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Panhead

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Everything posted by Panhead

  1. I'm pretty sure bombs were used in an AFAC role in the Balkans.
  2. What were you wearing when you did this? ;)
  3. I usually ID them by the tracers shooting at the poor schmuck that went into the target area before me. LOL J/K. (not really kidding - truth) In order of preference: JTAC/AFAC, precise MGRS coordinates, or general area. Obviously, if I have no idea it is there, I'll probably end up getting shot at. But it's not that hard to spend a little time looking through your binos :)
  4. I don't really have a preference, but find myself leaning toward Mk82s (both HD and slick) and one or two mavericks and no TGP (I'll take a TGP if mission profile requires it). If I have the room (drag speaking), I may add 1 Aim9 and/or an ECM pod depending on threat environment. CBUs tend to push me over my personal drag index threshold, so I load them sparingly, and usually have to cut out other things. I like to keep whatever weapon-loadout I choose below a certain drag index, otherwise the execution of my delivery profile suffers. Ain't nothing worse than wallering around coming off target trying to perform my SEM and getting a belly fully of shrapnel.
  5. ...and wings! :smartass: Mirrors would be neat, though.
  6. IIRC you can save flight plans and recall them in the KA-50.
  7. Truth. Best advice ever. I'd also add: Go slow, and plan your approach in your head before you commit. Additionally, something often overlooked by us simmers: Practice auto-rotations. Not just the one's that are set up from 1000m altitude, but practice auto-rotations at all points in a flight - take off, approach, cruise, attack run-ins, hard turns, different weight loads, etc. Just shut off your fuel and get down to business. By practicing auto-rotations, this will condition you to always be on the look out for ideal landing spots at all times. Put the 'look for good spot to land' in your cockpit/outside scan, and it becomes second nature. Having the auto-rotate skill in my toolbox, helped me tremendously with regular landings.
  8. I am at work, so I can't look at the mission, but are you certain your next WP is assigned to the road, and not just placed on the road? I do not mean to insult your intelligence, but since I'm retarded myself I tend to look for retarded things. :)
  9. The P&WJ52's distinctive howl is a must for any A6 modeled in DCS. I always knew it was an A6 that just trapped or is launching, without looking, just from that sound of the engines. I know aircraft all sound different, but if you were ever to hear an A6, you'd get my meaning. There is no other sound like the A6.
  10. Ideally, the comm station would be neutralized first/simultaneously, but it depends on the assets and time available. Sometimes, you will see a lot of people on your side, but no coordinated effort to do anything other than what individual guys, or groups, want to do. With a small group of people and a limited time frame, the airbases seem the logical choice. Provides the enemy with radar coverage out to the limit of the radar type, limited by terrain occlusion, of course. Yes, they are extremely useful. There are a lot of holes in the radar coverage, and placing a unit in these areas will allow GCI to *sometimes* see contacts. If you have Combined Arms, you can act as GCI for your team, and you will be able to communicate what you see to your teammates. A good GCI is worth his weight in gold. Some GCIs act as Side Commanders as well. With a solid idea of the BF game mechanics, a GCI will be able to coordinate CAP and direct strikes to the target(s) he has determined to be a priority. I'd say out of all the GCI's I have ever encountered - there are maybe... three that are of that caliber. CTLD menu - Kub Repair will do it. I assume you meant vets. I, personally, find them extremely useful as a deterrence against unopposed violation of airspace. You force the enemy to become vigilant, and little more cautious. Combined with friendly CAP, a well placed SA6 grid (multiple overlapping sites), will halt an enemy in it's tracks. yes. If you mean freindly GCI seeing friendly EWR/SA6. Sometimes you can see enemy sites, but don't **** with them - it is bad form to turn off enemy radars. Don't be that guy. Mortar Can't capture with Stinger guy.
  11. Brilliant. Saves me much time testing.
  12. Do you know the axis of advance? Do you know the enemy ground objective? Use your ABRIS to draw a line from the enemy starting position along the axis of advance to what you suspect to be their target. The line will help tremendously keeping you oriented. Find points along that line (on either side) which provide cover for you to hide behind, and mark them. Recon the rest of the route, looking for the tanks using your optics. Be precise and deliberate in your movements to remain in cover, while you are in the suspected threat zone of the AD units. Don't fly max speed and all willy nilly trying to control the aircraft and popping up 200m to slow down. Once you find them, there is no need to engage right then, unless they are dangerously close to completing their objective. Get into a good firing position. Fly well ahead of their advance units into those pre-defined positions you made earlier and start blowing shit up. If they continue the advance, you can fall back to another position and re-engage. EDIT: Personally, once I have the enemy in sight, I would set up a point to run in on the target NOE in a line to one of the points I scouted earlier. From there, pop up with defensive flares, destroy the AD, perform a defensive escape maneuver while flaring more, and egress. Repeat for the MBTs - including the flares in case you missed an AD unit. I never try to remain stationary while engaging, regardless of the threat. Also, you have a lot of room for maneuvering into a position to fire your Vikhrs. Don't be silly and shoot from 1-2km away. Extend that range. Use it for your advantage. You can use smoke rockets if you like, so you can easily swing your sensors/eyeballs/weapons to the correct area on subsequent run ins.
  13. Look at this MIST function for getting a random point in a zone
  14. How in shit did I miss that thread? It was on the first page for chrissake. Thanks. =/
  15. I have message that displays info via F10 comms menu request. Currently, the message displays to a coalition or globally. I'd prefer the message to display only for the player that chose the F10 option. My problem is finding out who executed it. Would someone mind pointing me in the right direction, or show me a similar piece of code I can modify to suit my needs?
  16. Yep. Didn't know if creating WP in mist reset those ROE, or not. I have set them to Red and Weapons free in ME then the same in a script. Have verified via F10 while mission running that Alarm State and ROE is correct, however, the behavior remains as described above. i.e. Enemy fires first, then about 1.5 minutes later, the tanks react by returning fire (took that long to get kill). So - now that ROE is confirmed correct. I wonder if enemy is detecting the group first due to elevation. Enemy Group - Stationary @ ~2380 MSL T72 x 2 BRDM2 Friendly Group T72 x 10 - Speed max @ ~2130-2140 MSL EDIT Using isTargetDetected function at the start of mission gives these results all the way up until Blue loses a tank: Blue detects Red - False Red detects Blue - True How odd. EDIT 2 Apparently, it is a LOS issue. Red can see downhill, but Blue can't see uphill. Had the same results of the above function using mist.flagFunc.units_LOS set to check Red v Blue and Blue v Red on 2 different flags.
  17. Situation Tank group placed using ME Use MiST to generate waypoints Tank group begins route Enemy unit detects Tank group and fires weapons Tank group does not return fire unless a unit has been damaged or destroyed Thoughts Smells like an ROE issue I have overlooked setting somehow, or is this the default behavior of a ground unit on the move? Ideally, I'd prefer the tank group to engage the enemy before being damaged/destroyed. Does anyone have thoughts on it? Perhaps setting ROE as part of my mission loading script sequence or initially in the editor?
  18. As far as using EWR instead of AWACs for WWII planes, I was thinking because WWII planes didn't have airborne EW - just Ground based EW. You can set the frequency for the EWR like you can in AWACS. So, instead of contacting AWACS, the pilot contacts the EWR station. If I am not mistaken, it accounts for terrain occlusion and only detects out to it's predefined range - as seen in the mission editor. Concerning common frequency, I have an excel sheet where you test up to 4 frequencies and it will tell you by color code whether or not that particular plane can use it, and which radio. I use it as a planning tool when I am mission commander for BlueFlag strikes when I play on that server. You can even edit the aircraft presets, based on what the mission designer has set on the server and it will tell you if that preset is available - for those aircraft that cannot manually change freqs. Red means you cannot use that Frequency, and Green means yes. If it has a number below it, that is the aircraft radio preset. If it says NA, that preset is not available from mission designer. Here is the link to the sheet. Change the purple colored boxes to test frequencies.
  19. Mirknir, have you experimented with using EWR for the WWII planes, instead of/in addition to AWACS?
  20. Easiest way is Client planes and Uncontrolled planes as just scenery that you do not fly. ESC + Choose Slot + Fly is just as easy as ALT+J - with the added benefit of not having to restart the mission if you crash an ALT+J plane. Just choose the plane again in the slot selection.
  21. LOL just place the client aircraft in addition to your sweet ride displays :) EDIT oh, wait. i get your meaning now. nm my response.
  22. Oh, guys - you know what... I'm not using Nevada. I think that is where we are seeing differences. Sierra99, can you test it in Georgia?
  23. Yep, the Humvee :) HMMWV_M1025 EDIT: There are some things that trip me up about the ATC/Illumination though. For example, the AI ATC logic is hard to follow for FARPs. I bring this up, because illumination is tied to ATC. You take off and the lights go dark - which is correct (unless another a/c is on the FARP). But getting ATC to respond after you take off is a trying process, because it seems it the logic gets stuck on you wanting to abort your previous take off. When you request a landing, the lights will pop on. But since you're stuck in the previous logic tree, there is no available request. To circumvent this, I have another FARP co-located on another frequency that I use for landing requests. It's been a while since I tested this, and have gotten used to laying two FARPS out so you may be able to Abort the takeoff after you've taken off and it will reset to the top of the tree allowing an Inbound request. Who knows? :) EDIT 2: BTDubs... Speed posted something about unit functions for a FARP several years ago. Here is the post.
  24. Attached is a mission file with 2 red FARPs, both working in all aspects, except for the night lighting on FARP B. Apparently, the FARP Command Post does not provide illumination, but the SKP-11 does. Adding the SKP in addition to the command post will provide illumination, but why not just use the SKP? That is, unless you are going for an aesthetic look with the bunker. All of the units in the FARP are placed with the Add or Modify Static Object tool, not the vehicle tool. Consequently, as you can infer from that statement, there are no groups. FARP A (264 AM) CP SKP-11 ATC Mobile Command Post (ATC) Transport Ural-4320T (Ammo) GPU APA-80 on ZiL-131 (Electrical) Fuel Truck ATZ-10 (Fuel) Transport UAZ-469 (Repair) FARP B (265 AM) FARP Command Post (ATC) FARP Ammo Storage (Ammo) GPU APA-5D on Ural-4320 (Electrical) FARP Fuel Depot (Fuel) FARP Tent (Repair) Obviously, these can be swapped around between FARPs, as long as you have at least one unit providing the service. Additionally, there are other units in the editor that provide the same function, but these are my personal preferences for usage. To test the repair functionality of the FARP, just lift off and drop your collective abruptly for a hard landing. Shut down your aircraft as normal and request the repair. Red FARPs.miz
  25. Mine are spawning due to vul time or intruders - on the ramp.
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