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acdelta57

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Everything posted by acdelta57

  1. FC3 aircraft have been set to spawn with 0 fuel to inhibit "air quake" gameplay and to encourage the preservation of life and your aircraft each sortie.
  2. F4 Phantom....oh sorry i guess F104 :)
  3. I think a lot of people de-vaule the intricacy in developing and properly flying a realistic turbo prop simulation. Having flown turboprops of all kinds IRL i do agree that the tucano should have priority but I would of liked to see more yes votes on this personally. Just my two cents
  4. I love your ideas cosmic! Matter of fact all the suggestions have been really good however i think mirknir is thinking about 1 thing specifically...more AI=BAD performance. I know he is capable of programming and scripting all those Wonderfull ideas, its just a matter of computer power i think at that point. So just pondering to myself thinking about the best ideas; 1. Cosmic your recon idea is brilliant! finally the L39 would have a purpose! And if by just making the units visible to the F10 map that would be great and wouldn't be a hit on the servers performance if i am thinking of it correctly. Or perhaps if that wasn't possible smoke could be (hypothetically popped at the targets for x amount of time while on station) 2. healing or repairing an objective. Now the transport idea is great, while brining supplies to the base is great maybe there could be something else to aid in the repair such as a rescued pilot=X amount of health points to objective? 3. Downed pilots. To fully incorporate medic helos, and support helos at the same time I would love to see some kind of trigger event when the choppers get within a certain range. Perhaps an alternating spawning of enemy units attempting to shoot down the rescue attempt (AI perf hit i know, but maybe it wouldn't be too bad if kept small) For example... Medic helo and mi8 approaching downed pilot, he pops smoke at 3nm, maybe at the same time a small enemy group spawns at 4nm from the pilot with a track to its location. This spawning could be several trucks with zu23 or 4-5 enemy soldiers maybe a single manpad etc so this forces the slick helo to get in and get out fast while requiring support to defend him on the pickup. I also think for non hover pickups the pilot should be required to be on the ground for 10-15 seconds to add to the pucker factor lol This light attack force would be a dynamic situation every single time and could be fun for having a recon plane (like comics idea) get the coordinates from a helo and fly over there so he could spawn and begin eliminating the light ground vehicles or whatever it may be. I would like to see the pilot extract have more of an impact on the servers scoring/team balance. I feel like its a feasible idea that can add a dynamic that will be different for every player every time. To further accomplish this a pilot rescue could maybe even insta-spawn friendly cap-- ******To add to the wishlist* this final idea, perhaps if only 1 thing was implemented i would like to see this**** Now continuing with the same idea for rescue, lets talk capture. Have the same scripting with enemy units etc but when a pilot is captured that will *unlock* an enemy base for capturing. (there could be a skynet message "DustOff captured Nasa6, under torture and water boarding he revealed an enemy base that is now available for capture, Sochi Adler" etc :) ) that would change the gameplay to a very dynamic round by round play style that is never the same.
  5. ^^^^this!!!! +1
  6. Let's just address the actual problem. I'm not around in my Mig 28 to keep the Quakers at bay! :pilotfly:Lol
  7. But when we have bombing party the admin gets mad we buddy lase and gbu FARPs :lol: I guess that alone is all the reason to not have life count feature ;)
  8. I guess ultimately that would be up to Mirknir but I would say yes, maybe not "legacy" as traditionally depicted in OC now such as the saber and mig15 but they could be classified as "retro" or something, I would say perhaps maybe = their lives to attackers (A10s Su25ts Soon released Viggen) such as 8 lives per reset. I want to say unlimited but I think that would be slightly abused as they are both quite fast and can be moderately deadly weapons when used properly and especially in numbers.
  9. I say just copy buleflag essentially, 6 lives per reset in fighter aircraft 8 lives per reset for helos unlimited legacy/trainer lives. Or something of the sort. (this could even be in ADDITION to limited/i say empty is better, fuel) Might be too hardcore for some people tho :lol: The reason i say its better than "limited fuel" because spawning empty allows a pilot (non air quake pilot i should say, the quakers will do what they do until lives are limited) to actually have a moment to plan his fuel load. Maybe he just wants to cruz around and practice landing at different weights, or maybe being empty to start with will encourage some strategic fuel planning that someone can play with. Just my two cents
  10. I found Mirknir! skip to about 45 seconds
  11. Cold weather battery start for Huey Over head panel generator on and cover closed, throttle twist lock out of detent to idle, battery on, starter depress, at 15% master fuel switch on hold starter til 50%. After 50% release starter select inverter on. Then proceed with everything else as you would in a normal start. It is important to not turn on any cockpit or exterior lights and make sure the transition is quick from battery being turned on to engaging starter. This will ensure maximum cranking power (Gigitty) from the battery and prevent a flooded/hot start with slow spool up of the turbine. You also will only have about 1 shot or else you will need ground power after draining the battery on an unsuccessful attempt. Good luck!:thumbup:
  12. A big factor for me for wanting to fly blue especially with primitive fighters (useless radars or none at all) is not the language of the awacs but the Units of measure (meters/km) that the calls are made with. Especially if my aircraft is in native language of freedom units. (Feet/nm) But REDFOR is my favorite to fly helicopters on
  13. I always loved flying the F5, with the wing flex i CANT STOP flying the F5. It adds a level of realism and visual tactile feel (if thats a thing? lol) that i can't get enough of
  14. Yes and from what I've seen, as long as bert is in A10C it is equal no matter what. Even 20 red su33s is no match for bert and his warthog love with quad aim9s!
  15. Equality is for the weak! Use your strengths and your opponents disadvantages to YOUR advantage
  16. Mi8 door gunners AND manpads?!?!!! I can only dream of the epic helo parties in the future!!!!!
  17. Haha yeah then just name that spawn point the "Allah Ahkbar" spawn
  18. Yeah Jeesh I think I am a perfect example of the utmost professionalism and respectful play....lol y'all just too sensitive :)
  19. Great! Even as she stands now the F5 is my favorite module. (aside from huey of course) :) The newest addition of wing flex, tho subtle to some players, is a massive immersion element for myself and it is AMAZING! I just can't leave this bird in the hangar ever!
  20. But the way the F5E RWR is modeled it currently can not monitor both right? Or am I doing something wrong as the user? Also any information on the sound? Should their be an audible lock warning from the AN/ALR 46?
  21. Well as most know today was my last day on OC for a while as skynet no longer wants me around :( jk (i think?) Anyway no reason to make a long post as pictures can say a thousand words. Really enjoy my solid group of regulars that I now call officially friends. (except maybe NASA6 he was little mad at me today:P ) Thank you all who participated in the much needed simfest sendoff!
  22. LOL! I wonder if you found the part where I used an explosive pack to kill a low flying FW190 shortly there after ! I must hide from skynet! 1 more day than I shall disappear muhahahahaha
  23. acdelta57

    RWR update

    So with the new 1.5.5 update I've noticed some changes to the RWR. Most problems I'm having I think* is due to user error so I'm not posting in that section. My problem/question is, when the RWR is powered up it is by default not in search mode. No problem, I select search mode and can now see searching radars. However missle launches and spikes are not indicated unless I remove search mode. Example, today with a friend I had him to turn his radar on and I could not see him, hit search and bam there he was. Then I said lock me up, he did, no change to RWR he showed as nails. I removed search mode and then noticed he was now shown as a spike. Also missles launches, while audio is apparent in search mode there is no visual indication unles of course I click again to remove search mode. I feel that having to toggle between modes is incorrect and I've combed through chucks guide and bellsimtek manual but there is nothing describing procedures to operate the RWR. Any help/info would be appreciated. Also is it for sure true that being hard locked by an enemy air target has NO audio? I find that so strange and contradictory to a RWarningR itself
  24. Lol wow ^ to the sweetheart comments Anyhoo, Mirk I think you would be happy to know I was able to get on with some regulars and we all had a crash/lag/stutter free session for over an hour (then I left willingly for football ������ After killing F15 with F5) the only thing I remember being a hit was some of the guys said they had to stop their live streams to keep pings down for themselves. I'm thinking related to the overall increase in bandwidth from the 1.5.5 patch from ED. Looking forward to having a 48 hour sim fest Monday-Tuesday until I will be away for a while. I wish you got a job with ED I think you could teach all those vodka lovers some very usefully programming / script writing concepts. I did notice a very noticeable increase in FPS without AI cap... Which as a helo pilot you know I love!!! Hehe Thanks for getting her back online even tho I know it may not be perfect like you prefer, you should know OC broken is 5x better than any other DCS server not broken :thumbup:
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