-
Posts
773 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Dino Might
-
missing info Low Resistance of Mi-8
Dino Might replied to edokg's topic in DCS: Mi-8MTV2 Magnificent Eight
Yep. Been wondering about this for a while. I don't ever try to engage standard infantry anymore. Recipe for disaster. Better luck vs anti-tank troops, ironically. -
VFAT demo was incredible. I understand the desire for working out all the bugs in every system before beta release, but I'm going to be happy for months just trucking around on aerobatics online with this thing. I would be happy with the in progress version from last year :) Crossing my fingers for pre-Christmas, but would probably be better for the family if it comes in January.
-
A will be the most fun, I think.
-
I've flown the L39 a bit, but I still love the F5 to pieces. It's a bit faster, can carry more ordinance, has CM and RWR, so you get some nice tools, BUT... You still have to do all your bombing the old school way. Pipper depression set for your particular weapon and dive profile. I had lots of fun using the F5 in the A2G range competition hosted a while back.
-
Burn the heretic!
-
OT, but Lex's blog was one of my favorite reads. Wish I could have known him. His only character flaw was not loving the Tomcat.
-
does this aircraft is gonna get more updates?
Dino Might replied to aldox's topic in DCS: Bf 109 K-4 Kurfürst
Many of us diehard 109 fans have been asking for some time. I would love an option for a 151/20. -
Serious Question: DLC and how it will be implemented.
Dino Might replied to IceFire's topic in DCS: F-14A & B
Might contribute to some bad habits, but I was thinking of using my toe brakes for this. Also could use warthog TDC nub on the throttle. Pretty much should be an axis assignment for the right behavior. Edit: phone autocorrect making me sound like I'm having a stroke... -
What Sort Of Missions Do You Design For Yourself?
Dino Might replied to Tinkickef's topic in User Created Missions General
I definitely like the decoration and frippery. Environmental, random traffic, etc. all give the mission some life and make me more invested in the entire process from startup to shut down. I'm currently starting a very ambitious project that is well outside my abilities. I want a WWII mission template using MOOSE scripting to create a continuous ground and air war, with a relatively stable front line. Then, additional script sets will be generated to activate targets and units depending on a user selected option for which mission he wants to complete. Essentially a template to provide the main scenario, with customized mission sets running on top, so that I don't have to build a brand new mission for each type of mission I want to run. Example, strike mission involves destroying an enemy fuel depot. Additional enemy fighters spawn to fly CAP. Destruction of fuel depot reduces continuous spawn of enemy tanks to allow friendly ground forces to push the front. Or recon mission, drop smoke markers on enemy positions for artillery bombardment. Activate friendly artillery assets and enemy strategic target zones for interaction. Etc. Etc. Btw, as a plug, check out MOOSE. It adds so much capability. I just discovered how to use their ARTY class, and that alone adds entirely new dimensions for gameplay. Learning curve is a bit steep if you have no experience with Lua, but the video tutorials are excellent. I cannot recommend the MOOSE framework enough. -
F-14 Gameplay live today "this Saturday evening" (no clickbait)
Dino Might replied to GrizzlyBear83's topic in DCS: F-14A & B
I didn't watch all of it, but I liked it, in part knowing that it was a way for the team to get together and have a bit of fun, too. Kill two birds with one stone. I would also like some short instructional videos, like ED has for the hornet, so we get a mix of promo content. Variety is the spice of life. But most of all, I want to open the cage and let that bird fly! And if the paint kit template gets released in the meantime, so much the better :) -
It's deadly, but may be too deadly because of its reach. That's what I'm hoping someone can comment on authoritatively. Is the range and acceleration of the mistral close enough to actual over its flight envelope?
-
8) My missile's so bright, I gotta wear shades... I really want the Shrike more than the Harm, because, well, Harm is going to be easy-mode. I'm also excited to see if Heatblur can get the license for the A-6, and then that will be perfect for creating a Vietnam era mission (yeah, it would be the A-6E, but with stores restrictions, it's not a bad stand-in).
-
I have all the warbirds, and i regret not flying them enough. 109 is my favorite. The K4 we have is probably the easiest of all of them to land. The Spit is by far the toughest. Pick any of them and you will have plenty to do. Simple to learn, but difficult to master. I didn't really start to learn dogfighting until I spent time in ww2 multiplayer servers. Then I went back to the F5 and started cleaning house.
-
It's also a great A2G platform. Makes you work at getting the correct approach, roll in, and release to be accurate with the bombs. Also loads of fun rippling off snakeyes from 150 ft at 400+ kts.
-
** Anytime, Baby! - NEW TRAILER & TRACK PREMIERE **
Dino Might replied to Cobra847's topic in DCS: F-14A & B
So your stipulation is that aircraft roles should be judged against the most modern threats and not those of the timeframe in which they were designed? Also, go ahead and look up the ITR/STR numbers, since I suspect you are trying to imply the F14 lumbers around as just a missile truck. -
** Anytime, Baby! - NEW TRAILER & TRACK PREMIERE **
Dino Might replied to Cobra847's topic in DCS: F-14A & B
Light conditions have a lot of impact on what you see of the exhaust flames. I think they look pretty good relative to the little I've seen in real life. -
NOW AVAILABLE: Community A-4E-C Mod
Dino Might replied to Merker's topic in Utility/Program Mods for DCS World
I got a total of 10 minutes with this today, because I have been on baby duty the entire day. It was a great 10 minutes. I'm blown away, so far. The A-4 is such a great plane, and I'm pumped having one to fly in DCS now. I spent the entire time just hitting F3 and doing horizontal scissors past the camera. Really looking forward to integrating this into some missions! Great work. Truly great work. I hope it continues. And THANK YOU! -
** Anytime, Baby! - NEW TRAILER & TRACK PREMIERE **
Dino Might replied to Cobra847's topic in DCS: F-14A & B
F14 was designed as a 4x4 dogfighter. It is both. The myth that its just an interceptor needs to be killed. -
Gave up after a few hours or exclusively trying to find the internal parts. Found gear bays, gear struts, and other gear related accessories. No deflector doors. Decided to go the easy route with the Mk1 version: Once I learn to split the eyes correctly, I plan on putting them closer to the front of the nose and the deflector doors will be the ears, so they can go up and down. I also need to make the typhon pattern a bit more distinct.
-
If the F-5 A/G capabilities are too limited for what you want to do, and you aren't going to be buying modules left and right like I do, then I'd recommend the Hornet, provided you are willing to wait for everything to be implemented slowly. The Hornet will have the most comprehensive A/G stores and capabilities of all DCS modules once complete. Currently, it has Laser Mavericks, which can whet your appetite for PGMs. It also has Mk80 series bombs and CBUs for unguided munitions. With both CCIP and AUTO modes, you can perform a variety of ordnance release profiles with high accuracy. The Hornet has the added benefit of being a carrier capable aircraft, which I consider to be the best part about it. Right now, carrier ops is a relatively unique role for which the Hornet provides the best experience. Alternatively, if you want the unique aspects of VSTOL, go with the Harrier. It currently has more A/G capabilities and stores as well. A-10C has the longest loiter time, feature-complete, and of course, the very unique GAU-8 with PAC system. So, if you are itching for A/G action, I'd choose one of the above three, based on what unique feature you really want: Carrier Ops - Hornet VSTOL - Harrier Badass Gun - Hawg
-
Ladies and Gentlemen, I'm trying to embark on my first livery creation. It's going to be a fairly simple job, but being my first time dealing with these templates, I have no idea what I'm looking at/for. The goal: "How to Train Your Dragon" themed skin of "Toothless" I'd say it's for my daughter, with whom I watch the movie almost daily, but I really want it for myself, too. All black w/ scaly texture on fuselage, left elevator in Red with an icon on it. Gun gas deflector ports will have the eyes on the front inside, so it will look kind of like the eyes are opening when the deflectors go up. Lids shown "closed" when the deflectors are closed. Now, the issue: I can find the top surface of the gun gas deflectors in the nose.bmp template. I have no clue where the inside surfaces are, and which part is the front/side/back of the internals. Request: Does anyone have an annotated guide on which features are where in the template? Or is there an easy way for a complete neophyte to figure this out? I started doing some trial and error, but it takes forever to keep building texture sets and importing them into the game to check. I'm wondering if there's an easier way to learn in lieu of trial and error. Thanks in advance!
-
Just joined the Discord. Recoded to use SET_CLIENT and SET_GROUP, but I bet I'm missing some very simple syntax that is breaking my script before it even starts. I threw in a bunch of debug messages so I could see where it breaks, and apparently: the first block is causing a hiccough. Posted in Discord, but throwing it up here because I'm sitting here questioning my sanity for the past hour messing with this. Thank you guys for the SET suggestion though - looks to be exactly what I've been trying to find. Pikes on Discord hooked me up - turns out I had an outdated version of MOOSE, and he cleaned up my code a lot. It's now working perfectly!
-
Yes, I have looked at those, but with the Spawn scheduler, the periodicity value sets the time between spawns for each group. I would like to set a time between spawns for all groups that will spawn. For example, I want spawns to occur every 4 minutes. If player numbers dictate that 3 new groups should spawn when the timer ticks over, then I want all 3 of those groups spawning at once. With spawn scheduler, if I schedule spawn every 4 minutes for that group, one of those groups will spawn every 4 minutes, up to the limit. Is there a way to tell the spawn scheduler to spawn multiple copies of the same group? My issue is that spawn scheduler is supposed to be called once, and then left alone. I would need to be updating the number of groups to spawn every time the scheduler initiates a spawn. I could set a spawn scheduler for each group and turn the schedulers on and off depending on player count, but I rather prefer the wildcard solution if it's possible, in part because it will be useful for other things I'm going to want to do. Ultimately, I need a robust way to count all groups of a certain type.
-
Found an error in the way I set up my code in our testing session tonight. Spawning groups through Moose assigns a new number to the group name without reusing numbers. So, we start with F5#001, F5#002, etc. and eventually get to F5#006 instead of recycling to F5#001 (well after that group was destroyed). Then the count function stops working as intended, because the existing units are outside the table. I figured this all out around the time I clicked on a unit in F10 and saw "F5#076." I was thinking of two options, both of which I do not know how to do: 1) Count function goes through all active groups and checks if group name is "F5" .. * (wildcard). If yes, then add to count. 2) F5 spawn function forces newly spawned unit to take relinquished name from the table. I think the first option makes more sense, but I'm not sure if it's doable and how to do it. I have been pouring through the wiki trying to find how to input wildcards, to no avail. By the way, this error did make tonight's test pretty fun. SM-2s flying through the air on final approach, CIWS going off right overhead as we're catching wires. MiGs strafing statics and players on the carrier. It was nuts. Then, someone hops on as GCI and says "You have a 10-ship coming at you, 000 for 15 miles. And another 10 or so behind that. good luck." :doh: