-
Posts
570 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by acdelta57
-
In the words of Joe Abercrombie from the last argument of kings- "Rules are for children. This is war, and in war the only crime is to loose." Away with the alerts and protections! Lol In all seriousness Mirknir is a great host and has created the BEST multiplayer server out there. I'm sure whatever he decides to do will only make the environment more fun...unless of course he add protection to helis :) jkjk Now the real question is do I get on tonight for a few midnight test runs on the new FARPS or wait til morning hmmmmm:unsure:
-
I don't know if it would be possible to have a flight plan display on your kneeboard, that would be cool tho. If you find a way let me know! I made a rough print out of the map and use that as a physical guide. However what I use most is made my own fuel/distance grid using the existing grid in F10 map. That way I know when I am tasked with an ejected pilot I use f10 to see what grid he should be in then look at my notes and see "to that area from this FARP is xmiles will take x amount of fuel and if there is flat area no elevated terrain I also have a note to avoid if possible. Takes time to get it all mapped out and I add to to every time but the gratification of completing a rescue perfectly according to my references never gets old :)
-
First question yes we are detected. Especially at higher speeds. Rotor blade is basically a big disk and not to mention the cross section on a huey is quite large as well. Nap of the earth helps but far from invisible. Use of terrain is your best bet. Random ejections would be lame I think. Wait for an ejection, plan your routes , study F10 map, know how much fuel you need to complete round trips from FARP/base to grid or fly safe house/transport cargo missions. Or just practice assault landings. Much to do in spare time. For your third question I actually don't know. I assume it's no as it doesn't change the weight in the ramp fuel/loading screen but I could be wrong
-
One more thought, if you make it too easy for helos the slots will become saturated and I'll never be able to fly as medic lol. Medevac should be for hardcore Huey pilots only that accept the risk of death!:pilotfly: Virtually of course:D
-
Lol I just think it's funny how people want to fly in a war zone and not be a target. Especially a big juicy one at 90kts. The alert might not be a bad idea, but at the same time how many alerts are we going to get? I've seen a Tacview (thanks for the info on that by the way great program!) multiple fighters fly over and over. It could get annoying. But I suppose if you HAVE too appease the scaredy cats it may be a solution. However I think most people know where I stand on that nonsense :) The pub sounds good right now! If you're comrades at TSA in Montreal would not of hassled our crew tonight I would be on my way already lol
-
Matter of fact I think there should be another armored convoy making it even more challenging to see and avoid around it's route :)
-
No protections! Use of CAP from teammates is the best part. If we are protected by the enemy there is no thrill in the rescue, might as well play single player medevac campaign. I don't Think any punishments or enhancements to transports are necessary, in my opinion. Dulling down the conflict zone is counter productive to having a conflict zone right? Are already think it's FARP heavy, any more might be a little much. Besides helos can always land and stage in a city or town somewhere in the zone. It's more fun having to plan fuel, deviations and routes with the current distances from FARPS. Any more would seem slightly unrealistic I think.
-
There should not be a penalty involved. Helicopters are fair game in the conflict zone. I will gladly shoot one if I see one while I'm flying the soon released F5 :) if you don't like being shot down stay out of the conflict zone. Simple
-
Loving the mod more and more! Question on multiplayer, I've noticed this happening at what seems to be random start ups, no ignitor or at the very least an extremely faint spool up until approx 40% then all is normal....and sometimes on shut down after the helo is off I can hear the startup sounds as if I'm holding the starter down lol even with batteries off! Just curious if anyone has experienced anything like this. And to clarify its not every time, just randomly sometimes...
-
Thats what makes it exciting! Ive gone almost to the edge of the combat zone on the enemy side and come out alive. CEPGA would of made it too but he had an accident :) Gotta be strategic in your route to the pilot and back home, can't just fly direct both ways at 7,000' lol But if Mirk is providing CAP you should be safe. The other night we had a convoy going way deep and he blasted a mig out of the sky right in front of us. Then my game crashed :mad:
-
Aha that is a sexy FARP! All these cool updates and not there to try it out! This is literally torture :lol: Real world flying is so lame compared to flying in Open Conflict! Maybe I should just retire and work at the new whole foods opening up at the new FARP
-
That's your favorite thing to do right add more FARPS? :D
-
Hover is good worked perfectly! Also all beacon freqs are working properly too. As far as I can tell the entire rescue system it totally epic now! GREAT work. My DCS however, was on the fritz tonight, hope the medevac convoy made it! Be back for more action Sunday!
-
haha im down for that!
-
Had a thought about the rescue loading situation, not sure how much coding or editing would be involved, if it is monumental perhaps just toss the idea out because its fine the way it is now, however sometimes the downed pilot is on a very steep embankment where landing is not possible. Perhaps the transport can land OR hover over a very small radius and fixed altitude (ex 15') for an allotted amount of time ie 10 seconds. If you drift out of the radius the timer pauses or resets or both... I only bring this up cause sometimes flying 45 minutes to the beacon to find you're pilot is on a 65 degree slope can be disheartening lol
-
-
Learn to fly the huey first, you will respect VRS which is not as much of a factor in the gaz. Then you take what you learned and throw it away (except vrs knowledge) and learn to fly the Gazelle. If you do it the other way around you might stop playing dcs all together lol To me the Gazelle feels like your constantly balancing a really stable airplane on a razor thin edge...come off the edge you will have a seizure due to the spin or whatever crazy maneuver she'll throw you in. The Huey is a mans chopper, bigger, faster, more weapons and firepower, and more forgiving. But the Gaz will grow on you. Nothing will replace my Huey love, but the gazelle is inching her way into my heart.
-
That is so exciting, Ill be testing it daily lol well till Thursday at least then I will be off for a few days again. 1 Suggestion the 1.5km for smoke as of now almost seems a little too short of range I think, maybe 2.0 for smoke range. I was messing with it today and I felt by the time I tracked the beacon down I pretty much was on top of my LZ before the smoke came into play. Also moving at 120kts it takes a little while to slow and setup the approach, if the smoke is popped sooner like 2.0-2.5km it would help with planning the combat style approach for helicopters. Just a suggestion tho, everything else sounds fantastic!
-
OMG DREAMS DO COME TRUE:D:D:thumbup::thumbup::thumbup::lol::lol::lol:
-
1. Hot starts, Engine damage when limitations exceeded. That is first and most important, I know it can be done! then this huey would be the ultimate flight sim addon of the century (ok im biased) :smilewink: 2. Troops in back when loaded, animations of them loading/unloading 3. See #1
-
Great work!
-
Welcome to the rotor world! Huey is fantastic, a simple ball park figure to help you land with style and avoid VRS and other frustrations, is just simply monitor your VSI (vertical speed indicator) when still getting used to the bird. Do not allow your rate of descent to fall above 400-500FPM. The sweet spot generally for me is right about 300-400. Also, don't rely jut on collective for the rate of descent, adjust with aft pressure to the cyclic too. Good luck!:thumbup:
-
downloaded and sounds great from exterior! however I almost feel like the right minigun doesn't seem to have sound when firing... might just be me, either way I can live with it. Also is the huey really that quiet with doors closed? I don't think its a glitch all sounds appear to be working correctly and they sound magnificent I just thought maybe it seems too damped with doors closed inflight. But if that's how it really is awesome! I have never been inside a real huey so I don't have much to compare it too. Thanks for the time and effort tho startup gives me chills!:thumbup: Let me clarify, above 100kts I get a rotor blade swooshing sound that is definitely present. However below 100kts is when I feel that it is really quiet.t
-
This looks like it will be an exciting change to the server that adds incredible dynamics for every session! Can't wait to get back on and try it out
-
So I made a report that the beacons were working, then they stopped working I think? lol I only was able to lock in to -re [sHO] which ever safehouse that was. But I definitely heard the distress code. But then after my game had a CTD I returned and could not pick up any beacons. Anyway just throwing out some infos for ya. In other news, those explosive packs work pretty well on that inf hideout :gun_smilie: However I almost shat myself when I went to land and plant an explosive and there was an enemy soldier IN the bunker lol good times.