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-VSAAF- Sender

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  1. I have a single GPU Radeon 7970 and also have the flicker issue...
  2. Hi there I was wondering, is it possible to set Tunguska units to have empty SAM launchers and only rely on their AAA? Thanks
  3. Hi folks Does anyone know of a script that can be used for ground units to enable them to patrol routes? Thanks.
  4. Thanks for all the info guys. Much appreciated. :thumbup:
  5. Thanks Fri13 - that's some very insightful information you shared. I've only just skimmed through it (a lot of info to work through-which I will do) so forgive me if I missed it but I don't seem to see any detail on the unit spread and average quantity. The mission I'm building is set at Gelendzhik and follows a scenario of invasion by Ukraine in the region. Novorossiyk has been abandoned and consolidated at Gelendzhik. Now I'm trying to work out what unit quantities would/could be realistically deployed at the airbase in preparation of air strikes to open the skies for air support for an invasion of Gelendzhik by Ukrainian forces. The area of control for the Russians is about 180km2 (12km x 15km) - pretty much the basin. Knowing that Russia has a huge arsenal of weapons and that any major coastal airbase should be well defended (and taking into account the possible weapons stores transfer from a neighbouring base's evacuation) - would something like: 4x TOR, 20x IGLA MANPADS, 2x Tunguska, 15x Shilka, 30x AAA implacements and 4x BUK launchers - deployed across the terrain be anywhere near a reasonable guess?
  6. Hi all I'm trying to research real life air defence (land based) systems as would be found in 1st world airfields. This info I'd like to incorporate into my mission builds. Unfortunately I can't seem to find much info (SAM/AAA unit types and quantity etc.) and since I haven't served on an airbase I'm a bit out of options. Anyone here perhaps have some reference material or personal experience? I presume the quantities would be increased during war time... by how much? Thanks for any help!
  7. Hi there I would love it if the following could be included in an update/new version of the sim. 1) Implemented and accurate carrier wire trap modelling - where the correct trapped wire pulls behind the aircraft. 2) Stats or broadcast indication of which wire has been caught. Great for improving your landing skills (plus, as in real life, adding to your status as top aviator ). Thanks, Sender
  8. Hi there I would love it if the following could be included in an update/new version of the sim. 1) Implemented and accurate carrier wire trap modelling - where the correct trapped wire pulls behind the aircraft. 2) Stats or broadcast indication of which wire has been caught. Great for improving your landing skills (plus, as in real life, adding to your status as top aviator ;) ). Thanks, Sender
  9. So this is my eternal ball-ache (see attachment)... the insane nose up tendency of the SU-27. No matter how much I pound or hold in the pitch down trim, nothing happens. The only way I can fly it relatively normally is to hold my force feedback (MS-FF2) joystick with two fingers so as not to engage the force feedback and avoid getting a wrist workout from pushing the nose down constantly. Has anyone else experience this? I could disable FF but that's like putting trainer wheels on a Ferrari ;)
  10. What does "DCS World 2 will also usher in the ability to have multiple maps integrated into DCS" refer too? Does this mean that one could potentially fly from one map region into the next, thus extending a theater size?
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