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Everything posted by Belgeode
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This might help a LITTLE bit... set the incoming flight's formation to TRAIL in the SP waypoint editor (under advanced waypoint actions - options - formation). I've noticed that MOST of the times they will take spacing properly and land one by one, when you have them initially set up that way. I've tested it on four ships and 90% of the time it functions as I intend it. But you HAVE to set their formation before they get to the DP waypoint. I have also used it with carrier landings with my wingmen. (that is what I do most, are carrier ops.)
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I am ALL for this suggestion here LOL! But yeah I think if there is a "world map" with maybe icons to denote what theaters are currently available in larger maps, that might work... maybe. Then as theaters get added, add more icons (or in some cases consolidate, if a theater gets enlarged to encompass two or something).
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This might be a good choice, but I would love to see something more... unusual... like the Yak-38 VTOL. It would certainly be a unique addition to the game, since we do not have the Harrier or VTOL version of the F-35.
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Very ethereal sounding, and quite worthy of the L-39. I am definitely going to have to snag this aircraft once it is available!
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[DCSW: Mi-8MTV2] English Cockpit Mod
Belgeode replied to Devrim's topic in Utility/Program Mods for DCS World
Not sure if I mentioned it before, but thanks for this Devrim! Makes a big difference for me, learning what to do in this helo! If I already posted thanks, then here is double the thanks! -
A situation I am quite familiar with... Those pesky AI that never do what you want them to do, either they are too brave (foolhardy) or too cowardly. For the CAP flight: I suggest setting their ROE (under options) to RETURN FIRE. By default they are set to WEAPON FREE which means if you are over Batumi and there is an AWACS over say Tblisi... they will go for it! Return fire will do just that, allow them ONLY to engage, if something engages them first (air to air related, unless they happen to have air to ground munitions on board). What I usually do is set their ROE at the SP in their flight plan, then change it IF NEEDED at a specific waypoint. If I want them to not attack at all at certain flyover points, I will set them to WEAPON HOLD. For the SEAD flight: What is hampering them is their Reaction to threat. By default it is set to ALLOW ABORT MISSION... which imho is kinda stupid. Basically when that is set that way, it means that the first person who locks up on them with an IGLA, will cause them to dump their load and RTB... and that is best case scenario. Set their Reaction To Threat (under options) to PASSIVE DEFENSE (if you want them to use Chaff and Flares) or NO REACTION, if you want them to go into total badass-this-base-will-die mode and ignore all threats. Here's a bonus... for AWACS spamming... set them to radio silent (also in options) till they get to their specific orbit waypoint. It won't stop them from calling out EVERY single threat airborne during their time on station, but it will shut them up when they have to tell you about that enemy AWACS in Tblisi, after THEY THEMSELVES just took off from Sukhumi. Hope this helps. These are some of the things I used to fix those issues. Some love from ED to fix these "quirks" would be nice. Maybe after DCS 2.0
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He's not the only one... :huh:
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I agree with you 100% Chief. While I am no where close to 72 (give me about 28 years) I will never be the fighter ace, or helo jock IRL that I try to be in game. I was skeptical when I first downloaded DCSW, but it won me over with a quickness, and this is the closest I think I will ever get to the real thing. Bravo ED and third party devs!!! You've scratched my itch!
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Avionics and flight characteristics mainly. Personally I like the L-39 the best, but then I know more about that jet than I do the other two. (The Hawk I know a variant of which is used by the US Navy to train fighter pilots) Sorry I cannot give more detailed info than that. I know next to nothing about the C-101.
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If this is the mission I think it is, here is how I beat it: Gave ample time for the cobras to get far enough ahead. Prior to launch I made sure my door gunners were rocking miniguns, instead of assault rifles. When I got to the town along the way to the hill, I did a lot of sideways maneuvering (jinking), and let the door gunners have free reign. They were able to knock off a few tangos, which made our egress with the pilot a lot more manageable. Even so doing, on the way back the cobras still caught hell, and I believe one got shot down. I made it back safely though... A few bullet holes, but everyone on board still alive. Now I reckon I will need to go back out to get the downed Cobra pilot... Sigh... my work is never done.
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Military and Aviation News Thread (NO DISCUSSION)
Belgeode replied to topol-m's topic in Military and Aviation
From Business Insider 3-9-2015: "Here's how the Air Force is trying to limit the fallout from its controversial decision to retire the A-10" This story actually makes me a little sad. What are they even thinking?!?! -
I've played this one a few times, and the above comments are spot on on your best strategy. Not to spoil anything, but the F-5s are the least of your worries on this one. You will also have to deal with Phantoms and Falcons. The Falcons imo are the hardest, being as agile as they are. Best advice, use your wingman well, and try not to waste any missiles at all, especially the radar guided ones. You'll need them when you go up against the others.
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Yeah definitely later model. I asked on facebook the day the announcement was made if we would have the canards on the A model, and the response I got from LNS was that the canards would not be modeled. It is assumed they are welded shut.
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Using radio commands to activate AI of ground units.
Belgeode replied to statrekmike's topic in Mission Editor
Further to what Wrecking Crew said... yeah use the radio trigger to set the flag true, then use GROUP ACTIVATE (name of ground units to activate). In the group info section (that pops up when you click on the group), make sure you select Visible Before Start, and Late Activation. That way you will see it in the world before your radio trigger sets it to move. Alternately, you could put a trigger in the start of the mission (TIME MORE THAN 1) to GROUP AI OFF (name of ground units). Then when you trigger the unit with the radio, just use GROUP AI ON (name of ground units). Doing the second option you do not have to mess with visible before start or late activation. -
Oooh. Cannot wait to see what you have in store Baltic. I'll PM you my actual email address too.
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Good news Grimes! Thanks for that update.
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I'd be happy with proper parking spots for my AI wingmen, as opposed to Kuznetsov's current habit of sliding all the Flankers to the back right of the ship. We got marked parking spots baked into the texture, why not use them. (This also affects AI landing, sometimes they chicken out on short final just because a parked aircraft is a little close to the runway.) While we are on the subject, can we get it so that the default behavior for ALL carrier fixed wing aircraft after landing is to keep their wings folded. Su-33 reopening its wings on shut down always makes me nervous on final. Switchable Launch and Recovery- Meaning, I would love to see where the player and AI can all launch from carriers, while the back of the boat is cluttered with parked planes. Then after all AI/players have launched, maybe when the player contacts the boat to say they are inbound, clean up any parked AI so that the back of the boat is free, and/or park any landing AI planes near the front... Keeping in mind one catapult should be open, just in case the player wants to go again after rearm/refuel. Proper LSO meatball, complete with voice comms (I have the mod that adds voice, and use that to practice my approaches) I would love to see the meatball though, the same way I can see the PAPI lights. I modded my Kuznetsov to hold up to 9 planes, but only 5 can safely stack on the deck before the sixth landing AI just sits at the end of the runway with engines on forever waiting for one of the previous AI planes to disappear. I'd love to see allowances for a lot more planes parked on deck at all times. Put the power to despawn planes more in the player's hands. Ok I do not want this to be too long, but those are things I would LOVE to see on all carriers in DCS World.
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Gulf of Sidra perhaps, considering the most famous two time engagement the tomcat ever had over there?
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I remember watching this when it was on Discovery channel. Very cool documentary!
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DCS: F-14A/A+/B by Heatblur Simulations coming to DCS World!
Belgeode replied to Cobra847's topic in DCS: F-14A & B
I just had to watch this tonight after reading this thread... and no, it is not a top gun clip. I remember when this came out live, how in awe I was of those Tomcat pilots! -
Well I dunno about you but my plan... lock em up with Phoenixes... fire... RTB and grab some chow... profit. If they get close enough for me to "keep up foreign relations", then I must be doing something wrong. Good question OP... but I doubt it is as maneuverable as some of its peers, but then it was not designed to fight that way.
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DCS: F-14A/A+/B by Heatblur Simulations coming to DCS World!
Belgeode replied to Cobra847's topic in DCS: F-14A & B
IIRC the B model was also used as a Bombcat late in its lifetime. -
DCS: F-14A/A+/B by Heatblur Simulations coming to DCS World!
Belgeode replied to Cobra847's topic in DCS: F-14A & B
I'll take BOTH! Though since I have met guys from VF-143 I am more partial to them. There is no denying though the massive fame the Jolly Rogers have had over the years. While we're at it, let's throw in some Tomcatters love, and some Sundowners love. Maybe a little Black Aces, and Bounty Hunters? Screw it. Leatherneck, please include a texture template, I will make every single squadron myself LOL! -
DCS: F-14A/A+/B by Heatblur Simulations coming to DCS World!
Belgeode replied to Cobra847's topic in DCS: F-14A & B
Huzzah! NOW I can sleep well tonight. Good on you Leatherneck Sims! I cannot wait (along with everyone else) to get into the virtual cockpit of my very own Tomkitty. Ok so, who's starting the Virtual Pukin' Dogs (VF-143) squadron? I'll sign up immediately if not sooner! -
Aw snap! It does get addicting, trying to pick up and drop off cargo with the Hip. I've been stuck on doing that for the last couple of weeks now, only my cargo slinging job is not nearly as good. It's on youtube also. Now tell me this, did you play with weights? If so, did you notice an easier time (relatively) with heavier loads or lighter loads? I cannot for the life of me get lighter loads to stay steady. Even though the heavier loads rob me of power, it seems more stable to me once I compensate for it.