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Everything posted by Case
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Either just below contrails (8000m) or above it (12000m). Scan all the way down. I prefer to stay at the expected range of 10km and will then scan all the way down occasionally.
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Fly high. It gives your missiles more range, and you have altitude to trade for energy No. Use ECM to mask your movements when moving into a notch or to spoil a missile launch on you. Lock non-jamming targets to get their altitude, velocity and aspect (or use TWS for aspect) and when guiding a R-27ER. Lock jamming targets to get their altitude. There is no need to unlock, though you can change the range. And it auto tracks altitude and azimuth. Fly high, launch from R-max (R-27ER has the largest range in FC2.0), put the bandit at gimbals, extend brake and slow down, and dive. Flankertraining would be the place to start. For the rest, fly against the AI with labels on to get familiar with engagement ranges, missile properties and timings of missile launches and hits.
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Unfortunately Tacview 0.95 is not able to open compressed ACMI's (those that were saved from within Tacview to write out a binary file).
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Not really. What you are showing here is an open star cluster called the Pleiades. This is what the Big Dipper looks like.
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Setting a trigger to activate a client aircraft?
Case replied to 104th_Crunch's topic in Bugs and Problems
Unfortunately they do not. You can explode a unit though, but that is probably not what you would want as a server admin. -
Setting a trigger to activate a client aircraft?
Case replied to 104th_Crunch's topic in Bugs and Problems
The problem here is not the airfield, because you can blow up the control towers and make sure there are no command post units around. The problem is that as soon as there is a take off or landing waypoint set at that airfield, clients will be able to rearm/refuel there regardless of the presence of control towers and/or command post units. -
I disagree. Through triggers the FC2/DCS mission editor has the capability to create very realistic scenarios. However, the game itself would struggle to make a scenario for 40+ players because of the calculations involved. Furthermore, the size of the FC2/DCS map will turn any 40+ player scenario into airquake regardless, unless perhaps in an organized events like LOCERF. But to echo what has been said before, taking your chopper to the FEBA when your coalition doesn't have air superiority is suicide. It has been shown in real conflicts and now in simulations. So my advice would be to try out a server where fighters are less abundant or perhaps even absent.
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I don't think this is the Sevastopol bridge, as I recall the rail bridge being at the same height as the road bridge, and that the road bridge wasn't as long as this one. I believe this is the bridge just North West of Sochi airbase, along the coast. Just fly around there, you can't really miss it.
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Exactly! Perfect airbase defences at all times. If you're going to use it, I would suggest to first broadcast a message to inform the offending pilot to leave the airspace, and then wait 30 seconds or so before he goes boom. You could use the same sort of triggers to stop people from taking off from taxiways. I already tried this and it works great :)
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I'm just kidding. I doubt the mission maker would've added such a trigger, but it would be hilarious if this would be the cause :) To check, go through the list of triggers. The unit name should be specific to your aircraft, and you will probably be able to get it from the ACMI.
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Check the mission file for a trigger that looks like this: ONCE (some name) // UNIT INSIDE ZONE (some unit, some zone) && RANDOM (some number) // EXPLODE UNIT (some unit)
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Maybe the mission maker had some fun with the explode unit trigger :D
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If you had cared to search the forums instead of starting yet another thread, you would've found a thread answering each of your questions. Anyway: 1) a map is attached. 2) thread discussing flags 3) thread discussing points
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Setting a trigger to activate a client aircraft?
Case replied to 104th_Crunch's topic in Bugs and Problems
Use switched conditions and a flag to keep track of the state of the aircraft (taken or free). You may have to use another switched condition to reset the flag is the aircraft becomes free (unit dead). -
Setting a trigger to activate a client aircraft?
Case replied to 104th_Crunch's topic in Bugs and Problems
Just to confirm that you are using the BS when selecting the Ka-50 slot? The number of times I have tried to join a mission in the Ka-50 from FC2 must be over a dozen now... -
Yes, but this is up to the server administrators to implement. Without a standardized log that is written by the game, it is hard to create a page showing the statistics of a server. However, this doesn't mean people are working on it :music_whistling:
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Mission Editor needs some work, very aggravating...
Case replied to TheMoose's topic in User Created Missions General
The building messages can be easily removed by adapting the client.lua script. -
Make sure your missions are located in missions/multiplayer, and that they do not contain non-alphanumeric characters and end in .miz. You should select them using their mission ID, and there is a command (I believe it is /mission) to get the mission ID. From conf_serverconfig.lua: So, set the message of the day to "".
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For anyone wondering what they mean: http://html-color-codes.com/ Anything after the 0x are hexadecimal color codes, specifying red, green and blue in hexadecimal numbers running from 0 (00) to 255 (FF). So red is FF0000, green is 00FF00 and blue is 0000FF.
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One click track replay with labels and externals enabled
Case replied to Case's topic in DCS Modding
It is part of the zip file linked in the post above. -
One click track replay with labels and externals enabled
Case replied to Case's topic in DCS Modding
So what exactly is not working with the replay script? Does it launch up FC and replay a track? Remember that in order to get an ACMI you will have to enable Tacview in the export.lua script to get it. If you enabled Tacview now then you will not be able to join MP servers that integrity check a stock export.lua. Here's two batch scripts that will allow you to easily switch back and forth between the stock export.lua and the one enabling tacview: http://forums.eagle.ru/showpost.php?p=906191&postcount=27. You can make shortcuts to your desktop. -
Okay, great! If you haven't already, head over to the 159th forums and sign up there. Also send Fudd a pm with what you want to fly, see the first post in the thread.
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It's team vs team. It is one of the most realistic environments to fly FC in, and I can highly recommend it.
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As far as I recall only an Osa Launcher (SA-8) will reload faster if there is an Osa Loader nearby. I think it then has 12 missiles instead of 6. I do not know if this works for other units. Remember though that each unit has its own reloading time. Some reload quicker than others. Generally though, I find it hard to believe that a Shilka will run out of ammo.
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This you can already do by using units. Set one waypoint for the beginning of the line, and another for the end. If you put the time hold some hours in the future it'll never show in the mission.