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DUSTY

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Everything posted by DUSTY

  1. Dear community, I need the help of someone who has just a basic knowledge of the Mission Editor and an interest in armored warfare. Specifically I'm looking for someone to place the REDFOR units on the map. That's it, nothing fancy, just placing units in a defensive posture. The reason why I'd like other people to have a crack at placing the red units in this mission is that it will add to the immersion for myself and my fellow pilots. Usually in the scenarios we fly, one of us has had to create the enemy force and it's a bit of an immersion killer when you know where the enemy units are. Concept: The city of Pahrump is under imminent threat of attack from US air and land forces. Do you have what it takes to deploy your Armoured Brigade assets to effectively defend the city? US Ground Forces of unknown size will be advancing on the city in an effort to destroy the REDFOR Tank Brigade and capture the city. US Forces are approaching from the South East from Vegas. Within Pahrump there are several REDFOR Centres of Gravity which will need to be defended by the Brigade. 1. Brigade Headquarters and Barracks. 2. A rotary wing FARP supporting multiple attack helicopter assets. 3. An ammunition storage facility. Execution: (.miz file attached to this post) I have created the units that make up a Soviet style Tank Brigade and placed them in a 'template' form to the each of Pahrump. This is just a basic although fairly realistic guide so please feel free to add other units as you wish. There are multiple Tank Battalions, Mech Inf and air defenses that replicate the desired threat levels for this scenario. If you have the time or desire feel free to beef up the defenses around the various static object in the AO. Directions: 1. Find the unit templates located to the east of Pahrump (Refer below image) and deploy them defensively around the city as you see fit. 2. Simply drag the units to your desired defensive locations (clicking on the top unit of each column which drag the whole group). 3. Once units are placed, select "Hidden on Map". 4. Please do not rename the groups as I need those specific names to be left untouched for the triggers in the final mission to work. To the people who are kind enough to have a solid go at this I am willing to repay the favour in any way possible. For example, I will happily create a mission for you and tailor it to your exact wishes. I can build randomization and replayability into any mission and add tasks/voice comms if you like also. If you have a little spare time and are able to help me out I will be very grateful! Cheers Pahrump_AO.miz
  2. Really nice photos! Great job!
  3. That moment when you get ambushed by IR SAM's on RTB.
  4. Beautiful as always.
  5. Hmmm, that shouldn't be the case. It should still show the same deviation.
  6. The magnetic variation in Georgia is roughly 6 degrees east so this looks normal to me. The 'ruler' tool in the ME and F10 map reads true heading and your aircraft reads magnetic heading, it seems like this is the source of the error and therefore not a bug.
  7. Sounds like you're trying to simulate some form of fixed wing strike coordination and reconnaissance (SCAR) mission. I think perhaps the SCAR mission could be an exception to this rule. Although SCAR mission and their associated assets are usually planned/fragged well in advance, the SCAR aircraft will pass real-time targeting data to their assets. I've taken the below info from a mission briefing that we did a little while ago. Basically we had some aircraft working as SCAR assets who owned a piece of airspace and searched, located and coordinated attacks on targets within that area. Note that this isn't FAC(A)/CAS work because it was occurring beyond the FSCL, away from friendly ground forces. You'll notice a lot of reference to kill boxes which are a Fire Support Coordination Measure and simply added to the realism of the scenario. You could adapt the below communications to suit your project without using the kill box references if you wish. If you're interested to learn more you can check out this link: https://publicintelligence.net/fm-3-09-34-kill-box-tactics-and-multiservice-procedures/ but it probably goes beyond the scope of what you're trying to achieve: Anyway, here are some examples of how strike coordination and recon aircraft will work with other strikers to employ weapons against targets in their assigned kill box. Example: "Savage 11, this is Cutlass 41, mission number 302, flight of two F18s. 20 miles to the south angels 22, 2 GBU-12s, one GBU-31 per jet. Playtime 30 mikes." Example: "Cutlass 41, Savage 11, proceed to kill box 621GE keypad 9, operate in the block angels 20-22. Target priorities are tanks and artillery, possible SA13 in 622GF keypad9. 621GE is active blue kill box. Be advised Sonic 31 flight of two F18s is operating in the block angels 23-25, Savage 11 at angels 31. Advise when ready to copy attack brief." Example: "Cutlass 41 ready to copy." "Cutlass 41, your target is a column of 4 tanks oriented north to south, location S19 34.2356 E153 25.3493 elevation 1204ft. For deconfliction, make your attacks south to north with right turns off target back to keypad 9. Advise when engagement complete or when sensors are on target area for visual talk on." Here's how an overall scenario might play out: Commanders have established a kill box in an area where multiple OPFOR armoured vehicles are believed to be operating. Commanders intent is to have air assets attrit forces in this location to prepare the battlefield for an upcoming ground offensive. Kill Box status: BLUE Establishing Commander's Targeting Guidance: a) Priorities: Tanks, armoured vehicles, troop/vehicle concentrations and ammunition dumps. b) Effects: Destroy targets. Do not destroy bridges or road networks. No scatterable munitions near bridges, roads or civilian buildings. Remarks: No friendlies within the proposed kill box. No Fire Areas (NFA) have been established 10nm south of the kill box where friendly SOF teams are operating. The first set of assets to arrive on scene is a two ship F/A-18 flight assigned the SCAR mission (callsign Savage 11/12). SAVG11/12 are the kill box coordinators for the established kill box. The flight have briefed to perform 'yo-yo' tanker ops so as to have one aircraft on station providing KBC duties for the duration of their briefed time-on-station (TOS). SAVG11 flight control the kill box vertical limits from 10,000ft to FL450 and establish themselves with an altitude split so they can freely search for targets. By the time SAVG11 flight have found and noted the location of some targets, a section of F/A-18s (MPIE81/82) check in - SAVG11 performs the kill box brief. Meanwhile, SAVG12 expends its ordnance against a group of revetted tanks in keypad 6 (eastern side). SAVG11 tasks MPIE81 to also hit this set of targets and passes the coordinates. SAVG11 gives restrictions for MPIE81 to remain in the eastern keypads (3, 6 and 9) with north/south attack runs for deconfliction. The burning vehicles from SAVG12s hits make a perfect mark for MPIE81 to continue prosecuting an attack against that target. During MPIE81s attacks, both aircraft in the formation make radio calls on the designated kill box frequency: "Magpie 81 in from the south GBU12", "Magpie 81 off hot to the east, 1 away", etc. SAVG12 returns to searching for targets while SAVG11 provides the check-in brief to another section of F18s (SWRD51/52). SWRD flight is sent to keypad 1 to work a target there and is advised of all other aircraft working the kill box. SAVG12 hits joker state early and proceeds to the tanker for AAR. Upon returning to the kill box, SAVG11 hands off to 12 for KBC duties and heads to the tanker themselves. Over the course of the next few hours, SAVG11 expends their ordnance and the flight continue to work other assets that are assigned to their kill box. By the time SAVG11/12s TOS is complete, ground forces have advanced to the boundary of the kill box and the Joint Forces Commander closes the kill box to further air to surface fires. SAVG11/12 are advised of this through the Air Operations frequency and RTB. ----------------------------------------------------------------------------------------------------------------------------------- Sorry for the whole essay but I had the info ready and thought it might help. Cheers
  8. Not correct. There's nothing unrealistic about a 'scramble' launch. Throughout almost every major conflict that the A-10 has participated in there have been scenarios where aircrew have had to launch in the shortest possible time to hit time sensitive targets or get on station ASAP for ECAS or CSAR missions. If you still don't believe me here's an example of Hornet and Vipers going at it: [ame] [/ame] Also consider this from Wags and Steve's position as the mission designers. This DLC is a product aimed to be accessible to players of all backgrounds. They would purposely not want to have 'realistic' red flag launch times as it would make each mission last an unnecessarily lengthy amount of time. Due to the fact that in DCS we can not save mission progress mid flight and return to it at a later date, missions that are multiple hours would not appeal to many who paid money for this and there would be a backlash. A balance has to be found and I think they've done well. Due to these considerations, it is unlikely you will see a change in the mission prep time considering it is already possible to fly a very 'realistic' profile and still arrive in the marshal well before assigned push time.
  9. I don't think that station has the prerequisite wiring to support it also the FOV would be pretty borked if you had any weapons on 7 and 8.
  10. Ah crap, you mean I've been unrealistically employing the A10 all these years! Damn! :fear:
  11. Agreed, less reliance on the TGP is certainly a skill that every DCS pilot can benefit from in the long run. On the other hand, being able to use the TGP efficiently without sacrificing your SA is of equal importance. This is especially true if you need the TGP to employ the desired weapon on the moving target. GBU-12s, for example, can be used to good effect on moving targets and they require terminal guidance from the TGP Laser. Ayindi, tracking moving targets can definitely present a challenge. Using mark points is a good idea but if you're looking for a way to keep the TGP FOV on the target at all times then here are a couple things to consider. Be aware of the TGP mode. You're correct, the TGP will not continue to track a target when masked. You want to be in POINT mode to track a moving vehicle but be aware if the TGP goes into INR RATES. This can happen before the pod properly masks and if not caught in time you will likely lose track of the vehicle. Be aware of your aircraft position relative to the target. Ideally, while you're searching for/planning an attack on your target you do not want to be overhead it. Even if you believe you're above the IR SAM MEZ. What will help you to keep a moving vehicle in your pod FOV is if you 'stand off' from the target and set up a race track pattern. If done correctly from medium to high altitude you can even be flying completely away from the target and the TGP can remain in point mode. One other option is to fly parallel the target area by putting the target on your 1-2 o'clock position. Although eventually you will fly past the target, if done early enough (or if you give yourself enough space) you will give yourself plenty of time to select and employ a weapon. If the TGP is your SPI generator then yes, whatever it looks at is automatically your SPI. So if it goes into INR and wanders off the target then you can't just slave it back to the target with 'china hat fwd long'. The very bottom left of the HUD will tell you what sensor is generating your SPI. It can be HUD, TGP, TAD Hook, STPT, MK PT, MAV or IFFCC. This is handy to keep in mind. Another thing to consider is that if you manoeuvre too aggressively you are going to throw the pod out because its gyros can't keep up. When you're using the TGP to scan or track targets, aim to keep manoeuvring to medium level turns if possible.
  12. I'm a bit bummed that the turbulence has been broken in DCS for a while. Back in the early days of flying the A-10C, strong winds combined with turb made for some great immersion. The only other sim I flew at the time was FSX which modeled turb really horribly even with add-on weather programs. Joining the tanker in IMC at night in the A-10 was a fantastic challenge. We used to have a lot of missions like that and in the target area would be operating below a low cloud deck in reduced vis. A lot of great valleys in the Caucasus mountain region to get trapped in if you weren't careful. It was pretty intense and tiring though so coming off target to climb above the soup was a great relief. I'm really looking forward to the updates that are in store for the weather engine. Does anyone know if any info has been released on it yet? I searched but wasn't able to find anything other than that it is in the works.
  13. Don't let the door hit you on the way out.
  14. This is the DLC you're looking for: Should be ready in 2-3 weeks. You're welcome.
  15. Awesome, can't wait to listen!
  16. Being an external flight planning tool there is no reason why you can't use skyvector to plan your flights in either the Caucasus or Nevada maps. I've used it for planning some UH1 VFR flights around the NTTR and it works perfectly.
  17. Galwran, I would be very sorry to hear if people actually stopped playing DCS altogether just because of the release of this optional DLC. I find it a bit ludicrous to justify that action. Here's one reason why: For the record, i think the images in the first post could be a little misleading. What I mean by that is the perspective and zoom level in the 'default' vs 'starway' images is not identical. This leads to the false perception that major visual reference points like roads, railways and the size/shape of populated areas have been altered in this mod. On further investigation it looks like Starway's mod changes the colours/texture and through clever artistry gives an enhanced sense of depth to the terrain. However, it does not appear to alter any of the aforementioned major visual ref points. I do concede that the alteration of the field colours could potentially affect visual talk-ons when people are running different versions but I'm doubtful that it would be totally game breaking. I say this as someone who is heavily into the accurate simulation of FAC(A) and CAS in a MP environment. C'mon man, that's a bit far-fetched! You make some decent points when it comes to the 'ideal' business model that could be implemented but when you think of the economics of that kind of approach I don't think it would be viable, hence the DLC approach. As you said, the DCS community is relatively small in the 'gaming' world - $10k to a modder to buy their as yet untested mod vs offering it as an optional DLC? For me it's easy to see why ED took this approach. Truly, I understand your concerns but I hope that you can avoid having your player base diminished by explaining these points to your friends.
  18. The Caucasus map is staying free. This is a baseless comment, if you think that this 'addon', totally optional DLC will keep new players away you are totally mistaken. This is being worked on for the integration of the Caucasus map to the latest engine for DCS World 2.5 - It will be free.
  19. Awesome, appreciate it!
  20. Name: Kill Box Interdiction (v0.1) Version: DCSW 2.0.1 Open Alpha Theater: NTTR Author: |Dusty| Mission type: MP Controllable: 4xA-10C Download & Discussion Thread: http://forums.eagle.ru/showthread.php?t=164705 Detailed briefing document and area maps + msn data card. Ramp Start. ~15 minute flight to target area. Mission time between 1-2 hours. Threat levels randomise on each mission launch. Targets randomise on each mission launch.
  21. Name: Kill Box Interdiction (v0.1) Version: DCSW 2.0.1 Open Alpha Theater: NTTR Author: |Dusty| Mission type: MP Controllable: 4xA-10C Download & Discussion Thread: http://forums.eagle.ru/showthread.php?t=164705 Detailed briefing document and area maps + msn data card. Ramp Start. ~15 minute flight to target area. Mission time between 1-2 hours. Threat levels randomise on each mission launch. Targets randomise on each mission launch.
  22. Version 0.1 FEATURES: - MP: 4x A-10C (Add any/more aircraft you wish - it will not break any triggers) - Detailed brief, area map and mission data card. - Randomisation of target locations on each launch. - Randomisation of threat locations and difficulty on each launch. Hey all, this is my first publicly released mission. It's fairly simple in its design but should prove to be quite challenging. It is aimed at those who enjoy a more 'hardcore' experience and requires pilots to interpret the detailed briefing and develop their game-plan accordingly. There is intentionally very little 'scripting' or prompting to walk you through every step of the mission. Just read the brief, build your SA and hunt for targets like a real A-10 pilot. :thumbup: I'd be very keen to hear your feedback on how you found the mission. Specifically: - Were targets too easy or challenging to find and engage? - Were threats too easy or challenging to defeat? - Did you enjoy the scenario and pace of the gameplay? You will be joining the campaign in the first hours of the ground offensive. You're rostered on for the PM shift as the 81st EFS spins up for Offensive Air Support (OAS) missions striking priority targets behind enemy lines. By this point in the scenario the air war has raged for many hours with much of the OPFOR's IADS and C3 network in the 81st EFS' AOR heavily degraded. OPFOR air assets have been almost completely attritted and air supremacy has been achieved. This has paved the way for the commencement of the ground war and a shift towards OAS missions. This evening you're fragged to support elements of a US Army, Armoured Brigade Combat Team (ABCT) as they advance deeper into OPFOR territory. The ABCT's lead element is a Combined Arms Battalion (CAB) consisting of two tank companies (14x M1A1 MBTs) and a Mechanised Infantry company (8x M2 IFVs). The CAB is pushing north from the township of Mercury along Mercury Highway. Their preliminary objective is to capture the township and high ground surrounding Yucca Pass. Upon securing that location they will hold to reinforce and resupply before pushing further north in the early hours of the following morning. This means that for the duration of your time on station, you will be operating within an open kill box and will not be required to coordinate your attacks with friendly ground forces. TASK: KILL BOX INTERDICTION MISSION OBJECTIVE: Interdict OPFOR MLRS batteries operating within Kill Box 128LQ4. The Ground Forces Commander has specified that tactical fixed wing assets are to prioritise targeting OPFOR MLRS units operating 5 to 20 miles forward of friendly lines. Rotary Wing assets will provide CAS for the ABCT, striking key targets to their immediate front within 5 miles. Finally, Battalion armour will deal whatever is left. OPFOR MLRS batteries pose a significant threat to the ABCT. Intel suggests that they have the ability to employ chemical weapons from relative safety deep behind the FEBA. There are two major routes of advance within the kill box, Mercury Highway to the east and Tippipah Highway in the central area (figure 2). The Ground Force Commander has requested both these routes and the area around them be sanitised. It is possible that some MLRS batteries are already in place and could pose an immient treat to the advancing forces, timely engagement of OPFOR MLRS batteries is cruical. Be advised that friendly ISR assets are continuing to work the target area and may provide Dynamic Targeting solutions. Any potential MLRS battery targets detected by JSTARS will be passed to HAWG41 via the air battle manager (FOCUS). Be sure to listen out for any priority tasking while on station. Ensure you keep all fires north of the township of Yucca Pass to remain within the open kill box. The dimensions of the kill box are also depicted in the flightplan (KB1-5). Note: Kill boxes are a Fire Support Coordination Method (FSCM) used to deconflict strikes. This means that these waypoints are for reference only and do not impose any tracking requirements. At this time, Creech AFB is currently 'Neutral' - It is on the friendly side of the FEBA but there is no ground support on the field. Therefore no rearming/refueling is available and it is to be used as an emergency divert field only. FIG 1. Area of Operations: Kill Box 128LQ4 shown in yellow. FIG 2. Target Area: - Route of friendly advance displayed in the South. - General location of OPFOR units displayed. OPFOR Commanders are effectively concealing their forces from our ISR assets but JSTARS has been able to intermittently locate columns of vehicles moving towards killbox 128LQ4 from the north east and north west MSR's. MRLS Battalion: INTEL suggests that there four MLRS batteries in the AO. These batteries typically consists of 6 launchers and associated resupply and C2 vehicles. OPFOR are fielding the BM-21 Grad and BM-27 Uragan MLRS systems in a combined battalion. - BM21s have a maximum range of 10nm. For them to effectively engage the advancing CAB they will need to be positioned in the southern region of kill box 128LQ4. - BM27s have a maximum range of 18nm which will allow them to engage from deeper in the kill box. A Battalion sized armored blocking force is operating in the 128LQ4 AO. Multiple T-55 MBT companies are positioned defensively around the southern Yucca Flat area with more modern T-80 companies being held in reserve slightly further north. Two mechanized infantry companies are holding in a defensive posture on a strategic oilfield in the northern Yucca Flat. An Air Defense Battalion has deployed multiple AAA and IR SAM batteries for point defense of the above armor and mech inf units. IR SAM, MANPADS and AAA are all known to be present within the AO. Expect these systems to be providing point defense for the MLRS batteries and concentrated around the armored/mechanised infantry companies. (Figure 2.) SIGINT platforms have detected intermittent SA-15 emissions from 3nm South West of the Groom Lake (BE260/6). This puts a SA-15 WEZ just on the edge of the assigned kill box for this mission. Don't stray to the North East of the killbox! SA-15s typically operate in batteries of four and will likely be in place to protect the strategically important Groom Lake airfield. This will be the target of strikes later in the campaign. Mobile SA-8 systems have also been detected within the AO but cannot be accurately located at this time. Unit Intel Officer notes: SEAD assets have been stretched thin and as such a dedicated SEAD sortie has not been generated to support your mission. Be mindful of the threats and their capabilities - engage or avoid them at your discretion. Nellis (KLSV): Conditions at Nellis are nominal with winds out of the East/South East at 15 knots. Cloud is scattered at 6800ft MSL. No other significant weather is expected. Target Area (KB 128LQ4): Weather over the target will provide a challenge. Winds are out of the East at 20 knots. Cloud is few at 6000ft and scattered at 8000ft. With the terrain elevations in the AO this means that there is occasional cloud on the ground around the ranges to the West and North of the kill box. MISSION DATACARD: This datacard has been partially pre-filled with all relevant info for this mission. It is attached to this post as a .pdf CREDITS: I would like to thank Stuka of the 476th vFG for his awesome NTTR mission template which forms the basis of this mission. His work on the Google Earth plugin has opened an awesome avenue for mission planning. This can be used to good effect for planning for this mission.(http://www.476vfightergroup.com/showthread.php?4342-NTTR-map-info-public-release) Also Eddie of the 476th for the blank mission datacard which I have used here as a guide for this mission. Kill Box Interdiction v0.1.miz Killbox BAI DataCard.pdf
  23. Hey MROK, If you look for some efficiencies in your start up you should have no problems getting airborne on time. Are you doing an auto-start? If so, it takes a fair bit longer than if you were to manually run the start-up. Also, on each mission I was flying an A10 VFR tactical departure which heads straight north to join the Sally corridor and avoids steerpoint 2. Got me into the hold nice and early every time.
  24. Nice work, great tunes!
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