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Everything posted by algherghezghez
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Isn't the enemy's performance a bit unrealistic? They always send me on fire at their first burst, taking aim in nanoseconds, often not even coming from the rear but with high angles shots. For me it takes away a lot of the immersion as I find myself having to stop the game during the dogfight to check If I'm gonna get blown in an instant. IRL I imagine first burst high angle kills were extremely rare, also, if the leader is focusing on one bandit the wingman should cover him (wich doesn't work in DCS as far as I've tested). How do you guys put up with it?
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I tried, and yes, I was messing up jdam release not hitting all the targets. Thanks a lot for the feedback and sorry for taking your time.
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I tried mission 10 several times and no matter what I score 70%, but I don't understand why... I am doing exactly what the mission asks and I got no corrections from cajun or anyone. My only doubt is AAR but I cannot perform it since when I'm asked Flip automatically answers we're ok and to switch to marshal
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I'm quite confsed with mission 3. I had some issues with the first one too but after reading your noew docs it was ok. I take off, and I don't exactly know what I'm supposed to do: if I turn left 280 as per flight plan the mission bugges and tells me to rtb because enemies are retreating. In the doc it says to rejoin with the su-24 but I don't know how I am supposed to find it.
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Thanks mate! it's a shame though
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It is impossible to perform the engine runup without the wheel chocks, that aren't available in the spitfire (the manual states that irl two guys would hold the tail down). Is there any other way in dcs to perform this?
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Man You saved me! it was unstowed but I didn't switch to IR, thanks!
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I'm playing mission 8 of raven one campaign, which is set at night. No matter what I can't get the pod to work, it's just pitch black, I'm recycling it, and it slews normal, I just can't see literally anything.
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not a bug mission 5 comms
algherghezghez replied to algherghezghez's topic in F/A-18C Raven One Campaign
I did after strike told me to. this is the designer note: After take-off Prince will tell to ENABLE GUARD. That means enabling monitoring of guard frequency on all channels (first option in UFC menu on the right), and not switching to Guard! So I expect prince to tell me that, whuch again he did not -
I'm very confused about comms in mission 5: I don't know if I did something wrong here or it is just a bug. I take off, follow prince until wp3 where we start dogfighting. From what I read I should expect prince telling me to monitor guard, which he never did. so we enter iranian airspace, I call strike, hear nothing and realize that I'm on channel one, my bad, so I switch to two, and strike warns me to monitor guard. When I'm coming back a message tells me to switch to channel 1 (flight) on pri, but I'm still on strike and we are talking there. What am I not seeing here?
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F14 Skinners thread (Paintkit in 1st post)
algherghezghez replied to David A Sell's topic in DCS: F-14A & B
Found it and it worked, thanks a lot! -
F14 Skinners thread (Paintkit in 1st post)
algherghezghez replied to David A Sell's topic in DCS: F-14A & B
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Thanks, I'll try right away
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It is in someway possible to simulate night barrage fire with ZU-23s? or anything else
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I'm trying to set up a multiplayer mission for training in my squadron. I can't find a solution for the dogfight training, for simulating gunshots: I tried with MOOSE but I only found the missile trainer, so no guns solution there; I also tried always with MOOSE to set an immortality zone, or an immortality f10 option but couldn't. I don't want to set the entire mission in Immortal; any ideas?
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I'm trying to set up a dogfight mission with a message every time someone gets hit. With unit hits it only works the first time; is there a way to reset the unit hits counter to zero or any other way to achieve the message withoyt specific scripts?
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Will the possibility to rotate horizontally the lateral pilot mirrors (enhancing visibility) be added? I've seen in some videos them positioned horizontally.
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Mission 4 (event 03) head on shots
algherghezghez replied to algherghezghez's topic in Bugs and Problems
Thanks a lot for the clarification, I had the wrong impression that forward quarter shots wouldn't count as kill even after the merge. I'll play it again right away. Feel free to delete or move the post since it's not a bug. -
I just flew the third event (the 2vs2 one) and it was my understanding during the breafing that head on shots were prohibeted and forward quarter shots would not count as kill: is this only valid for me? because I got shot, after the merge, exactly head on and I was counted dead. Thanks anyway for the amazing campaign, might be the best one I played so far!
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Setting a trigger that makes a client plane immortal
algherghezghez replied to algherghezghez's topic in Mission Editor
In which way did you manage to? Because in the first way, using the flags, it worked randomly, for some players worked for some didn't, at random, it was like once too many planes were in the area the flags got messed up. In the second way only the server host managed to be immortal. -
Setting a trigger that makes a client plane immortal
algherghezghez posted a topic in Mission Editor
Hi, I've tried several times now to set a training mission where, once the player enters an area, it is set immortal, in order to practice BFM with live weapons. First I've tried by using inside and outside zone to turn on and off a flag for each airplane, than via the plane waypoint advanced menu I set that flag to be the condition to set On or Off the immortality, but it worked randomly, some planes where immortal, some others were not. Now I'm trying with the plane's third menu (can't remember the name) and in the triggers now without the flags but with AI task push (immortal on&off), but again works randomly. Any ideas? -
Please improve visibility WVR, BFM is almost unplayable. It isn’t fair that having a 4K monitor means no joy for you. Iirc there used to be a smart scaling dot or something back then.
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I can't get the unit hits count to work, is it a know bug? I couldn't find any information on that regard
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+1 Would be very easy to implement, I don’t see why they didn’t already