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Rapier-VCG-

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Everything posted by Rapier-VCG-

  1. Any chance ED will update the way you can have AI take off from a ramp start. Would be nice to be able to set take off requirements to twin air aft (like they do on a runway launch) and single aircraft.
  2. ccrp and D-TOS Been reading a lot in regards to the sabre lab delivery system, and am curious if the conventional DTOS delivery system is modelled for ground attack aircraft. Used to use it a lot while playing falcon.
  3. Hey all. How does one attach beacons to moving units. Setting up some mashes using the medevac script and want to add location beacons to them?
  4. Has anyone found a possible fix for the fps bug yet. When I run the script, my frame rates plunge to 1 or 2 per second after about 2 and a half hours. I know snafu said this was something that he was experiencing 4 hours in on his tests, but it has made it in usable with any multiplayer missions I put together. Mine are averaging 4 to 5 hours
  5. What is the best way to set up cap flight to patrol a zone for a specific period of time
  6. Hey Snafu, Nice little script you put together. Quick question for you though, wondering if you are able to set a carrier as a airbase trigger and what do I need to change in the aircraft aspect to have f-14 tomcats used instead of the FA-18 Hornets. Did see all the info as to the aircraft in the scripts, but haven't the foggiest as to where the info on the pylons used and default weapons used can be found. Also is it played out from right to left in addressing pylon and weapons selection?
  7. thanks there cichlidfan, that little tid bit will make things run considerably smoother.
  8. Hey there everyone. Been trying to find some tutorials on the web in hopes of finding how you adjust start times for missions. Now currently, mission editor defaults to 12 noon on day one. How do you advance the current time so the mission loads for a dawn start.
  9. Is there another location hosting this mod. One on the original link is dead.
  10. Curious if Ed intends to update the models and load outs for a2a. Currently, am aware that the apache D is able to carry 4 stingers or 2 sidewinders on wingtip pylons And the mil 24/28 can carry Iggy's in place of the standard anti tank missiles. Really does kill the immersion factor when you get popped by a hellfire, when realistically its manuvering capacity wouldn't allow it to track and engage fast movers.
  11. Been following this thread for a little while now, and while the possibility of being able run a crew aspect in multiplayer does sound very enticing, my concern is in regards to stability in multiplayer as well as single player. Now anyone who has played online knows that each connection to the server is different, so how will they address the lag issue not to mention packet drops. Now I would be happy with a working cockpit, and the ability to hand off targets to a AI gunner who will engage targets within a specific set of criteria that you the pilot and commander would have to maneuver the aircraft into to get a engagement from the AI gunner. Keep in mind this would be for rotary aircraft, but I am sure something could be thought up to utilize the navigator aspects in fighters
  12. Hello everyone, If at all possible, looking for feedback on the template. Thanks Rapier-VCG-
  13. Unfortunately no beacons set. Not sure how you go about it either, so if you know please do share.
  14. Hey there everyone, Did up a template for missions and campaigns for those to use if they choose. Inside you will find Air defense systems already set up for both blue and red territories, as well as a pair of helicopter aerodromes for each side. The fictional borders replicate to a small extent, the conflict between Georgia and Russia back in the 80s. The included scripts are: - Grimes IADS script - Ragnar Medivac Script (altered to a single mash on either side and 4 medevac units total capable) - Ground unit dismount script. All above scripts will require use of Mist 3.3, which is included within the zip. Rapier-VCG- Georgian_Dawn.zip
  15. Ricardo, Any chance you would be willing to dress up the textures on the other Russian ships?. Most need some considerable updates.
  16. Hey Grimes, Think you could specify a time delay for a destroyed unit to be cleared from field based from the time it was destroyed for a crew to clear the wreckage.
  17. I don't believe the further introduction of WW2 aircraft to the DCS World database is going to hurt the platform. But will appeal to a larger group increasing the overall revenue available to groups creating new modules. Giventhe possibility of new theaters coming online in the future. Bottom is like anything though, if you don't want it, don't buy the module, or create missions with that element included.
  18. When I was privileged to be able to take a flight in a CF-18a when I was a lad in air cadets. It fired my love of military aviation. Unfortunately though, due to vision problems I was never able to pursue it as a legitimate career. So flight simulations became the next best thing for me, and combat simulations became my preferred type.
  19. Ragnar, Finally managed to get it all working now. Ended up having make a set of new mash locations with only a single controlling unit for each. Now with it seeing the mash units, have a new question for you in regards to the medevacs. You happen to know if the Huey is the only one coded to do medevac evacuations, or is any utility helicopter able, primarily does the hip share the same required coding.
  20. I use sim mode, so you would have to select cannons as weapon type. C button does that.
  21. Yea there is, just use trigger for current selected weapon release and then select cannons. Will fire via the trigger
  22. Blue Mash not found.. I still be getting the same error, if I send it to you think you could have a look at the miz file and see what I might be doing wrong?
  23. Hey there, RagnarDa Been trying to merge your script into a mission template I have been putting together and I can seem to get it to work. Keep getting the error that it can't find the BlueMASH unit. Currently running the official 1.27 build, latest patch and the scripts I am attempting to include with it are Grimes IAD script, as well as the Flak Script by sith, the smart SAM script, and a couple others. Now have looked at your Miz file you included with the script and I have named everything along the same guidelines as your miz file setting. The Blue and Red mashes are elaborately set up with multiple objects and units at each, but the trigger units are solo. Any suggestions or thoughts as to why it is rejecting the units?
  24. Easiest way to deal with Sam's is to buy a ka50 pilot a couple rounds in the local watering hole, then let them clear a path through the mountains for you ;)
  25. Well if they happen to link them again, you won't hear any complaints from me. Always thought it was stupid to loose the mode switch to the stick. Modes only work in the throttle which in my opinion was a definite step backwards.
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