't have a great bombing solution IRL, but nonetheless I'm unhappy how it is now. Before the latest 1.5 stable patch the bombing worked in a, to me, believable, reliable and somewhat accurate fashion. Much like the SU-25. Also, something that possibly has something to do with this. Before the patch, a couple of weeks ago, I ran the bombardment training mission. In it, they talk about the "range stick", and how when in level flight, it's all the way to the right. When diving and getting closer to the ground the range stick closed in and you had plenty of time to plan, manouvre and release. This has also now changed, after the patch. The ranging stick is now not all the way to the right in level flight and it seems jittery and unreliable when going in for a bombing... Pleeease fix this and go back to how it was before the latest patch.
  4. Really I thought u only could turn off pipper following locked IR target..? Never saw an option for CCIP solution in the options for the MiG-21Bis.
  5. I'm in Italy now on vacation. Be back sunday so early next week I should have something out.
  6. Ah I see. I don't know all the SAM systems by heart. This seem like a balanced unit as you say. More dangerous than the Strela but not unreachable without anti radiation missiles either. I'll look into it!
  7. Agreed I liked the morning setting as well. To be clear though it wasn't changed because it was hard to "see" the enemy. It was actually the fact that the Schkval system couldn't lock on to targets until it got brighter. This makes the Vikhrs very difficult to use, not impossible, but difficult. I thought about the threat level and I'm uncertain if it would work very well as you would need the SU-25T for DEAD all the time. Performing DEAD without anti radiation missiles isn't really how it's "usually done". So no current plans of action yet.
  8. Yeah how that wouldn't that be to be able to make markpoints in the mission planner view to have them appear on your TAD/ABRIS or kneeboard on a datacard with an image on the area of the markpoint. The way images are produced in the kneeboard is a bit infoless. Heading, range and TOF would be nice if it was displayed on each route leg, and TOS info on every wpt.
  9. WEST 1.64 Update: Speed of the IL-78M tanker increased to 350kts Time of mission start moved forward 60 minutes to have a little more light. Early dawn light made it impossible for KA-50's (and supposedly SU-25T) to lock onto targets with Schkval. Moved fighters from Vaziani to Batumi Moved attack aircraft from Batumi to Kobuleti Moved KA-50's to Senaki-Kolkhi Geographical aircraft availability plan: Kobuleti - 4xA-10C, 2xSU-25A, 2xSU-25T Batumi - 4xMiG-21Bis, 4xF-15C Senaki Kolkhi - 4xKA-50 EAST 1.64 Update 1.64 Update: Speed of the IL-78M tanker increased to 350kts Time of mission start moved forward 60 minutes to have a little more light. Early dawn light made it impossible for KA-50's (and supposedly SU-25T) to lock onto targets with Schkval. Moved KA-50's to FARP London, located in the town of Gori. Removed some flights Next update for all versions Possibility to choose balanced CAP resistance. It's not always so nice to go up against MiG-29's in a MiG-21... This will be done either by having multiple CAP Tasking commands, 1 for each "type" of resistance or if it's possible, automatic resistance scaling depending on what flight requests the tasking. E.g. if MiG-21 request CAP tasking, resistance is MiG-21, MiG-27K or similar, but if F-15 and SU-27 request the tasking, resistance is MiG-29 or SU-27.... What do you think would work better? Comment here or on the forums!
  10. 2.35c Update: Speed of the IL-78M tanker increased to 350kts MiG-15 and F-86F flights removed. Time of mission start moved forward 15 minutes to have a little more light. Early dawn light made it impossible for KA-50's (and supposedly SU-25T) to lock onto targets with Schkval. Scaled back number of available aircraft in general. Now there are only 2x2-ship flight (4 aircraft) of every type. Geographical availability plan: Vaziani - 4xSU-27, 4xF-15C, 1xSU-25T Kobuleti - 4xA-10C, 4xSU-25A, 4xL-39ZA Batumi - 4xMiG-21Bis, 4xMiG-29S, 1xSU-25T Senaki Kolkhi - 2xUH-1H, 2xMi-8MTV2 Farp London - 4xKA-50 Next update: Possibility to choose balanced CAP resistance. It's not always so nice to go up against MiG-29's in a MiG-21... This can be done either by having multiple CAP Tasking commands, 1 for each "type" of resistance, or if it's possible, automatic resistance scaling depending on what flight requests the tasking. E.g. if MiG-21 request CAP tasking, resistance is MiG-21, MiG-27K or similar, but if F-15 and SU-27 request the tasking, resistance is MiG-29 or SU-27.... What do you think would work better? Comment!
  11. Hah indeed :) - "Uhhm yeah there seem to be left over infantry down there hiding in the grass." - "Copy that, B-52 enroute to deal with this threat" 10 minutes later.... - "PicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePicklePickle" - Blue AI B-52 killed RED Infantry Unit 1 - Blue AI B-52 killed RED Infantry Unit 2
  12. I'll add the tanker speed change. Done some initial testing and my huey idea is working, somewhat. Once the infantry is dropped by the huey, and they find the enemy, they often get bugged up and don't always engage properly. This is not due to scripting but internal DCS workings. So I don't think this idea works very well right now. About the JTAC, I already have plans to replace the "proper" JTAC with "JTAC Auto Lase scripting"-type JTAC instead. But I've not gotten it to work like I want yet with the JTAC functionality in the CTLD script. It works with the standalone JTAC Auto Lase script so I know the functionality is there it's manly down to script configuration but I have not yet worked out the problems... With this scripting JTAC, there is no "communication" so frequencies are not necessary. So anyway, it's on its way.
  13. I can definitely change the funnel type tanker cruising speed to 300 or even 325 perhaps? The second issue there is a boring issue indeed. Unless you lowered the noisemax values (search the forums) units and especially infantry is really hard to spot I know. I don't want to solve it by just making it acceptable to leave infantry alive. But here's an idea. What if you could buy with mission points, an AI huey offloading troops in the close area to defeat the last stragglers? Offcourse having a human offload troops there would be free, but if there is no human transport pilots I mean...
  14. I'll take a look at it, thanks!
  15. Yes it would be good if the JTAC prioritized e.g. IR SAMS in a column of different vehicles. I'll see what I can come up with. Struggling a bit with the JTAC bit in the CTLD script, but the JTAC Auto Laze script works nicely. Perhaps I'll end up removing all JTAC functionality in the CTLD script and just use the stand alone Auto Laze script...
  16. Ok I just tried a simple test set up only in ME. There currently seem to be a bug in DCS, at least in 1.5.3. JTAC won't lase anything... Tested with both a Reaper AFAC and ground JTAC. No go. :/ EDIT: I'll take a look at Ciribob's JTAC AUTO Laze script and see how that works.
  17. Since ground target groups are spawned in randomly and dynamically via scripting, the JTAC would also have to be. I'm positive I could accomplish spawning a reaper JTAC above the target area, but I'm not sure I can define what marking action it would use... I can look in to it.
  18. I often noticed the hud heading tape is not showing the same heading as the compass. It seems to be avoided if you wait long enough on the ramp before taxiing. There is no mention of the necessity to wait for INS alignment in the su-25t manual that I can find. Would be nice to have this alignment time verified by official word.
  19. 2.35 Update: Fixed - AI Transport did not respawn if shot down but survived
  20. I stand there all day long my friend :book: :music_whistling:
  21. Wow thank you for those kind words! I'm beginning to understand that lots of people, like myself, enjoy the "randomness" in my missions and the fact that they are made up in a way that lets gameplay/fun come a little before realism. I try to get a nice mix in between the two. To be honest, the hardest part in making missions, is coming up with a nice idea/concept. Actually putting it together is often the easier task. I have to agree that DCS CAN be very dynamic indeed. It's a shame though (imho) that the only way to accomplish a high dynamic level and nice randomization is through scripting. Lastly, and I can not stress this enough, all of my "popular" missions rely on other peoples fantastic ground work. Credits to Grimes and Speed for the Mission Scripting Tools (MiST) and to Ciribob for his amazing work on the CTLD script and Geloxo for his original work on the CTTS script. If anyone should be credited or "be sent goodies" by ED, it's them, really. In all honesty, their knowledge of LUA and the simulator scripting engine is far beyond where I am at, and my missions would not become what they are without their work! But still, a very big thank you!
  22. 2.34 Update: A basic "economic" points system has been implemented to the mission. Now, respawning friendly support units cost mission points. Mission points are earned through: Defeating enemy fighters and bombers Shooting down an inbound AI transport helicopter before it offloads troops Landing own troops on the field with a transport Deploying extra ground units into the field (This is done through CTLD "crates") Engaging and destroying parts or the entirety of an SA11 SAM site Minor tweaks and adjustments
  23. Thank you! Yeah sure come on our TS and have a chat!
  24. I get what you're saying and I agree. For the seasoned pilot the IR SAMs isn't really a big threat. But for a rookie to semi seasoned pilot the threat level is quite enough. I want a good balance between challenge and fun, suiting many players of different skill level. Perhaps I could implement a menu for selecting threat level and then have the threat level dictate probability of high threat targets... I'll give it some thought.
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