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BodyOrgan

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Everything posted by BodyOrgan

  1. M460's thoughts are his own. They do not reflect mine. I can be just as confrontational, but I'm not trying to be. You seem to be of the opinion there is one way, and if it isn't this way then it isn't the right way. Fuel IRL doesn't come from airbases so your suggestion of unlimited fuel at specific airbases is no different than unlimited fuel at FARPs. The FARPs are simulating the exact same thing your MOBs are except you want to make your MOBs unconquerable. I'm not really in favor of your concepts because when you take the human component out of it by letting the AI handle things, then you're going to be left with nothing but CAP flights, and you might as well stick to the 104th then. This is just my opinion on an idea for which I've never seen or experienced. I'm all for you fronting your idea as you have, and if Buddy Spike wants to switch over to it, then I'll certainly try it out. Who knows, maybe I'll like it, but then maybe I won't. Edit: Oh, and a suggestion since you've requested: http://forums.eagle.ru/showpost.php?p=2754765&postcount=1173 ... but wait, there's more: I'd like to deny airbases the capability of refueling another airbase without removing stock from one to the other. I want to see fuel for FARPs, and whatnot come from designated oil depot's and or refineries placed equal distance across the map such that Bluefor, and Redfor have the same travel time.
  2. I don't know man, sounds a lot like what you're asking for. The FARP next to the oil derrick would be one of those strategic points you're looking for. I realize you're looking for more than this though I'm not sure how feasible most of it is. Seems there's a lot of complaining about the fuel mechanic from that post. My take, I love it! Gives the choppers something meaningful to do that's a real contribution to the war effort. Reducing the value of the fuel by allowing more to be carried only brings us to the point of irrelevance thus why have the system? There's a fine balance in there. Don't make it too painful, but neither too pointless otherwise we should just go back to air quake. One side not having fuel may prevent that side from opposing a strike package at their front door because of their poor supply chain management. All this is a large part of Blue Flag which a lot of folks want to remove or make irrelevant. In that case just don't play Blue Flag, go play air quake.
  3. If I understand correctly you want something like placing a FARP next to an oil derrick, thus a chopper must be there to attain fuel to tote around?
  4. Have you even flown a chopper in Blue Flag? Do you honestly think they can transport the amount of fuel required to even load a single plane let alone an entire fleet of planes? What about the KUB system they currently deploy? How about the EWR? I'm all for realism, but removing those duties from the chopper pilots without replacing them with AI controlled deployment teams will cripple your Blue Flag experience.
  5. I take it this means the L-39 will be used in a similar fashion to gather recon to have bombers launched ala the TF-51 in Case Blue? Will you include the TF-51 for CSAR? I really wanted to do this in Case blue, and CSAR wasn't included. It would allow faster rescue in places that have enough flat land to support the landing, otherwise, a chopper could be used.
  6. Good fun, had a great time! Bought the 109 for this. Thanks for making it worth it. A few bugs to work out: 1. Get the Fw 190 out of the hangars. It causes them to explode on spawn it seems. A lot of players who only had the 190 weren't able fly thanks to this. 2. Kutaisi, Senaki, Kobuleti, and Batumi kept reverting back to Bluefor after server restart even though Redfor had owned (spawned from) them for hours. This set us back greatly because we would be pushed back to Sukumi even though we had just owned 3 of the 4 airfields. 3. The above fields wouldn't repair past 20% due to some impossible to kill P-51 intercept spawning inside a hangar which made it extremely difficult to find. This happened at Guduata too.
  7. Yep, think you got it. Went up in two TF-51's, and delivered intel on two different bases at the same time. Both bombers struck home.
  8. It's good they continue to address the bugs. Especially this particular one, because emergency procedures after taking a hit are some of the most fun. It's one if the best modules IMO.
  9. Sounds like you're wanting to do what TAW does. We have a mandatory every Sunday at 8 PM EST. Don't always do co-op, but I'd say it's about 90%. This past Sunday I and 3 other rotor heads tried to capture Nal'chk. You should hit us up at the event time. I'm sure the rest of the boys wouldn't mind having additional chaps to fly with. Me personally, I find co-op fun, but I like fighting over a contested area against human opponents best. Blueflag everyday all day when it's running!
  10. All I want is a Ka-50 with an RWR, and some chaff. Come on Russia, build my personal Black Shark!
  11. Bit, Tried again with M460 a couple days back now, and we were successful. The timing had to be tight, but there isn't anything special we had to do. The parameters we used were same laser code, 800 meters or higher flying at 250 kph or greater with a distance of around 7-8 km. I didn't use the Shkval, data link or range find the target at all. My laser was off the entire time. The height was certainly needed as I watched the missile fall like a brick before it started tracking toward the target.
  12. I had mine set to 1024 every frame, and it works fine with some servers, but on others not so much. Ultimately I had to drop it to 512 (not every frame) to get adequate performance (still drops a good bit of frames, but it's manageable) on most servers.
  13. I've run into this bug recently too. I'm lucky to have learned how to manually start the chopper before encountering it though. I don't think there is anything wrong with your game. Probably some update broke something. Here's how to fix it. Once the auto start completes all your switches should be where you need them to be except you'll have to turn your APU back on to crank the #2 engine, so on the right hand side of your chopper turn the APU fuel cut off switch back on, and then on left hand side of the cockpit find the APU shutoff button that has a red circle around it. There is a switch below it that you need to flip to APU setting. Once done press the start button which is two buttons to the left of the APU shutoff button. Wait 10 seconds or so for the APU to crank. There is a led light which will illuminate "APU ON" to the left of the collective to indicate this. Now go back to the switch that you flipped to APU, and click it twice to flip it to the right engine (#2), then click the start button again. It will take about 20-30 seconds for the #2 engine to fully start. Once it's up and running press the APU shutoff button, and turn off the APU fuel cutoff switch. That should do it. Good luck.
  14. I just want to thank the mighty 7 for holding the line during what was sure to be a BLUEFOR victory before REDFOR made their major offensive. I remember there only being 5 active REDFOR while we lost Gelendzhik, and Novorossiysk's defenses had been completely destroyed along with much of Anapa's. I jumped to every REDFOR teamspeak channel to rally anyone who wasn't playing, and managed to pull in two chopper pilots.... M460, and RedStar to bolster our 5 man strong CAP team. Lets just put it this way...... you know shit got real when our chopper pilots are jumping in CAP fighters to put up our final defense, and the first thing they ask is how do you turn the engines on. ...and yes BLUEFOR... we were praying to the server GODS for a crash!
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