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Vanguard

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Everything posted by Vanguard

  1. I understand what you're saying, my point is merely that the ground units, whether in a field or not, do little to protect themselves. A/D wise, anything below a Tor is a non issue, anything above that, you wouldn't be flying in there realistically anyway. With no real EW simulation, you just grab an 18 and Harm->fire next fire next fire next fire RTB.
  2. It doesn't really matter at the end of the day when you consider the fact that the 16 tanks sitting out in the farmers field just sit there watching there friends explode just waiting for their turn. People like to call this a simulator, but the real issue has always been... sure the aircraft and flight models have great fidelity, but, when the ground simulation is this poor, it kinda defeats the point. The only real simulation I get out of this is A2A multiplayer, otherwise I feel like I'm sitting on a sofa, circling 10nm out, picking off vehicles like watching popcorn pop.
  3. I'm middle ground, if the missions puts me in a cold start, I'll go through it, but I've owned this game for years, and cold started a thousand times. After clicking all the switches, sitting there for 3.5 minutes watching my CDU virtually count to 4.0 has lost its luster. I thoroughly enjoy it when I purchase a new module to get a really firm understanding of where everything is and what it does so when things hit the fan in the air, I know what to do and where to look. Like others have said, I'm happy it provides the option and I get value out of both options. It's interesting how some folks feel one is more "hardcore" than others. I distinctly remember some of my friends back in the day would setup a long haul US -> Australia flight for example in FS9/X and after hitting autopilot, they'd go to sleep, wake up, and complete the remainder of the flight. It always made me laugh TBH... wow, you let you PC crunch some imaginary numbers and consume a bunch of power overnight and somehow in the morning this feels more satisfying than just slewing to where it would have been anyway and taking over from there. To each there own... Also a PPL, and for what it's worth for those who haven't had a chance to fly a real plane, I would say IMHO and from my experience, on a sunny Sunday afternoon, flying the real thing is a lot easier than a sim. You lose so much sensation and sensory input in a sim, you end up chasing needles and it's quite difficult to get a sense of what is going on. I see a lot of folks for example get a gimbal roll or accidentally recenter their TGP, and they can't for the life of themselves immediately find the target area. Believe me, in the real thing, you'd be looking out the window 90% of the time, not in a TGP snapview, and you would know exactly where you are, where they are, and what's going on. Can be quite difficult in the sim, with virtual horse blinders on and your face smashed up to the TGP screen trying to read the font and identify a vehicle. A car simulation is a good example... in the real world your brain is practically on autopilot, and you maintain 100kph and stay within the lines without effort, sometimes blinking 2km down the road and magically there's a different vehicle in front of you and you're asking yourself, holy $#@! how did I get here and did I miss my exit lol. Hop into a car "simulator", and just maintaining speed let alone staying right between the lines is a chore and a half, a real PITA. In the real thing, you can immediately sense the deceleration in your body and you automatically adjust with the gas pedal. I find the same in the real plane, as soon as my ass dips in the seat my brain is countering with the yoke immediately. Lastly, for those who haven't gone up and flown, from my experience, pretty much every flying club out there has a intro special... you're looking at about $65 - $100 for an hour of flying. It will be the best $65 you ever spent, and you'll likely get your rear end out of your sim pit and find yourself with a PPL shortly after, it's like a drug. My instructor allowed me to taxi, take-off, fly and land my first time up. Couldn't wipe the smile off my face for weeks.
  4. Forgive stating the obvious, but given its potentially graphics related, have you tried updating your graphics drivers.
  5. Did you get your bombs on target? Yes? Mission accomplished. They got shot down? Maybe this mission is telling you JSOWs aren't a good option for an SA-10, which is designed to shoot down JSOWs. Clearly you have a grasp on how to deliver them on target so... move on... Edit: Later you'll be able to adjust the terminal parameters, such as angle, speed, etc. I assume later on, tweaking for the target will improve changes, i.e. you could set angle to 90 deg or 10 deg for either a dive bomb or super shallow to get under its min alt.
  6. I've definitely had the issue where I slew over a contact and it jumps to the bottom of the screen. Not sure if it's a bug or user error.
  7. I quickly opened a mission last night for the sole purpose of changing the player and wing to client for MP and yes, I observed the same as you... thought I was just making a mistake at first. I don't recall closing down the game. Just running the mission and editing it again the same thing happened.
  8. I humbly disagree that the F-18 is anywhere as complete as the A-10. I optimistically hope it will be in the not too distant future, but I think that's a stretch at this moment. It really depends what you want to get out of the sim. Personally I agree withrandomTOTEM. When jumping into a fighter, it's not so much about learned what every toggle switch does in the pit, it's a completely different world in terms of tactics, maneuvers; A2A is much more about strategy than playing with toys in the cockpit. For that reason, I'd say FC3 is a great starting point. It's a great value that gives you 6 toys to play with, and lets you focus on the important aspects of A2A. It also helps you to understand you enemy, red or blue, as you get exposure to the pros/cons of each. After you've mastered that, if that's even possible, then you can get into a 14/16/18 and go the next level. Like I said, it's really what you want to get out of it. You want to spend a few weeks learning how to start the engines, or do you have to engage in A2A combat? Just because the pit isn't fully modeled/clickable doesn't give you any disadvantage. If I was in a 1:1 competition today and had a pick, I'd take the FC3 F-15 all day against the current lineup.
  9. JTAC needs line-of-sight to be able to lase, and they won't be able to see the unit inside the building. As per your suggestion, I believe scripting is the only way. See: https://wiki.hoggitworld.com/view/DCS_Class_Spot
  10. It's a mess, due to the parking locations. Generally your first two aircraft will spawn blocking cat 1, but the AI will try to use it anyway and just sit there waiting for you to get out of the way... At this time you can't select the parking spot # so ramp start on the carrier either...
  11. Hi Jizzbomb, Given the F/A-18C is in Early Access, it is a bit challenging. Problem 1: For LGB's specifically, in single player, you're going to want to bring the litening pod along, since the JTAC may not have line-of-sight and you'll have to lase the target yourself. Problem 2: The JTAC is providing the coordinates as MGRS and currently the F-18 only supports lat/lon. Solution here is either: a) a mod such as https://www.digitalcombatsimulator.com/en/files/3304451/ to allow JTAC to supply lat lon b) Use an online tool such as http://www.legallandconverter.com/p50.html You can create a waypoint in the F/A-18C following this tutorial: If you're using the latest Open Beta, you can hit waypoint designate and the targeting pod will slew to the waypoint. If not, then you'll have to manually direct the targeting pod to the waypoint by looking at the SA page, which displays both the location on the ground for the pod and the waypoint, and then man handle the pod to closely overlap.
  12. Three might be an instant in time before the player spawns, which is why a lot of scripts require the condition t"ime more 1" What you could try to ensure it works is set a condition for the player to be in the moving zone, and set a flag, and then make you AI event also have the condition that said flag is also true. That will ensure the AI trigger never happens before the player spawns.
  13. Have you checked the log file? If it's still around since the last crash, you can also attach it to your post.
  14. Here's another in case it helps you narrow things down and debug. Created on 2.5.5 also. TestAISpawn.miz
  15. Dropping GBU-38s from an A-10C, the bomb lands within pixels of the designated SPI. From the F/A-18C, PP mode,TOO mode, TPOD, Waypoint, whatever... the bombs land about 1 tank length away, from 15k ft, 20k ft, also... whatever. Yes, using precise, and zooming in as far as I can and ensuring the lat/lon at the top matching the precise unit local (I unhid the units to verify) from F10 and used the WP Editor tool. Is the GBU-31/38 a shared resource between the two aircraft, or are they just sharing textures and have completely different computational modeling? Edit: From wikipedia, it has about 7m accuracy, maybe I'm just expecting too much from it, but it doesn't explain why it's so accurate dropping from the A-10C, except the obvious, which is I dropping it low and slow and it's falling on a much steeper decent. Also, maybe I'm losing my mind, but I seem to recall the TGP recording the ground location based on the slant angle, and at a shallow angle of attack, the point on the ground would be behind the unit you were targeting, and lasing the target would correct that, but flying today, I noticed when I lase, the coords in the TGP remain the same, and the mark point generated is the same, lasing or not. (I'm referring to A-10C here). Was I dreaming or smoking dope, or has it changed?
  16. Sorry, forgot you called out script in the OP. I looked about, I think the answer is no. Could you possibly do a combination? Use ME to set a trigger, condition: FLAG X = TRUE, create the template (or maybe a few of them for the "random factor", each with its own flag), action deploy to template and flag = false, and then in your script all you have to do is set the userflag and the deploy to template function will kick off.
  17. Hey Mate, Sorry, it's slightly more complicated, but I just set one up. The action STOP AND DEPLOY TO TEMPLATE is only available as a trigger action. 1. Create your group and position them as you want them to disperse. 2. Create a template of that group 3. Give your group a route 4. Place a trigger zone at the last waypoint 5. Create a trigger: type = Once Conditions = Part of Group in Zone (Your group, your trigger zone) Action = STOP AND DEPLOY TO TEMPLATE (your group, your template) See pics: Just tested it and working. Attached miz file. Disperse.miz
  18. You can create a template of how you want them to disperse, and then use the "Group Stop and Deploy to Template". The first unit will maintain it's position while the rest of the units will position based on the template. See pg. 92 of the manual, or: https://wiki.hoggitworld.com/view/DCS_editor_actions#Group
  19. Hi all, thanks for your input thus far. @rayrayblues I tend to feel the same way, that's precisely why I'm looking for tips and tricks to bring a bit of balanced playability to the modern side. I'd like to make the assumption of two superpower or at least two modernly equipped states. If we all agree the first phase is air dominance and nothing else of major significance would take place at least during the initial portion of this stage, and I'm looking to create some stand-off to avoid the "mosh pit", the first thing that comes to mind is extremely dense air defense. Is this realistic? On a map such as Caucasus, how dense would it need to be, and out of curiosity, IRL how dense would it realistically, and would it be enough. Would there be a dense net of AD on each side of the mountain ridge and would this be effective in prolonging the air superiority phase, forcing each side to use cruise missles and spec ops to disable the net, or would they play little significance as both sides are launching BVR from their respective sides. This may seem obvious to some, I honestly thought it was to me, until I started visualizing it and playing it out in the ME, and putting more thought into it. If a real war hypothetically broke out in that region how many jets would be up in the air at any one time lobbing missles at each other BVR over the mountain range, how long would it last, at is that literally how it would play out? V
  20. Hi Folks, I'm not really sure where this posts belongs, so this feels the safest, but if a mod has a better opinion, feel free to move it. I was playing around in the mission editor and used the tools to "generate" a mission in a region. I clicked fly to check it out, and ultimately, there were a number of ground units, a pair of helos of each side, a pair of fighters or so on each side, and, well, bottom line, within 10s of seconds or a minute, it was an immediate "mosh pit", and all of the air was wiped with one fighter victorious in about 3 mins or so. So, it got me thinking, what would a real modern battlefield look like? Most of the missions and campaigns have, at least in my opinion, a certain level of air superiority already established. The A-10C campaign for example, I can take days to analyze my threats and engage with no real danger. I guess my question is, what would a real modern battlefield look like in the early days/moments before air superiority was established by either side? Would it be a mosh pit, how would helos and CAS aircraft operate in such an environment, or better yet, would they, and I'd be interested to hear the communities thoughts on tips and tricks to truely mimic such an environment in DCS. Appreciate your comments and input, Vanguard
  21. Bizarre, had time to play today and magically it just works now. Cheers, Vanguard
  22. I can't seem to open the multiplayer chat window when playing as JTAC. Could someone give me a heads up on what I need to do or might be doing wrong? Thanks, Vanguard
  23. How so? I for one used to play this game 2-3 times per week, and have shelved the game for over a year over this issue alone. All of my friends are in the same camp. That means we aren't buying new modules either, and will not buy anything new from ED until this is fixed.
  24. Not sure if that is intentional behavior or not, but while you're waiting for a response, the default shortcut for DCS World in fact points to DCS_updater.exe. You could make a shortcut to run.exe in the DCS World folder, or just run it directly from the folder for now to bypass the updater.
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