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Zaku

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Posts posted by Zaku

  1. Have you considered using the same textures for evergreens across spring-autumn? The quality of the textures are great, but it's weird seeing spruces and firs turning orange with the other trees in autumn.

     

    I ported summer fir and spruce textures over to autumn to show what they would look like:

     

    e6OgwbP.png

     

    JxFkQs8.png

  2. Only one ship 1/2-3/4nm aft acting as a plane guard to recover aircrew in the event of a mishap.

     

    Inner screen 5-10nm, oriented in the direction of known threats.

     

    Outer screen 12-25nm oriented in the direction of known threats.

     

    E-2 100nm ahead of the carrier along BRC or oriented in the direction of known threats.

     

    ASW assets including DDGs and helicopters along known threat axis and ahead of the carrier.

     

    A peacetime CSG is only one CG and two or three DDGs organic to the strike group, but can include an attached DESRON with several more DDGs if anticipating threats. CGs are generally an inner screen assets devoted to carrier defense when organic to a CSG, and are often used as the plane guard. DDGs are dispatched for ASW/outer screen/picket etc.

  3. Pagan is pretty much as far north as you can go in the Marianas Islands before everything becomes largely uninhabited. I would really love to see this map eventually stretch up into the Bonin Islands, though. A map stretching from Guam to Iwo Jima is perfect for WW2 and there's a JASDF presence there today.

  4. AFAIK the F-15A/C is A-G capable, including CCIP and maybe even CCRP bomb release modes. The USAF is just not making any those functions, the Israelis on the other hand did.

     

    I've heard that the 1st Fighter Wing trained for strike with their F-15Cs in the 80s and 90s, but they were the only unit to do so.

  5. Changing the flight suits and helmets is a manual process of copy and overwrite though isn't it? Hopefully that could get a couple pull down menus in the Mission Editor or rearming page.

     

    It's directly tied into the skin's lua. We get around this by putting all of the texture files into coremods\aircraft\F-14\textures\diffuse_roughmet (to reduce install size with no duplicate textures), and every airframe has 20-40 variations for different pilot/RIO combinations.

  6. Is there any chance of getting these added to the Mission Editor as countries? I've been using accidental incursions into Georgia by both countries part of my low-intensity CAP missions on the Caucasus, but I always have to make the Armenian jets Russian and the Azeri jets some other country. With GREFOR coming at some point in the near future and both countries' borders on the Caucasus map, it would be useful to have them available.

  7. All fixed wing air ops have moved to Marneuli AB, which isn't on the map (despite being within the autogen detail area). Kutaisi and Batumi are civil airports only, with Kutaisi having a new apron and terminal since the early 2010s. Tblisi-Lochini has most of the army's rotary wing assets posted to its northwestern apron.

  8. Since all Russian planes are stuck at 1990 for " reasons " what about the missiles? Watching a vid yesterday I was struck at how op awesome the aim9x is with it being smokeless. The 120 is vastly better than the Russian radar missiles too. Has their missile tech really just stagnated since 1990? No smokeless missiles. No improvement in guidance at all?

     

    There are quite a few things that have held back Russian missile development. To put them excessively simply:

     

    Much of the missile development and production was taking place in Georgian and Ukraine, resulting in a loss of capability when the Soviet Union broke up and worsened when Russia invaded both countries.

     

    Many stocks of missiles (such as R-77s and R-27ETs/ERs) were sold off in the 90s on the export market. The Russian fighters in Syria actually had to borrow Syrian R-77s after arriving (suggested by no apparent progress on the government trying to acquire more and their instant fielding after the Su-34 shootdown, having flown only with R-27s and R-73s between arrival and the shootdown).

     

    Many of the overhyped missiles like the K-77 are vaporware that never or barely left the drawing board.

     

    Tom Cooper has written about it a little bit, here's one of his articles that specifically goes into the paralysis around R-77 development and procurement: https://medium.com/war-is-boring/russias-most-feared-air-to-air-missile-is-actually-kind-of-a-dud-ebebe8b28f4f

  9. Have you read ICAO Annex 5?

     

    It clearly states that SI-units (metric system) are to be used. As far as I know it is the only agreed upon international standard. The document does not, however, give the foot and nm a termination date. Although it is abundantly clear that they will be terminated at some point.

     

    Can you tell me where ICAO strongly recommends the use of foot, knots and nm?

     

    The metric system might be evil, but the imperial system is retarded. I'd rather be evil than retarded.

     

    Also, the definition of the foot is 0.3048 meters, so we're all flying metric already.

     

    This is a 41 year old document that has not been implemented and has no plan for implementation. Meanwhile, the few holdouts using metric have generally went towards imperial.

  10. Feet/knots/nautical miles are *strongly* recommended by ICAO and the vast, VAST majority of air forces use imperial for all aviation-related purposes. In 2017, even Russian civil aviation regulations finally began complying with this.

  11. On the MiG-21, can the placement locations be edited? Are the coordinates on the model something that the average user can edit?

     

    This is what a single decal entry looks like on a Strike Fighters, from one of the available F-14 skins:

     

    [Decal002]

    MeshName=Nose <-------------------------------Component

    DecalLevel=2 <-------------------------------Type (whether this decal appears all the time, only on specific aircraft, or for specific squadrons)

    DecalFacing=LEFT <-------------------------------vertical/horizontal orientation

    FilenameFormat=F-14D\USNVF213OEF\nosel <---File name and location

    Position=4.85,-0.08 <-------------------------------Coordinate position on Mesh

    Rotation=0.0 <-------------------------------Rotational orientation

    Scale=10.0 <-------------------------------Size position on mesh

    DecalMaxLOD=4 <-------------------------------Determines the view distance the decal can be seen

     

    I don't have the MiG-21, but from what I have seen of other DCS aircraft, all you can edit are the decals that are visible and what the file names are. You can't edit the position, size, or orientation of each one. Not a big deal when position and size of the text is fairly uniform, such as with the F-15 or F/A-18. Not very useful on the F-14 with so many variations of position and size. To compare, look at VF-1's 1974 livery vs. VF-154's 1999 livery. Very different placement and size. If HB tried to replicate this with existing dynamic system, either VF-154's numbers would be spread out too far if the numbers in the decal file were the correct size OR VF-1's numbers would be out of alignment with the red stripe on the fuselage and look wrong. Alternatively, they could have multiple entries for possible modex locations and it would be up to the skinner for them to the active or not, but that would bloat the size of the text file.

     

    In Strike Fighters, you can't type in a number and expect it to show up like in DCS. You have to make a selection from a dropdown menu. In the case of the skin I drew the above entry from, you only have the modex numbers available in that squadron and can't put in your own. Each three-digit number has to be its own .tga file, and in fact this skin was edited so that the modex number and safety placards were all specific to the aircraft selected.

     

    Variable serials in DCS can't be repositioned in the description.lua, they're hard-coded into the model when skinning it. You can see the vertexes for the serial locations on some paintkits' uv maps. Most planes have several options for different skins that are left blank when not used on a particular skin, but I imagine the main issue HB is running into is getting the kerning to look right, which isn't exactly easy when 1's are significantly narrower than every other digit in USN font. For example, X10 and X11+ modexes look very wrong on the DCS F/A-18 because kerning can't be dynamically set.

  12. I have fully updated Nvidia drivers and I'm experiencing this, too. It's a random stutter every ~15-30 seconds, and when in VR it kicks me back to the Steam VR loading screen until it starts rendering again, which can take a second or two.. I'm running DCS off an SSD, I'm keeping preload radius maxed, and it keeps happening regardless of my other settings, even with everything at low. Also, it never happens when time compression is being used.

  13. I'm making a PG training environment and would prefer to use a real training range if any exist on in the UAE or Oman. Does anyone have any leads? There are quite a few ranges marked on the sectional map, but none of them seem to have target areas on the satellite imagery.

  14. So, I've gotten a lot better with the mission editor in the last few years and Wings of Osea is a pathetic embarrassment to me today. I'm beginning work on a new version, with the same basic premise (supporting the invasion and hunting a carrier in the Circum-Pacific War), but drastically different structure and mission design. I'm also partnering with BillytheKid on textures.

     

    I'm looking at two options for how I design these missions, and I'd like input:

     

    Option 1 would be one highly randomized, with one mission per US aircraft. BARCAP for the F-15C with random enemy fighter squadrons, fleet defense for the F-14B with random enemy bombers/escorts, random CAS for the A-10C, maritime strike for the F/A-18C.These would work well in both SP and MP and will be updated with the F-16C when it comes out.

     

    Option 2 is a more narrative-heavy campaign with one aircraft and one squadron throughout the whole thing. I would need a lot of multirole flexibility for this, so it would have to be the Viper, Hornet, or Tomcat. It would definitely be good for single player, but I'm not sure how well I could adapt it to MP.

     

    Like last time it will feature full voice acting with plenty of Ace Combat melodrama.

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