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Capn kamikaze

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Everything posted by Capn kamikaze

  1. Why 8, well as an initial order for test and eval. But yeah, operationally you'd need way more.
  2. Well solved the first problem, cleared the keybindings and did them again in DCS, so the second problem isn't showing up, but that may still want to be looked at by Heatblur, as it may still be hiding a bug.
  3. (1) I'm finding that I'm intending to fire off one sidewinder, and instead two are coming off the rails with like 0.1-0.2 seconds between them, no issues with my Warthog profile. (2) After I'm out of sidewinders I am still hearing the tone, I'm guessing that DCS/the F-14 still thinks there is one on one of the rails.
  4. For the time being I want to focus on the front seat, when I am relying on Jester to lock up targets how do I know how he has them locked, I'd like to HEAR him say give a target count, and the type of lock either that being STT or TWS or what ever, and how many are locked up in TWS. Maybe this can be done, and is how it is, but so far in the missions I've built for trying out the AIM-54 he never seems to tell me that he's locked onto anything more than 1 target, when I know there are multiple Tu-22's approaching the carrier group.
  5. Will it be possible to assign commands to something like the streamdeck and disable the on screen menu?
  6. It would be very helpful for the mission building workflow to be able to draw a box around a group of objects that are from the same nationality in the mission editor, and the same basic class, eg ground vehicles, that are not part of the same group or are individual units, and create a group out of them, and remove them from what ever group they were originally in.
  7. …. which makes it a 2 lol
  8. No it's a quarter of an 8
  9. Then why not call it a C :D I thought the split was meant in terms of splitting away from another aircraft.
  10. That explains it, thanks.
  11. Anyone know why they call it a split S when it is half an S? Plus I'm certain I've seen it drawn long ago as a full S with two rolls.
  12. I've been playing about with the fuzing options, but the HT option seems to make no difference at all to burst height, so am I doing something wrong?
  13. Also this belongs in the F/A-18 category, it's not affecting other planes, at least on my install.
  14. It's only started showing up on my install since the last patch, thought it was a new issue.
  15. Nineline, there are other comms we really could do with having in general, not just related to the F/A-18, such as asking for wingmans fuel state and if they have any battle damage/failures.
  16. Thanks, I'll give that a go and see if it works :)
  17. I'm having some trouble with a multiplayer mission I'm making, I want to have a flight of player controlled Su-25T's, but if that slot is not filled at the start of a mission, a replacement AI flight is spawned, but if it is filled, the replacement flight doesn't spawn. I can get the AI to spawn if the player flight isn't there, but if it is there it still spawns, is there any way to prevent that, or despawn it, I've tried setting a user flag based on if the player flight is in a zone of size 5,000,000 and then using the group deactivate command, but that doesn't seem to work, they still spawn/don't despawn. Anyone know how to do this?
  18. No, I want to be able to define it myself.
  19. Complete agreement with this, this excuse for not doing stuff is trotted out all the time, and just shows a lack of thought by those who do. The fact is that every plane/heli/vehicle/weapon in this sim is to one extent or another a simulation, and to one extent or another an approximation, the only one's that potentially could be 100% correct would be things like the CE2, Yak, and WW2/early jet age stuff, everything else will be partly guesswork, educated guesswork in most cases, but guesswork none the less. So keeping that in mind, even if something were classified, that is not a valid reason to not try to simulate it. It's a defeatist attitude, and it doesn't add anything to anything.
  20. I was wondering if it would be possible to add to the trigger options "Unit Damaged __%". In the ME when you set up triggers you can set a trigger based on if a unit is dead, and then trigger an action, but it would be quite useful to have the option of triggering an action based off of a unit being damaged to a certain mission designer defined amount. What I want to do is be able to knock things out of action based on a mission designers choice, eg if I shoot an SA-15 with a HARM and its damage bar shows up as say 70% I want to change its ROE and emissions to simulate that it has suffered enough damage to render it unable to fight. For example there are lots of units which have sensitive electronics, that at the moment are still able to fight when damaged, where IRL if they were say "30%" damaged, or had "70%" health, what ever that really means (to me that would seem hard to really quantify as a percentage IRL) they'd be likely be unable to do anything, hell even attempting to fire a missile after suffering damage may cause an explosion.
  21. I think he means SEAM.
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