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Everything posted by MadTommy
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Is this the same issue that windowed mode does not work in GUI / Options screen? Seems to work when flying (Su25) but not in the menu.
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With the SU25T comes SEAD... having non AI SEAD is a massive bonus for MP missions. For me this is massive, having AI doing SEAD in MP mission simply sucks.. getting them configured from a mission design point of view is a major PITA and rarely works well. I cant wait for a fighter or two to be ported from FC2 so CAP duties can be performed by humans too. DCS World is what i have been hoping for for a long time.. thanks ED/TFC love you :wub: DCS is now set to be THE combat simulator of jet era.
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The Toad (Su-25T) appreciation thread
MadTommy replied to Nate--IRL--'s topic in DCS World 1.x (read only)
Rep for you sir! -
The Toad (Su-25T) appreciation thread
MadTommy replied to Nate--IRL--'s topic in DCS World 1.x (read only)
Always had equal amounts of love & hate for the Toad.... great to see it included in the new DCS World. -
Mustang First Take-Off and Landing: Post your Tracks/Vids
MadTommy replied to 159th_Viper's topic in DCS: P-51D Mustang
Considering the speed i came down at they should be grateful she still has wings! :P -
Mustang First Take-Off and Landing: Post your Tracks/Vids
MadTommy replied to 159th_Viper's topic in DCS: P-51D Mustang
Well.. i consider my 1st landing a success. Without looking at the manual and more importantly looking at the control setup i took to the skies to see if the install had worked. And with no throttle control, as it was not mapped, i managed to land at full throttle and walk away! :D -
Err... what should i do.. it wont let me install as it says i have a newer version of Microsoft Visual C++ 2010. :( :helpsmilie: EDIT: I clicked close and the installation finished anyway... so it does not seem to be a problem. I'll report back if an issue arrives.. but it seems i was a little premature on making this post. :music_whistling: (great to see this release coincide with my exit from hospital, nice end to a rough few weeks!)
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A tool for DCS on Android ? Are you interested ?
MadTommy replied to yeepee's topic in Utility/Program Mods for DCS World
Great work, thanks, working great on my new Ainol Elf running ICS 4.0.3 -
Welcome.. a rather fine first post!
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I simply use the map and its features. Building are clearly marked, tress in towns and represented by light orange blocks. If i need to be more precise i'll load the mission in BalckShark2 or multiplayer mode and have it on my 2nd monitor, view the units and adjust accordingly.
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Need a short load/unload developer mode
MadTommy replied to Wrecking Crew's topic in User Created Missions General
Do you have Blackshark2? If so have both open in window mode, use one to edit the mission and one to load the mission. Then simply click fly again each time you need to test. Saves you lots of time. If you don't have BS2 you can do the same with A10 MP mode.. but you cant use time compression. I use a SSD, it will improve load times greatly. But if you buy a SSD you really should reinstall windows on it in my opinion. Best to have the operation system on it with a fresh install. May seem a pain, but well worth it in the long run. -
If he's asking if you can set radio frequencies for the radios in the cockpit via the editor, pre-programmed as it were, you can actually, via 'prepare mission'. That is another can of worms though.
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That's my kind of learning process! :megalol:
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reported earlier DSMS not loading weapon info
MadTommy replied to Megagoth1702's topic in Bugs and Problems
Rename the mission file from *.miz to *.zip Open zip, delete the DSMS folder. Rename *zip back to *.miz There are only 3 essential files: mission, options, warehouses, you can delete the rest and the mission will still load. -
Only the 'server host' needs to have slmod. You can play alone in multiplayer as if it was single player. The only significant difference between single & multi player is you can't use time compression in MP. (a pain when mission testing) I'd say no.. but just my assumption. DCS allows you to use lua scripting coding as Speed does, so no real reason for them to incorporate it as they do already. If ED could incorporate the features available in slmod into the editor gui it would be perfect.
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In the editor you can make a player's plane start with either all systems running and ready for takeoff or all systems off. Ready for takeoff is called 'runway' and systems off is called 'ramp'. In single player a runway start you actually start on the end of the runway ready to go.. however in multiplayer a runway start puts you on the parking area, and you are ready to taxi, i.e engines & systems ready. (this is because in MP you can't have people spawn on the runway, for obvious reasons) If you look at the starting waypoint of your a10c or Ka50 in the editor you can choose: ramp, runway, turning point, fly over point. So if you do not want to do the start up procedure in your missions, make sure the initial waypoint is set to a 'runway start'. Regarding ATC.. the most likley reason, with what info you have given, is that you are on a different radio frequency to the tower. To check.. press F10 to see the map.. click on the airfield you trying to communicate with, you should then see a small info box, bottom left, that will give you info about the airfield.. this will include the ATC radio frequency. Make sure the top AM radio is on and tuned to that frequency.
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Yes you can have a group made up of different vehicles. In group properties under 'unit' you can edit each unit type. You can't create a template made up of different 'groups'. You make one group with a mix of units, placed as you want and save that as a template. p.s its courteous to thank people trying to help you. :noexpression:
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Are you talking about when you actually try and hook up with the tanker or just generally flying. Below is a screenshot of a tanker flying an racetrack orbit on refuelling task. Set at 350knots.. Works as requested for me.
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It is a simple process. Make a group, arrange them as you wish. With them selected, click on create and modify template button.. give them a name..click save template. Done. p.s if you think the manual is crap go try Rise of Flight or Cliffs of Dover mission editor manual....the DCS manual is very thorough and actually exists!
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Units Not Damaged by Ground Fire
MadTommy replied to Habu23's topic in User Created Missions General
I hadn't realised the infantry were so pinickity. The mission i posted worked for the two times i ran it.. but clearly it is unreliable if it didn't work for you. If i recall correctly, they retreated after about 7/8 mins. And i agree building missions where so many steps is needed to achieve something simple is a PITA. Speed.. clearly its not reliable.. (the green state being forced).. but unless i'm delusional it worked for me twice in a row! There is nothing worse than something that is unreliable, drives me nuts,either work or don't but occasionally arrrgghh! -
Units Not Damaged by Ground Fire
MadTommy replied to Habu23's topic in User Created Missions General
OK... i've just spent 20 mins looking at this.. and had some results. You can get infantry to move after they have been engaged and taken losses and still within engagement zones. Example mission: Two triggers: Once > Group less than (80%) > AI task invisible (US inf), AI task (US inf) ROE= Hold, Flag 1 set Continuous > Time since flag 1 (2sec) > AI task alarm state = Green (Rus inf & US inf) After a bit US infantry continue on waypoints.. i.e retreat. Not perfect, but something. I'm sure this could be refined. Only tested briefly, it works though. You of course could turn visibility on and cancel green state etc etc.. when needed. Nothing like a challenge! :smartass: edit: You might be able to get them to move while under fire, i.e forcing green state.. i didn't try this..maybe someone else can play about with that. I just wanted to see if i could get them to move after taking fire and within engagement zone of active AI. infantrySimpleMovetest.miz -
Units Not Damaged by Ground Fire
MadTommy replied to Habu23's topic in User Created Missions General
Whilst i agree that the AI should often be called AD, (D being the apposite to I ;) ) With imagination, time & effort you can get the AI to do just about anything. No reason why you can't get infantry to use cover, retreat because of taking casualties, call up reinforcements and anything else you can think of.. Whilst i agree AI needs some development love at least we have the tools to make them act more intelligent, its just a lot of work. If the AI had 10% the intelligence of real humans we would each need a super computer to run the sim. -
No you don't.. once the data has been sent (received the red triangle) you then get the option to WILCO it.
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Recently i have been getting.."standby data" and never received it. Not sure why. JTAC does not use that phrase unless he intends to send data to your tad.
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Units Not Damaged by Ground Fire
MadTommy replied to Habu23's topic in User Created Missions General
Huba..what i would do is something like this.. Have a trigger zone around the infantry that when your A10c flies within the infantry AI get turn on (woof). Probably something like 8000m, but whatever suits your needs. I would then have multiple infantry groups on both sides. Number depends on how long you want the firefight to last. I would stagger the size of these groups.. i.e 1st group on each side has 60 infantry.. the next 40 and the next 20.. or something like that. Have all groups present, but with AI off.... when A10 flies into trigger zone, turn on the AI of the biggest group...have a trigger to turn on AI of 2nd group when 1st group damage = 50%, do this for both sides. Have AI set to lowest skill level i.e normal. And adjust to suit you needs. Adjust the number of groups, size of them, location, trigger zone to give the length of firefight you want. This is just one of many ways to do what you want. You could have the AI on but 'immortal' and turn off immortal when A10 flies in zone. Hope this helps. edit: remember these two rules: Infantry will fire for 2:30 minutes and NEVER relaod. Infantry have a range <600m no matter the skill setting.