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Dino Might

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Everything posted by Dino Might

  1. So, who else is going to get voice attack for this and say, "Goose," to bring up the main radial. I am gaining a scenario, "Goose, clean 'em and fry 'em" = engage near bandit with sparrow.
  2. I'm wondering if, at least for the testing rounds, we could have no restriction on team choice - freely switch sides at any time without mods needing to do it. I have been playing red the past few rounds, so wanted to fly some blue side for F5 goodness. But it is quite dull when it is 20-2 in favor. My other idea is to PLEASE give red side F5s - use the black aggressor skin. I feel like plane choice is one of the more significant factors. Giving red the Mirage was a good choice, and I'd almost rather take it away from blue side (one, to make it easier to know which ones are hostile when I have no IFF, and two, entice more people to join red).
  3. Been waiting on the Gunfighter since I heard about it last year. Can't wait to eventually be building a pit around it and some Slaw pedals. *drool*
  4. Necro thread question: "Viggen Release Day" reference for announcing winners means when Viggen is out of early access? Just want to make sure I don't need to check my spam folder to confirm that I will be the lucky 1 in 1000000 lotto winner and get my name on a plane :megalol: I can no longer put LT on it, though...because now I'm a hinge. :music_whistling:
  5. I'm still way too excited about the upcoming release. The earlier the better, but just knowing it will be sometime in 2017 is fantastic. The news about the LNS F-14 is what started me on DCS years ago. I have been waiting impatiently for it with each passing month. Fortunately, that has let me sink my teeth into a number of aircraft and really learn how to go about playing with each new module. If it's earlier in the year, great! If it's later this year, then I'll have moved into my new place and put together a nice setup with new Dora pedals from Slaw. So, either way, it's a HUGE win! The pit building will follow soon thereafter :D
  6. I really want to learn how you all put together such awesome videos. I'm waiting for mine to get put up on Youtube - going to be some serious amateur hour, but I had fun making with a buddy of mine who is new to DCS. I realized later that I left the weather as boring as possible, but didn't have time to reshoot. This was done in a day, and it shows, hahah.
  7. Hmmm, this sounds really interesting. Any other modules planning on developing such weapons? Not familiar with how these work. Just stay on the rails and computer simulates the intercept for a launched weapon? Indication of hit? This would be amazing for some A2A training with folks. Until now, I've sufficed with unlimited weapons and invincibility - works relatively well.
  8. Understandable. I just really wanted to do a Brits vs. the Afrika Korps video for the contest...
  9. Well, if not this Friday, then no video entry from me :( Still no news?
  10. After watching all of these videos, thinking about how I couldn't stop myself from pre-ordering, I have one thing to say:
  11. I've actually enjoyed not having AI interceptors for the time being. It's a bit of a change, which helps the helicopters a lot. We were getting sick of the all-seeing-eye of Sauron striking down from Mt Doom even when we were landed and shut down outside the enemy base. It also makes CAP defense more important, and we can't just rely on the F-16s/MiGs to do all the work for us. We have to prioritize a bit more now when numbers are low. Lastly, big +1 to the idea of ditching the interceptors in favor of more surface to air threats that are capturable. Maybe even add more FARPs. The "front line" would be more fluid with additional FARPS allowing for shorter helicopter flights, but it wouldn't speed up the overall movement of that line. While you would have shorter hops to capture the next FARP, you would need to capture more of them to cover the same territory. It would probably extend the length of the rounds and give more people stuff to do in the off hours when numbers are low. And, we might even see helo to helo engagements more often - that'd be pretty rocking.
  12. I got it working. Thanks for the help. Now for some fine tuning to get some nice scenes. The goal is to film two 109s attacking a truck convoy in the desert. Regardless of historical relevance, I think it will help make a neat video, but I'm also looking for some historical data on JG27 and their ops in Africa vs. British Spitfires, if there were any. My scene is going to be convoy attack by JG27 with response by British Spitfires. If there's any history of Spits engaging 109s (obviously not K-4s) in Africa, then I may change the setup, and I'd like to do a historical fiction on that. If anyone has some background to provide or links, let me know! I'll post any research I find myself.
  13. Any word? 16 December release on 1.5 Isn't it usually about 2 weeks until 2.0? I am probably not going to be able to whip up a Spit video for the contest if we don't get it this week. I am guessing some others probably had a similar idea.
  14. Thanks, Ian! Will try some more of this tomorrow. By the way, were you on Blue Flag tonight? Callsign rings a bell. We were trying everything to keep you all from taking back Soganlug and Tblisi. That or you were on the ACG WWII server? I can't remember where I was half the day - seems to be a common occurrence with me.
  15. Okay, finally figured something out - need to have plenty of fuel on board or they go home for "bingo fuel." HOWEVER; I put "return on bingo fuel = no" on all waypoints, and nothing I do can prevent them from staying out there. I'd like to keep them around 40% fuel for maneuvering and to give them a 250lb bomb to start with, but I can't get them to stay out there even with unlimited fuel option checked. I also can't figure out how to get the convoy to keep rolling after getting attacked - no "dispersion under fire" unchecked options seem to work. Lastly, what settings are best for AI ground attack to not hit perfectly every single time - good? excellent seems to be a bit too precise.
  16. I am trying to set up some AI 109s to do a strike against a truck convoy. I cannot for the life of me get them to actually engage the trucks. I have tried: Perform task: Attack Group Perform enroute task: CAS Perform enroute task: Search and engage in area The targets are on the opposite coalition, the 109s have adequate fuel and ammo. The AI 109s simply get to the final waypoint over the trucks, then pitch up, gain altitude and immediately head home. Not sure what's going on here. Anybody had luck assigning AI 109s to CAS roles?
  17. Any chance early access Spit will be put in Nevada in the next week? I'm itching to do some Vegas flying with this beauty.
  18. LOL, well I like the quieter Two Bros myself, but the M2000 does sound pretty sweet. I had a slash cut at one point when i bought my bike, and it was horrendously loud. Just anything that doesn't require double hearing protection from inside the cockpit, please.
  19. I'm still very new to the simpit build community (haven't ever built one and only lurked on the facebook group for a while), but we'll see how far my ideas survive first cut. I'll post anything I find from my own research on here as I go. Cobra, Anything you guys can provide when you get a free second would be awesome. I know you have a ton of stuff on your plate, so no rush from this end. That would be fantastic if you can provide these data at some point. Thanks! :thumbup:
  20. Married, for how long once this starts, we shall see...:music_whistling: I'm actually planning on employing child labor, once my daughter gets old enough. If I can have the frame done by then and the basic layout of the panels, then she can help me put together the switches and dials and whatnot. I figure it would be a fun project for us to do together. I'll bribe her by telling her she can watch "Frozen" in it.
  21. Wondering if anyone (including devs) have a set of design drawings for an F-14 cockpit/nose assembly. I am looking for dimensions on the entire nose section, exterior and interior, so that I can plan a simpit build to be started over the Summer. I'd like to get the dimensions and layout close to the real thing, with some liberties taken to adapt it for other planes potentially. I'm planning on having removable panels with their I/O cards all built in and a wire channel for each board to hook up to a USB bus, so that I can remove panels and replace them with alternate versions depending on the aircraft I want to fly; however, the primary setup will be the F-14B, and so I want to look at what kind of room I'd need for the nose assembly. I am deliberating over doing both seats or just the front seat. If room permits, I want to do both seats with, eventually, a full set of RIO controls. I know it's ambitious, and probably insane, but I figure if I gather enough info over the next few months and plan on a 5-6 year build time, I should get something reasonable at the back end of it. And it will be a fun learning process in the meantime. If I get some good info, I'll keep you all posted on my design progress. The goal is to also make the entire pit able to be disassembled for moving. :book::huh::helpsmilie:
  22. 1pv getting into the plane with ground crew would be amazing. I'm really hoping the Forrestal flight deck is pretty animated. It would be fantastic if the crew actually ran things according to actual operational instructions. For all the @$$hole taxiway takeoffs I have done in blue flag, having a more realistic startup and takeoff/landing procedure makes things a lot more fun. Did a great mission with the Adversary Pros and had a blast learning taxiway etiquette and a/a TACAN.
  23. Computer error shows if you pop tires on takeoff, which have now been modeled to be more sensitive to overspeed, side loading, and overweight. Have you double checked with externals or a wingman visual to see that you didn't blow a tire? Other than that, there isn't anything that should cause computer failure on an uneventful takeoff. If you are carrying anything but the wingtip missiles, it is a good practice to hike the nose gear and rotate between 130-150kts. Note: you can still land okay with a blown tire - not sure how realistic this is - the rims stand up remarkably well (almost too well).
  24. Dino Might - F5
  25. Was hoping this was fixed by now. What workarounds are you all using so I can get this buggy working for me in Blue Flag again? (using Warthog HOTAS)
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