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Everything posted by Phantom_Mark
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Mine is setup exactly the same as yours, removing the CAS script in the first waypoint.......download it and take a look.....the only difference is I am using CBU's instead of Iron Bombs like you. Yours worked pretty much as expected, except what is the point of the Max Attack QTY ? you have it ticked like me , which infers it should only release 1 bomb and only do 1 pass.......or we would untick that box so it would do multiple passes releasing 1 bomb per time, this is part of the confusion ? I appreciate that point may be open to interpretation and I am expecting more than it actually delivers. This mission in this post.
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This version of the mission uses a combination of everything I can find that works properly, and works exactly how I would like, with the exception of always having a scripted target...just feels i am using a work around rather than how the options were maybe intended tho ? I could of course introduce some element of randomisation by using flags and stuff, but it really feels a botch job on my side to try and force it to work ? Here we have 1 missile launched at individual tanks, then subsequent passes dropping individual CBU's. AI Bomb Test Basic Multipass Multi Weapon.miz
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Edit, I have removed the CAS string entry in the advanced waypoint actions - rather than changing the flight Task. Removing the CAS string entry from the Advanced Waypoint instructions is seeing the AI ignore the instruction to release 1x Bomb, released 2 on the first pass, then made 2 further passes releasing 1x bomb each pass, so still ignoring the conditions set ? Thanks for the suggestion tho. AI Bomb Test Basic.miz
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Thanks buddy, will try that now, knowing all the caveats and subtleties is half the battle......Only comment I can add to that tho is does this still make sense given the seeming compliance to drop 1x Bomb per pass vs releasing 2x Missiles tho ? despite being told to release 1 ? Will try your suggestion and post back, thanks again. One problem, removing the CAS removes the ability to instruct the aircraft to attack a group, or set any of those conditions ?
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The only reason I noted it is because I particularly spend a lot of time at low level, it is something i enjoy, and i am always reminded how much we are missing when I take up an FC3 aircraft for a spin (usually the SU25T), I have to pay so much more attention flying the T than I do when flying the high fidelity aircraft, one lapse of concentration or not reading the land ahead correctly and you can quickly zip through a power line without meaning to, especially when engaged defensive at low level. For someone who maybe spends all their time doing A2A it is probably of no consequence - IDK, that isn't me tho
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Agreed, it looks sensational the work he has done so far, I hope this isn't another that slips into oblivion, especially when it was clearly flying etc already.
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Further interesting observations: Same mission, but this time the AI are instructed to release 1x BOMB, and limited to 1x Attack......again, maybe i misunderstand the use, but the aircraft now makes 4 passes and drops 4 single bombs in each pass..... instead of 1 bomb and 1x pass. Behaviour which isn't even consistent with the above scenario. If this is user error once again I apologise, however I don't seem to follow the logic, this is the behaviour I would expect if I had not selected the max attack quantity ? Mixed with the problems in the first post I even more confused now tho. . AI Bomb Test Basic.miz
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I setup a simple AI bombing run with a single waypoint and then RTB. At the first waypoint it has the instruction "Attack Group" using a ATGM, ONE in quantity, the aircraft is carrying two....... The reason I setup this condition is because the AI kept firing two missiles at the same tank, so the first destroyed the tank, and then second followed it in shortly after, even tho it was destroyed. I may resort to using "Attack Unit" (but then that means every time the AI engages the group it is scripted which units he targets? ) but I feel this is potentially a valid bug report after backwards engineering the objective and noticing the AI plane still releases two missiles, not the one it is instructed to shoot. Mission attached, apologies if it is user error. AI Bomb Test Basic.miz
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Force feedback as separate add-on module
Phantom_Mark replied to pdebaty's topic in Heatblur Simulations
I also use an MSFF2, and you will find most of the aircraft in FC3 have FFB implemented, so does the KA50, fairly sure I remember the A10C and A10C II has it as well, missing sadly from the F18 and F16 tho, I have put a request for this very thing up in the DCS 2.5 wishlist actually. -
Incirlik Air Base Shelter Elevation Problem
Phantom_Mark replied to Alpiinoo's topic in Bugs and Problems
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I did see the glint effect "occasionally", but yes, most of the time it meant the picture was more just a bright dot.
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Last but not least, and because it proves there is nothing wrong with anything above...... I have conducted the same tests with many of the aircraft in all the other maps I own, PG, Syria, Nevada, Normandy.......can find no evidence it a map related problem, I have not tested every single combination possible, so if someone wants to prove me wrong, please be my guest. Given I have taken the time to prove my case here, if someone wants to prove Bird strikes take down NON FC3 aircraft I am ready to watch.....I am not going to sit and waste another evening because someone else can't be arsed to test properly tho, fwiw my tests have been MAX BIRDS, and last time I tested was in PG near the harbours where there was a lot of birds, I was down in moments with a FC3 aircraft, had no issues with any others.
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Before you shoot someone's claims down maybe you should take the time to test it for yourself, instead of making wise arse comments trying to make me look foolish, I have been around in the DCS environment since the days of Flanker, so I am hardly wet behind the ears just because I don't have 3k in comments in the group ! So to continue my post about being "incorrect generally" let me know when I can stop uploading the proof ? F16 Hornet Harrier Mig 21 Tomcat And the last of my owned aircraft, the Viggen This post will be continually updated with other vids.
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Re: Birds I have never ever been taken down by birds in anything other than FC3 Aircraft, with FC3 Aircraft and birds on Max it is actually quite common at low level near the coast especially to be taken down by birds. Anyway, because I am not lazy and willing to back up my claims, rather than just shoot the claims down....... A10C II Caucus. I will upload a ton of others now as well.
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Updated Static Objects List from ED? (Buildings etc.)
Phantom_Mark replied to Ghostrida9's topic in Mission Editor
That is an unfortunate situation, and in hindsight a lack of vision when it comes to the pipeline for development, rule #1 of a good pipeline is to make sure you can re-use as many assets as possible across the whole product, I appreciate this isn't "your fault", really appreciate you sharing some of the reasonings for how things are. -
Many NON FC3 "ED aircraft" will not, and do not collide "Correctly" with Power Cables and Phone Cables & Birds, reminds of the days we used to be able to fly through the trees !! Ruins the immersion of low level ground attack for me personally, there is no consequences, especially when the antique FC3 content manages it just fine.
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I would be great if the FFB effects were implemented or at the very least "optional" at a consistent level across all aircraft, especially those made by ED. Currently we have several aircraft with zero FFB effects. I understand some of those aircraft are claimed not to have FFB effects because they use Fly By Wire and other such reasons, but frankly that is not the only reason someone who uses FFB wants FFB effects, buffet shake, trim offset, gun vibration, I could go on, all provide an tangible and appreciable enjoyment factor to those who use FFB, and it is very frustrating to find some of my favourite aircraft don't have this feature "optional" at the very least. I have dug deep into the controls and files to try and hack a way of making it work, to no avail sadly.
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It would be nice if on each key binding or control binding you could right click on the selected item for further options, so you could adjust the control type, for example from Always On, Momentary, Off/On that kind of thing, when switching between different aircraft types it makes it a real headache to use your controls if they are not momentary actions, for example if you use a Warthog, WinWing, or any of these other control options with proper switches.
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Be nice to have the option to enable or disable this feature for sure, I share your sentiments.......BigNewy said something was coming in its place in the future to deal with the situation tho, fingers crossed.
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Updated Static Objects List from ED? (Buildings etc.)
Phantom_Mark replied to Ghostrida9's topic in Mission Editor
I actually added exactly this request to the wish list recently, so many nice objects already created, just no access to use them, seems a real shame. I was prompted to ask after building a realistic version of Nellis AFB , and then noticing all the static details around that base, all those lovely airfield models we can't use, generators, vehicles, ladders, all sorts of stuff.......real shame.