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Don Rudi

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Everything posted by Don Rudi

  1. I cannot confirm this. I switch it to either bank 1 or 2 depending on the threat I expect and it works fine. I never cycled it. Cycling is only needed if you want to release both chaff and flare at the same time.
  2. Don Rudi

    Open Beta Dec 5

    Haha, I do not see any Harrier or Razbam related stuff in there. Or did I miss some not overly well executed sarcasm? :(
  3. Don Rudi

    Open Beta Dec 5

    Probably a very stupid question, but what are the latest changelog items? I am struggling to find the changelog (blame it on my glasses).
  4. I'd be very interested in the O-2, even if it just was AI. But both O-2 and/or OV-10 would be interesting modules and I'd certainly buy them.
  5. No offence intended (btw I am a software dev as well ;) ) But the guy with the mod shows that it obviously can be done. Yes, implemented in the A-4 it would require an amount of tweaking (ranges, detector type etc), but I am quite sure it will take less effort than implementing the missing ILS for instance. And as the panel is included, I am sure the team plans to bring the functionailty. Or well, I hope.
  6. I do not see them mentioned in the A-4E/F NATOPS anywhere, that's what I based my post on.
  7. The A-4E did not have a RWR display other than a flashing light. But it'd be nice to have the RHAW receiver fully implemented, the inoffical mod shows it should not be too hard :)
  8. Hi, make sure to place the waypoint well ahead of the target. If the waypoint with the triggered action is too close they'll fly a pattern. It is also useful to assign an attack heading in the options. Type and amount of bombs can also be selected in the attack options. Use for instance bombs - iron bombs and QTY FULL weapons load. So they will drop all bombs on the first pass.
  9. Thanks so much guys! That script works fine. I could strip the weapons type and guidance part, as the Fan Song radar is treated as the initiator.
  10. Thanks - ON SHOT works fine, but is there a way to catch the initiator using triggers? I am trying to use this as a substitute for the missing RWR on the A-4 and currently it reacts to everyone firing. Still better than nothing though :)
  11. Hi, I would need a simple way to detect, if a missile was fired. It would work nicely with the MISSILE IN ZONE condition, but the SA-2 (or better it's missile) is not listed in the ME table. So I'd need another way to just detect if any missile was fired in a specified triggerzone. Or is there a way to manually add the SA-2 missile to the respecitive ME table? Anyone have an idea?
  12. Hi, the newer added missiles like the SA-2 are missing from the table "MISSILE IN ZONE" in the ME condition tab. It'd be helpful, if the table could be updated. Thanks :)
  13. Excellent guide - a really great help. Thanks for your effort :)
  14. The original has always been one of my favourite low flying videos - superbe cover version!!!
  15. No one? Is there a chance to check it with a script?
  16. Thanks! I browsed the complete list twice this morning, but could not find any rockets in there. Same for the bombs list :/
  17. Hi, we have triggers BOMB IN ZONE and MISSILE IN ZONE. How can we check if a rocket is in a zone? For a FAC mission I would like the player to mark an enemy position with WP rockets. Is there any way to check f he hit the correct location? UNIT DAMAGED - I fear wonˋt work Any help is appreciated :) Thanks
  18. Thanks a lot for your work!
  19. +1 ;)
  20. I don't really understand it yet - shall we describe how we do it or how it should be done theoretically or how it would be done derived from a finsihed mission?
  21. Thanks so much guys, with the STOP condition it works fine, I just had to add the same stop condition to the Fire at Point action, otherwise they kept on firing.
  22. Hi, I am struggeling with a potentially pretty simple problem. Here is what I want to achieve: A tank platoon is positioned at the southern river bank and shelling Batumi airport. Upon a trigger it shall proceed over the bridge to the airport. The trigger in the debug mission is activated after 60 seconds (in the mission it will happen when the player rearms at his FARP). My problems: - if I push the ai task to proceed to WP2: up to 5 tanks will drive into the river before they form up behind the lead tank. Lead tank will then drive up to WP2 till he hits the road. He will remain there and not proceed any further. - if I push ai task to proceed to WP3: up to 6 tanks will drive into the river. Lead will eventually drive towards WP3 and continue to WP4 over the bridge. On the bridge he will veer of the bridge to the right and fall into the water. What follows is a spectacle of armoured submarines and magic bridge climbers. - if I push ai task to proceed to WP4: lead tank will drive ON the water underneath the bridge. Only tried with one tank, no idea what the platoon would do. - if I push ai task to proceed to WP2 and at WP2 push the task to proceed to WP3: lead tank will drive a few 100 meters towards WP3, then turn around and halt at WP2 again. I am out of ideas, how to get this tank platoon over to the other side of the river after some shelling and would appreciate any help! Cheers Carsten tank triggered waypoints.miz
  23. While the Skymaster is a nice proof of concept that you guys can pull it off, I still hope that the Cheetah or Kfir aren't dropped.
  24. After the update my FLIR and NavFLIR switches from white hot to black hot without warning. After I set it back to white hot, it will go back after a short or switch back and fore irratically.
  25. Saitek X-55 here. The Gazelle felt really good, but since the last physics update she behaves as the OP described it. Put her in a turn, let go of the stick and she stays in that turn.
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