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Everything posted by ruxtmp
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It is centered as is neither out of calibration or noisy. Windows and numerous other tools showed the winwing flight stick rock solid. I tried a thrustmaster and saitek as well. They all fly the same. I even install super heavy springs to the point I was getting a workout just flying. Curves and deadbands did nothing to help. I never knew when the controls would jump due to the curve or become active with the deadband. About the only plane this was not as big an issue with was the Harrier. At this point I fly so well with a mouse I doubt I would try a stick again.
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Military Assets for DCS by Currenthill
ruxtmp replied to currenthill's topic in Static/AI Mods for DCS World
Any possibility of creating a ZPU-2 and ZPU-4? Both the towed and truck mounted Soviet Bloc would be an excellent addition, -
I have yet to figure out how to trim to 1G, the plane always is climbing or diving with a flight stick. Using a gaming mouse is so much easier to be precise with so that is what I have been using now.
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reported Hud Shows AA Target Information in AG mode
ruxtmp replied to Recluse's topic in Bugs and Problems
This also happens time to time for me if I move the radar switch to standby or select silent mode on the DDI -
I thought the super carrier was essentially finished they just were adding the briefing room which needed some other major update to the core game which has no schedule advertised.
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cannot reproduce kill a SAM need at least 2 harms
ruxtmp replied to flankerjun's topic in DCS: F/A-18C
The Serbians also used a very large volume of decoys that emitted appropriate or very near real radio waveforms to draw HARMs away from actual resources and deplete supplies. -
This has not worked for a long time. Good news is you jest set things to use X in mission editor works on all things I used them on
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
ruxtmp replied to Admiral189's topic in Static/AI Mods for DCS World
That Bowen needs to see the doctor immediately for that burning sensation too. I assume it had a port call in the Philippines. -
Harpoon Fixed point is either not implemented or is bugged out.
ruxtmp replied to wulfblitzer's topic in DCS: F/A-18C
You have to load the settings into each station that has a harpoon. If you only program 1 station the rest will remain with default settings- 2 replies
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- bug?
- f18 hornet
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(and 2 more)
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I don't think AI talks on the radio unless you are asking through your player command. I've tuned tower, AWACS, other flight frequencies and there are no AI to AI communications. It would be a nice to have wish list item that maybe nice in single player games but probably take more time to implement than it's worth. Large multiplayer games would benefit from just implementing proper ATC and GCI/AWACS comms.
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Does the DCS 2023 & Beyond trailer hint at a F-14D?
ruxtmp replied to JupiterJoe's topic in DCS: F-14A & B
The tomcat podcast gave a good level of detail on the IRST capabilities but obviously did not have any graphics of what the instrumentation looked like in detail or switchology. I dont think the F-14D is ever going to see the light of day in this game. Maybe some other sim in 10-20 years once its all declassed. -
IDF Mods Project | F-16D/I Mod V3.9 - Official Thread
ruxtmp replied to Omer.d's topic in Flyable/Drivable Mods for DCS World
Thank you Ithronwise. -
IDF Mods Project | F-16D/I Mod V3.9 - Official Thread
ruxtmp replied to Omer.d's topic in Flyable/Drivable Mods for DCS World
I don't own the F-16 module, but do like having the F-16C AI and the F-16i as AI for the Syria map. Not sure why it's not working then for me. All F-16CM bl.50 units don't have a model after installing the F-16I V3.1 mod. The F-16C bl.50 and F-16 bl.52d do have models but I cannot seem to get any of the liveries for the F-16C to work with them. -
IDF Mods Project | F-16D/I Mod V3.9 - Official Thread
ruxtmp replied to Omer.d's topic in Flyable/Drivable Mods for DCS World
Is there a way to get this mod to be AI only and not replace the existing F-16 and weapons? -
I just give them a 1st waypoint out in front of the carrier at 500 feet then have them perform a climb to an appropriate altitude using a normal speed with burners checked off in the advanced waypoint options. There probably is a way to script a moving waypoint that is always 7nm in front of the carrier but I dont have the time to figure it out.
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Half bad? The big AI BFM improvement was changing the AI to loop 90 degrees from the vertical and it appears it was to the right and a bit of jinxing. All AI do now is infinite horizontal circles with no to minimal energy loss. All I do is run them out of gas or force them to fly into the ground in the 1v1 guns only instant missions.
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All you need to defend against a +10nm amraam shot is Split S. Works 100% of the time.
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That composition is not unrealistic however 1-2 miles apart would be way too close. There would also be an oiler/supply ship with the battle group. Admiral189 has some excellent ship mods and an oiler is one of them. There is an inner group out to about 20-30km a middle group, and an outer group that can be up to 100km out from the CVN. Usually a DDG would be in the outer group as a picket ship but the ship type will depend on the commander.
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Unless you know how to script, I think the AI will always disappoint. I found hours of work in the mission editor can be wasted for the AI to do some basic things and even then, they tend to do it only randomly or not at all. Best thing is find a server and play multiplayer its really the best way to use the sim.
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Skynet: An IADS for Mission Builders
ruxtmp replied to flywaldair (Skynet dev.)'s topic in Scripting Tips, Tricks & Issues
I am having the same problem too. No matter what I do I cannot get it to work anymore. Looks like I had a bug in my *.lua for the iads setup. One question to the group, what is the lua code to add a node to the command center? Is it the same script as adding a node to a SAM or EWR? -
I think what he was trying to say is that stealth is somewhat useless against a well trained opponent that understands how to use their electronic warfare equipment specifically ground radars and missile systems. Despite all the lessons learned during the 1st gulf war the NATO forces were incapable of effectively applying air power to destroy the required targets. More fake targets or decoys were attacked than actual military assets. The limited IADS of the country dogged both NATO air forces and particularly the US Navy. This did show to the US war planners that their methods and reliance on technology that worked well in an open desert against an inept military will not work against a trained military that has advantageous terrain. Better capabilities in tactics and use of the terrain almost completely nullify the ability of SEAD/DEAD missions to exact destruction of SAMs and forced allied combat aircraft to either abort, miss targets widely, or take on extreme risk. It also showed just how limited the stealth advantage is against ground based radars and missile systems. Current stealth aircraft (maybe not the new B-21) are all optimized against air threat radars as these still pose the greatest threat from a near pear adversary. The general rule is stay away from SAMs at all costs use long range smart munitions to destroy your targets and don't waste time against trying to knock back an agile and mobile IADS. Current SAMs are multiple times more capable than what Yugoslavia fielded yet the tactics and weapons against them are only slightly better. Jamming and swarms of drones will take on a whole new role very shortly as the ability of radars continues to increase and the ROI for stealth diminishes. However I do agree with your statement that the original poster has difficulty differentiating "between a naked woman and an alien".
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[AS INTENDED] Razbam - Moving genuine bugs to resolved
ruxtmp replied to Hawkeye_UK's topic in Resolved Bugs
The Harrier and Tarawa still make good AI think of it as a AI add on pack and the frustration will diminish. -
That is the top speed of the mod. I just use it as eyecandy on the carrier.