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Capn kamikaze

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Everything posted by Capn kamikaze

  1. Watching some vids on YT, they show a gunsight but when I try it, I get nothing, I can lock a target, and laser range find it, but I have no indication of where any of my guns are pointing in relation to that.
  2. Could we have the ability to seperate ROEs by weapons types, eg when I have a fleet of ships, I want to be able to specify that they are ROE green on all defensive weapons, like SAMs and CIWS, but control the ROE for offensive weapons entirely seperately, so they do not fire off Harpoons until I say they can, such as when the incoming missiles have all been dealt with and all the ships in the fleet are in weapons range of the other fleet. At the moment with the AI as it is, you get the odd ship firing off a Harpoon or two every now and again, effectively wasting them because they're not in a mass attack, but just a couple of them. By having different ROE for defence and offensive weapons it would be a lot better.... And no, Return fire is not what I want, because that again allows both types of weapons to be fired, which is what I am trying to avoid.
  3. I'm trying to build a mission where you're attacking a radar site in ww2 at dawn on the Normandy map, and it has a search light nearby, what I want to happen is for the operator to realise he's giving away the precise position of the radar site, so turns off his search light if you get in close enough to it.
  4. I've noticed that the LSO lags what he needs to tell you by sometimes several seconds, eg saying to add power several times after already having trapped and come to a stop.
  5. Possibly found some more detail, I tend to launch from the #1 cat, so often put in a little bit of a right roll after take off which will cause a slight turn, I think that me doing that is altering the direction of my wake a little bit, and upsetting my wingman on the other cat positions, because if I do not put in that roll, he takes off. So perhaps some problem with the AI and wake turbulence?
  6. I'm having a problem where my wingman fails to launch from the carrier, I've tried different carriers, and different catapults. It may be nothing but I've also noticed it tends to do it more often if you restart a mission, either by shift-r or by going back to the briefing and hitting fly again.
  7. Yeah, the AI is dumb as a bag of bricks, as is, that would just confuse them further. What would be nice would if they'd just follow your damned orders, like telling them to rejoin formation just doesn't work at the moment, they do their own stuff and then maybe rejoin, sick and tired of them flying to SAM engagement zones, while I'm telling them repeatedly to rejoin formation which would bring them out of it, all the while they're yelling SAM launched.... well it wouldn't be if they'd do as they're *expletive* told, when they're *expletive* told to do it.
  8. So we could set trigger zone, and have a condition where you would have AI (depending on coalition) simply refuse to fly through it, they will automatically go around it. It would be quite useful to stop AI from blundering into known SAM engagement zones for example when chasing other aircraft.
  9. I'm getting two AIM-9's come off the rails for a single fire command.
  10. Could we have the option of setting the direction of the active runway in low wind conditions please?
  11. Could we have a way of over-riding the player score system, so that mission builder can force particular events to provide a certain number of score points. So say I want to set some events up so that when they specifically occur, the player is awarded a specific number or points, or the number already set is changed to a specified score, either up or down.
  12. For example there's what looks like a power station to the east of Allepo, dropped 8 GBU-10's and even set up an explosion via the mission editor at max volume, then repeated the explosion 9 more times, and still nothing, plenty of things nearby killed, but not the buildings that are attached to the smoke stacks.
  13. It would be really useful to be able to create custom shaped trigger zones, with both a min and max altitude value, so it's a 3D space, not a 2D area. It would also be useful to have the ability to set a reference for a moving zone, what I mean is that if you make a moving zone at the moment based on a unit, it is centred on that unit, it would be good to be able to define the centre position of that zone in reference to that unit, like how when you tell a unit to follow another unit you can define X,Y and Z offsets for its position. So if I wanted a moving zone to be set say 5 miles behind an aircraft carrier, offset to starboard by 1 mile, and it has a centre at 10,000ft, and a lower limit of 2000ft, and an upper limit of 15,000ft, I can define all that in the mission editor, and the zone follows the carrier, around its route as the ship moves. It would also be quite useful to have all the unit types as triggers for moving zones, and have "group in/out of moving zone", "coalition in/out of moving zone", "missile in/out of moving zone", "bomb in/out of moving zone" and it would be good if we could also have a missile counter that remembers how many missiles of a particular type have entered a zone, even if some of them have been shot down or otherwise destroyed, so that a counter is reached even if there's never the limit in the zone at any one time.
  14. Things like the SCUD, Cruise missiles and antiship missiles, placeable as objects, like an aircraft.
  15. I'm not sure that would work, DCS may see the centre of that single object as the empty space between both halfs, and any missiles such as HARMS would hit that, rather than where the actual object is, and count as a miss.
  16. The one over serbia was a bit of a special case, the SAM commander set a trap for it, he knew when and were it was likely to be, so had his SAM lanuchers and radars set up to be in the optimal position to hit it, also there are claims that the radars used were modified, and stealth aircraft have to be designed with particular threat radars in mind, they're only stealthy in a narrow band of radio frequencies, if you modify a radar to work outside that then the stealth ability is deminished or even eliminated.
  17. If I set up say four silkworm launchers and a single silkworm radar, it only fires one launcher at a time, and will not fire the next one until either the current one in the air has either been shot down or has hit its target. Is this realistic, can the radar only support one missile at a time, or should the group be able to use all available missiles to attack in a salvo IRL? Is this an AI bug or an actual real limitation of the missile/radar.
  18. There must have been the intention at some point to have them as movable vehicles since you can assign them waypoints, and speeds, and tell them to be on or off road. If this does get moved to the wish list, then I'd like to add this, we need some vehicles that would be used to tow things like the radars that are not self propelled.
  19. I doubt that's the case it's probably more that it's doable but waaaaaaaaaaaaaaaaaaaaaaaaaaaaay down the list of things to do.
  20. Where doesn't seem to matter, just put them in any mission, I was using the Syria map, they just don't lower the missile tubes and drive. This mission file should test them, along with the SA-11 lanucher and radar and SA-6 launcher and radar, which do drive. So is it that they're just not coded to stow their tubes and radars, jacks and actually drive? SAM road test.miz
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