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emko

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  1. Thanks! Well, now I can imagine some "uh oh" moments of Spooky gunship crews...
  2. What is 'possibility of control over the mouse', please? If you mean aiming and shooting the minigun using a mouse, that works. You just have to activate a mouse look - either double click the mouse wheel or LAlt+C (if the default keybindings are used).
  3. Thanks, I'll probably watch the whole series :) . In this video you deactivate the unit to "embark" it to an IFV. Is there a way to diesmbark it without using a script? This is one of the cases why I use the aforementioned technique. I am in a process of creating a mission where you have to protect a couple of IFVs from ambushes (using a Gazelle L), lead it to some designated place where the troops would be disembarked and capture a bridge. Deactivated or late activated units are still visible on the F10 map and making them invisible on map doesn't work for this mission as well because you need to order them to fight/capture the bridge using Combined Arms.
  4. I usually spawn or destroy the unit. This needs a bit of LUA scripting. I am a programmer by profession so it's a piece of cake for me but for many people it could be really tough thing to get into. If you are willing to do scripting, here is what I do: I create a unit in editor, save the mission. The .miz file is a zip with some directory structure and LUA scripts inside. So you can open it with WinZip or Total Commander. In directory l10n (= shorthand for "localization") and another directory DEFAULT there is a file "dictionary". For your unit name find "DictKey_GroupName..." This is the key you can find your unit under. This applies for DCS 2.5. Older versions didn't use this mechanism for translation. In miz root / "missiom" file, you can find the unit data for the DictKey_GroupName you found earlier. These data can be used for spawning a unit. You can then remove your unit from game using trigger - do script: Group.getByName(env.getValueDictByKey('dict_key_for_the_group')):destroy() And create it again using something like this, again trigger - do script: You don't have to care about "groupId" parameter - if there is a collision of unitIds, a new is automagically generated (they need to be unique). Name of the unit is important and here you should use the DictKey. And of course, fix the location/heading parameters (x, y). Technically this is not a transport which never really worked for me predictably. You completely remove the unit and create a new one.
  5. Hi, I'm just curious about your "typical" firing range of the 20mm cannon or the SNEB rockets. The effective range of the autocannon should be around 2km (1.25 statue miles) HE round (http://www.navweaps.com/Weapons/WNFR_2cm-90_Giat.php), the SNEB rocket 3-4km (1.8-2.5 miles)? However from this helicopter I find it hard to hit anything beyond some 500m (1,700ft). The autocannon has quite a dispersion even in this range. Rockets fly accurately (probably) but I'm too lame to aim them using the fixed sight (I don't have the sight depression tables like for Huey anyway). Most people I see on youtube fire these weapons from close range as well, e.g. Do you fire the Gazelle L version weapons in the same ranges as the WWII fighter pilots fired their guns as well?
  6. Well, you don't have to kill yourself. Like in this (untrue) story: https://darwinawards.com/legends/legends1998-04.html :-D
  7. Yeah, that would be awesome! Luckily this module has a better autopilot than the Huey so putting the AP into the alt hold mode, switching to the gunner position and shooting while steering the helicopter with the cyclic and pedals works reasonably. Luckily this is just a game so I don't kill myself and two more guys upsetting their now-orphans while winning the Darwin award :music_whistling: . What I miss more is the fact I don't know how much ammo is left for the minigun.
  8. The navigation system commonly used for trans-Atlantic flights before the dawn of the civilian GPS also had only 9 waypoints: https://rotate.aero/forum/ata-34-navigation-general/146-carousel-iv-a-ins-operators-manual . Maybe it's just common for the era? :) It's quite a long time since I played the Gazelle campaign. If I remember correctly, most missions have less waypoints so I had no troubles using the NADIR. IRL there are two people in the helicopter so probably one would update them. In this mission (if I'm not mistaken) you are not given the coordinates in the briefing. You can get them from the map in the mission planner, write them down and update the NADIR during the flight - this is what I did. Or you can use the kneeboard map. There is even a function which marks your position, some folks consider it cheating, though.
  9. It's not really that hard if you can program, at least on the basic level. I'd personally start with http://wiki.hoggit.us/view/DCS_mission_editor http://wiki.hoggit.us/view/Simulator_Scripting_Engine_Documentation and go without any libraries at first.
  10. Yes. In such situation you know very well what you are doing and that AI in many situations means 'artificial idiocy'. :D
  11. Quite a good point to start is this wiki page: https://en.wikipedia.org/wiki/Basic_fighter_maneuvers You can pick which maneuver is suitable for F-5 in certain situation and find more of that topic. And rehearse rehearse rehearse ... E.g. in most situations you can out-turn Mig-21 and (s)he can out-climb you. So if you are attacked by fast-flying Mig-21 you generally don't want to initiate vertical scissors (unless you know very well what you are doing). BTW flaps do increase drag. Doing sharp turn with flaps down causes you to lose more energy than doing it with flaps up. Maneuvering simply slows you down. Look at alpine skiing competition and compare speed of slalom and downhill racers. Who are faster? Those who turn or those who follow their noses down? ;)
  12. I'd also like to see this refined. But is it possible to have realistic fragmentation and damage model with today desktop computers (or laptops)?
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