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Sport

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Everything posted by Sport

  1. Great work and I love you mod so far! Any chance you could also post the update in the English mods area? I'm sure most would love to keep track of your progress!! Also, if you need some ideas, I've been populating a lot of my airfields lately and could share some of my work with you to give an idea of what could be missing...
  2. Just curious, but does anyone have a list of the custom objects used in this package? I'm just wondering what's exactly contained in there
  3. I had an initial issue with it as well where I could no longer see "previews" of the objects in the ME. I placed an object or two in my mission, ran the mission, then everything worked normal again. These are SUPERB models, hopefully there's more where this came from
  4. Stuff like this shouldn't be hidden. Awesome mod set! Thanks for what all you guys do, way more talent than I
  5. Yeah, I ran into the same thing. Just got home from the holidays and wanted to buy a few modules before the sale ended, but lo-and-behold, the store isn't showing the sale anymore. I wish they would put a UTC time to end. Any hope for us capitalist pigs to get in on the last day of the sale?
  6. Sport

    Payload Mod

    Wow... that's awesome thank's for the help!
  7. So in order to avoid multiple scripts, as well allowing for server resets in the interest of stability (not to mention giving players a break), I'm thinking of making each as an individual mission as opposed to randomized or even a dynamic scenario. Sure some might have "side missions" such as an on-demand CAS tasking for a flight on ready-alert, but it might be something we could brainstorm, and enlist the help of master mission builders (who know MIST or MOOSE much better than I do), to bring it all together. I've made some co-op missions for myself and some friends, and have received positive feedback, but by I'm limited by my own imagination and skill-set. And by all means, opening this type of scenario to the WWII and Korean set of aircraft would be amazing, particularly with bomber escort missions and fixed-target attack/defense.
  8. So I've been chewing on this one for a while, but I'd like to team up with a few others who are willing to help create a realistic online battle scenario. The basis for my idea revolves around the way real mission taskings are set, involving multi-aircraft strike packages with dedicated roles and realistic weapon loadouts, strict ROE for both fighters and strikers, and an in-depth, well written scenario for full immersion. Bluefor and Redfor would take turns for offense and defense, with the other side blind to the mission objective and route of flight. OpFor would know that the target is likely to be one of several objectives and would have to establish CAP to be able to cover all of them. GCI could use EWR to help identify the strike force, but routes would be established to use terrain masking and strict timing for ingress and egress. Scenarios could include: Bridge strikes with heavy AAA and SAM coverage; Airfield strikes where OpFor would need to scramble jets fast, only with the armaments currently loaded on their aircraft; On-demand CAS where an A-10 or Su-25T, loaded only for FAC, guides in strikers to convoys or tank columns; Tank battles where opposing CAS aircraft are flying amongst each other, and CAP aircraft must visually identify each bogey before engaging; CSAR where helicopters have to run in a scoop up a downed pilot or medevac wounded soldiers. The possibilities are there for these mini-scenarios, but require good mission building and script writing. The scenarios are meant to be difficult, where its one-life per scenario, and players required to stick to their mission assignments, maybe only scoring 1 kill per round. Points would be awarded for mission objective completion, as well as RTB percentage. So I'm looking for people to brainstorm with me on possible scenarios to run, and players interested in participating. The single player campaigns are fun, for sure, but I'd love to see what happens in a PvP environment.
  9. I'm not arguing that, but maybe you could work on your bedside manner, cupcake :smilewink:
  10. Sport

    Payload Mod

    I'm not entirely sure where to start or look, so I'll defer to the expertise of the community. I'd like to add a SEAD role to the F-5E and add AGM-45 Shrikes to the the payload list. Apparently this is a valid loadout for some variants of the F-5 and I want to do some testing to see how the ARMs work in-game. Can someone give me a hand? Thanks in advance
  11. Definitely thinking about it. I'm curious how the ARMs actually work, if you need a lock of some sort or if you can fire towards a radar source and if it'll track.
  12. The F-5E was also never widely employed by the USAF and was most successful as an export aircraft. I'm not saying that we should have the capabilities of every variant out there, but maybe don't shoot down the question so easily...
  13. So doing a little research, I found an obscure source that claims Saudi Arabian F-5E/Fs were capable of carrying and firing the AGM-54. I'm unsure the employment of ARMs, but can you launch them towards a radar source without a lock and they essentially "pitbull" towards the strongest source? If so, is it possible to add these to the F-5 loadout for a makeshift SEAD role? Shrikes and GBU-12s would turn it into a neat Gen 3.5 strike fighter.
  14. I have a standard laptop-sized qwerty keyboard and I can't get the numbers to change on the kneeboard at all. Kind of frustrating since I'd like to adjust my flare dispensing. I wonder if I can perma change it in the .lua file?
  15. I can't seem to get any of these to change either. I checked to make sure the keymapper matched, and it I can't get the Flare/Chaff numbers to budge at all
  16. I need to get in and keep working on it. When I was doing bounces I had the small centerline tank and winders on the tips. Much slower just felt like I was dragging it in Yeah, I noticed I have to reduce the AoA in the flare to get it to touch down, which is normal for my real-life technique, but that's just because the wheels on the plane I normally fly are 46 feet behind where I sit!
  17. Just flew the F-5 last night for the first time, and I have to say I'm very impressed. I haven't read the manual yet and my only exposure was Wags' preview video a few months ago. Everything seemed a bit intuitive with the startup and I just wanted to get her up in the air for some quick dogfights and some landing practice. A few things I noted: Engine spool up from idle to full-thrust takes quite a lot longer than I am used to. Obviously there's no FADEC involvement with these engines, but I figured their diminutive size wouldn't have so much lag - I need to experiment with technique a little better and see whether a slam-acceleration with the throttle or a slow-gradual input works better. VERY responsive in the roll axis. Makes formation flying very tricky when I'm only moving my stick a few degrees at a time, but in dogfights I can see how its ability to change direction quickly is going to be how you stay alive. It does not like tail-slides. And flat spins are not easy to recover from. Of note is that 2,500 AGL is a perfectly acceptable ejection altitude from a spin... ask me how I know I have not yet found the limit of AoA in a turnfight. In some of the high-performance aircraft I've flown IRL, a quick excursion past the critical AoA in a turn results in a wing-drop or a snap-roll (again, ask me how I know!) I need to play around with the F-5 a little more, but you can feel it start to get mushy and buffet a bit, but I'm curious what happens when you push it a tad too far. She floats on landing (is this accurate?) For something with such a small wing area, it sure likes to eat up runway in the flare. I've been coming in with a targeted Vref of around 170kts (and final at Vref+10), but end up floating it 1000-1500' past my aimpoint. The landings have been smooth and very well controlled, but I expected it to settle pretty quickly after bringing the throttle back to idle over the threshold. None of these are complaints, bug reports, or anything else - just some observations based on my real-world experience (I fly for a living) and my first flights in the sim. This is the "feel-good" module DCS really needed and the MiG-21 v F-5E dogfights have been absolutely fantastic. Great job Bilsimtek, have yourselves a drink on us!
  18. Thank you for your continued hard work. My condolences to you and your country for the terrible tragedy yesterday. :cry:
  19. +1 to this... Really could use some more objects for MP missions. Has any thought gone into developing fences or walls to create a more fortified position (eg a true FOB)? Thanks and nice work!
  20. Just was tooling around in it and noticed the turbine blades and main fan don't turn when the engines are running. I did a quick look around the forums and haven't noticed anyone else posting about it.
  21. Try also flying the Su-27, which has a real flight model, instead of the joke of one that the MiG-29 has. Don't rely on the plane to win the fight for you
  22. Sorry, hard to take someone seriously when they can't be bothered to use spell check or take the time to type out the word, "please." Don't get me wrong, I'd much rather fly the Hind and Cobra than the -6, just a thought for another light-attack/recon/etc chopper for sometime in the future
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