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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. The pave penny will give you a visual indication of the location of the laser spot on code 1113; the F-5 has no visual aids. In the default game settings, the A-10A is unable to carry GBUs, though user mods do exist to add this capability. You can add a ground unit with the FAC advanced waypoint action and assign targets and set mark parameters, or look into the CTLD script which features units that will auto-lase and mark any hostile unit they encounter.
  2. Post your .miz and someone will take a peek and see if there's anything else going on. There was an issue with this some time I ago but I was under the impression it had been resolved.
  3. Ground units should indeed default to weapon free when placed in the editor. Aircraft have more complex options, and default to "only designated" to prevent unintended attacks (just FYI while we're on the subject.) This is somewhat counteracted by the default taskings such as CAS and CAP which direct AI to attack any hostile air or ground unit they detect on the map. But back to your original question: all SAM site components in multi-unit complex systems must be a member of the same group. When you place the first object, you will see "Unit X of X" in the menu that appears on the right side of the screen. Increase the object count by click the arrow next to "of X" and select the appropriate units. I.E. Unit 1 of 3 = P19 Unit 2 of 3 = Fan Song Unit 3 of 3 = SA-2 Launcher AI skill level will also play a part in engagement ranges and effectiveness. Use the "Heading" entry (or click and drag on the arrow) to choose which way the system will be oriented. Find attached a sample mission showing an SA-2 attacking a B-52 as it approaches the site. SA2 Example.miz
  4. :thumbup: I have met a handful of people that say they're interested in the years I've been doing this...all of them have gotten bored and left inside of a month's worth of weekly events. Great that you've found so many people with a legitimate interest in this, but I would be very surprised if there were a legion of people champing at the bit. If there are, and they are interested in running AWACS or ATC in a LotATC enabled server for a weekly event that usually hosts 10-15 pilots in a variety of airframes feel free to give me a shout and we'd be happy to put you to work. ;)
  5. Fixed it for you ;) While I agree this would be a welcome feature, you can already steer the free airfield camera wherever you want (including in the tower) and I don't see people lining up to do that or use any of the great 3rd party options like LotATC that are already available. In my own experience this is one of those things that everyone wants someone else to do for them but are completely unwilling to do themselves. :dunno:
  6. I've seen this as well...renaming the files 1-Whatever, 2-Whatever etc. seems to have corrected the issue for me :dunno: Pretty weird though.
  7. Re-select takeoff from ramp and it will also pop back up. As a side note, generally I don't recommend pasting parked flights as their flight plans will be shifted slightly along with their parking spaces. Set up your template flight, leave the first waypoint as a flyover point, zoom in as close as possible, then copy paste the flights directly on top of each other. You can then assign parking spaces without affecting their flight plans. Particularly relevant for player flights with target waypoints.
  8. I don't believe any of those items are accessible.
  9. Not terribly time consuming at all these days now that unit icons are available.
  10. Export the viewport using the .luas in MonitorSetup. I believe there are default options that will display one or both MFDs overlaid on the main screen.
  11. There is a separate trigger specifically for the effects. Place a trigger zone over the area you want the smoke/fire to appear and remove the manually placed smoke and fire object. Use a trigger to specify when and where you want the smoke to appear. I believe it's called STATIC EFFECT ACTIVATE but I'm not in front of my PC at the moment. Note that you can only activate up to large smoke & fire this way at the moment, huge smokes are not worked. The issue has been reported.
  12. I think the inability to place support vehicles/additional statics would prevent this if they work like other FARPs. Haven't tested though.
  13. Add fire at point to triggered actions instead of advanced waypoint actions and use AI TASK PUSH to initiate the attack.
  14. You are correct, I misunderstood. Not a bug though, just works a little differently. For ground units use GROUP AI OFF/GROUP AI ON or GROUP STOP/GROUP RESUME depending on whether you want the vehicles to react to threats. The checkbox you are seeing is "uncontrollaBLE" for ground units to prevent players with Combined Arms from altering their behavior.
  15. In the triggered actions tab, add perform command-> start. Activate them using an AI TASK PUSH trigger once you've added the command to triggered actions.
  16. There is a box you can check to save a copy of outgoing messages.
  17. Should be zero configuration required. As soon as you drop an E-2/E-3/A-50 in they will automatically have the AWACS task assigned at WP0. You can set frequency either in the toolbar next to the callsign, or with the perform command function as you've described.
  18. Try using UNIT INSIDE ZONE instead.
  19. https://forums.eagle.ru/showpost.php?p=3636724&postcount=1 You'll have the opportunity to try the Hornet out for free this weekend. Should help you make the call as to whether it's overwhelming.
  20. Check out the CASCAP Infinity .miz; does exactly this thing.
  21. You can use the custom user curve option to allow a linear response through dry thrust and only hit AB once you push through the detent.
  22. If the conflict you're simulating engagements from takes place before the AMRAAM entered service, such as the first gulf war or a Cold-War-gone-hot scenario, the AIM-7 is the only tool on the table. In a modern scenario, if there are any friendlies in the immediate vicinity of your target you run the risk of the AMRAAM's seeker locking a friendly instead of the bandit. In case this type of situation arises, I personally like to carry a pair of Sparrows in addition to AIM-120s. The Sparrow also makes a fine follow-up shot if you've already got the bandit defensive.
  23. Official cow still WIP :lol: If you can't wait, you can find an updated version of Lilkiki's animal pack HERE
  24. A few minor terminology mistakes (things like RWS= Range While Search ) but all in all very thorough and a significant improvement over the typical YouTube fare. Very nicely done, I'm sure this series will help a lot of people. :thumbup: Keep up the good work!
  25. The F10 map should follow the GUI if memory serves. I haven't tried, but if our salty friend is to be believed this is not currently functioning in the latest update. As for the MFDs, the Hornet DDIs will export to the LEFT_MFD and RIGHT_MFD viewports. There are extensive threads going into specifics in the Hornet forums. :thumbup:
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