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Ghostrider142

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Everything posted by Ghostrider142

  1. Hopefully we get some Vampire skins to do all this G testing over Nellis :music_whistling:
  2. Did you have something to add to the discussion? When someone says 'we've set a fairly reasonable number' in the realm of a simulator built on hard charts and known numbers, it is quite logical to comment that that 'sounds arbitrary'. The process was still not explained, but the answer of 20G's took the concern away and that's fine. Heatblur have a fantastic reputation and I trust them, no need to try to derail a logical discussion with comments like that.
  3. I will update here after I test and decide on a method. I'm starting to think the approach of copy/paste my infantry companies at the resupply point with late activation and using deactivate/reactivate is the most reliable way to go.
  4. Ok, I've landed on the Bush, Furious and Charles de Gaulle... you have to engage the tail hook even though you don't see it. Part one of this campaign will be carrier quals because dear God she's a real bitch to land haha, even after I figured out the tail hook deal I incurred damage every time I landed. Thanks for the help.
  5. Awesome, thank you guys. I have not been able to try it yet, but I will let you know how it goes as soon as I do. I had never really used the Harrier much until working on this mission, dare I say campaign. I'm doing San Carlos, Goose Green then all the hill battles around Port Stanley and I thought I might be looking at having players fly to the carrier then choose a new slot, actually landing it will be so much better. EDIT: I made some time and am trying now, I made a pretty good landing (I can put the F-14 down 9 times out of 10) and she just keeps rolling. I found the LandRWCategories = { [1] = { Name = "AircraftCarrier", }, -- end of [1] }, -- end of LandRWCategories TakeOffRWCategories = { [1] = { Name = "AircraftCarrier With Catapult", }, -- end of [1] [2] = { Name = "AircraftCarrier With Tramplin", }, -- end of [2] }, -- end of TakeOffRWCategories in the VSN_Harrier, I'm hitting the wires, I even started scraping sparks and she won't stop on the Bush, Vinson or Furious. She has a very narrow glide slope, fine line between falling like a rock and floating away.
  6. Ok so my backup plan is just going to be what you described Feefiffum, a late activated 'reinforced' and resupplied duplicate company. Thank you for the heads up about the Group Stop/Resume, I have never used that and that is exactly what I will certainly need in a few other situations and especially if I go with Paganus little suggestion, I may just have to try those invisible trucks. My only concern is the 30 minute resupply time that sometimes occurs? Certainly more realistic time wise though. As far as invisible trucks, I mean what we don't see doesn't hurt us right? Thanks for the help fellows :thumbup:
  7. Ah, ok, I was trying to land on the Charles de Gaulle mod carrier (I want something that looks as close as possible to the Hermes and Invincible for the mission) and maybe I just missed the wires, I thought I hit them. Will try again!
  8. No you didn't mention a number at all, or the reasoning behind it, that's why I said it 'sounds arbitrary'. And yes, 20G's is going to give more than your airplane a bad day haha.:thumbup:
  9. Is this the best way to do this? I have several companies of infantry moving and taking positions with player CAS. At a certain point the infantry will stop and AI helos will arrive to 'resupply'. Since you can't actually resupply with AI helos, I am having these infantry units to deactivate with a trigger for about 10 seconds and then reactivate. I have two questions, will AI OFF/AI ON rearm them as well? This would keep me from placing duplicate units to reactivate. Then how would they handle a hold order for that resupply waypoint with AI Off/On? Also is there a better way to simulate all of this? They do not have truck support by the way, I am doing a Falklands reenactment battle, they are humping it.
  10. That sounds rather arbitrary if you ask me. A bit concerning to say the least. "My RO Hill Billy got a sprained neck out of the deal and was out of the hunt for several days. At very high speeds,, as the bogey is just sweetening his guns solution, roll the a/c 90 degrees to bogeys lift vector, then put on a "MAX",, I Mean "MAX" "G" yank for bout 2 potatoes, then unload and roll 45 degrees back, stabilize, yank a max 'G' in to the vertical. This will spit him out the bottom/ overshoot and usually end up neutral. The vapor ball Monroe Hawk Smith describes was caused by the initial 12.2'G's" "At AIM/ACE, 'G' restrictions were not mentioned. "what ever it takes" was the unwritten rule. When the Turkey first hit the street, Mr. & Mrs. Grumman said it was pilot limited. The TACTS range recorded 12.2 g's symmetrical during a Guns 'D' break. The high 'g' hurt Hill Billy's neck and he was was out of the hunt for a few days. We had the brand new Blk 90 Turkey x-rayed, inspected and gone over by a team of Grummanites...... not a lose rivet, zero skin wrinkles, perfect engine mounts, no hyd or fuel leaks; Just a broke RO. NAVAIR kept slapping new 'g' restrictions on the Turkey cause they figured them to last 100yrs. Hell, they would have lasted a hunnert and fifty years with a symmetrical 9.5 'g' guidance doctrine." -Joe Hoser Satrapa "In fact the F-14 was tested a lot more rigorously to precisely establish the limits of the airframe, Grumman committing an unprecented number of aircraft to stress testing. The F-14 airframe was stressed over 14 G's on the bench, and later flight tested to 13 G's without incident. Grumman wanted to make sure the thing could last!"
  11. Is there anyway to get the Harrier to have a working tail hook to land on a carrier? I understand the VSTOL is probably too impossible to do, so this would be a nice ability if possible. I'm working on a pretty in depth Falklands campaign and it is crucial to have the Harriers able to land on any of the carriers.
  12. :megalol:
  13. Fascinating, I never knew this. So anywhere on the map will work as long as it's the same plane the client will use?
  14. I know this thread is from last year, but is there now a way to either have AI helicopters start off carrying cargo or to pick them up and carry them to a zone without using scripts and just using the built in commands? I've tried all the above mentioned and they just ignore the cargo. This is for 1.5.6.
  15. +1
  16. I've had this same issue, I didn't have any luck figuring it out.
  17. Ahhh, I've never used the triggered actions tab before, thank you!
  18. As part of a larger mission I have some TU-95 bombers that are parked hot. I need them to hold until a player completes a task, if he's successful the enemy is not alerted and the bombers never takeoff and are destroyed by cruise missiles from an offshore cruiser. If he fails, they take off. I have a one time trigger for 45 secs after flag 4, I select Group AI Off and I can only choose ships and vehicles, I select Group Stop and can't select any units, I try Unit AI Off and can only select ships and vehicles. I've tried this as 'uncontrolled' as well. There is no Visible Before Start option for these aircraft if were to use late activation. Surely there has to be a way to have planes at an airport ready to go, but not doing so until triggered? :book:
  19. I have just started playing 1.5.6 again and none of the terrain mods I have used in the past work anymore, whether in JSGME, or in the Saved Games folder. DCS starts, I get the first logo and then it is black. I've tried Mustang's textures and the Terrain switcher mod. Where is everyone putting their terrains now? The OP section on where to put terrains makes no sense. I had always used JSGME for terrains before.
  20. So I've just added vehicles, planes and ships to give Iran more units when using them as red force and I followed the instructions carefully and it's not working. I added the new db_countries file to saved games/DCSopenbeta/Scripts/database and they do not have the new equipment and when putting the modded db file into the main database folder, DCS won't start. It's a simple process and I did remember to delete them from the generic countries section shown in 2nd image. This is in 1.5.6 btw, any ideas?
  21. I'm not having any issues in 1.5.6 with this mod, I can land and take off and I can get AI to take off as well. You do kind of merge through the parked planes, but it works.
  22. Does anyone have a link to his Desert 3.0 mod? Does it work in 1.5.6? I love this Green Thunder and it works perfectly, but I have been trying two different versions of the Desert mod today and either it doesn't show or the screen is black after game start. Any help is appreciated.
  23. Are you using 1.5.6x? I cannot get it to work, I've tried 2 different versions I found hosted elsewhere as his links here are gone.
  24. Awesome! Downloading now Update: Looks fantastic and I landed on the Teddy Roosevelt with the half full version no problem. If you guys could get with the VF-113 Stingers who made the George W. Bush with working meatball mod and get that onto these carriers and get your aircraft onto that deck that would be epic.
  25. Considering the scale of the map I think NTTR is fantastically done. It is stunningly beautiful at times, especially with the new lighting conditions. For someone who loves to spend hours making missions there is so much to work with even for a largely barren landscape.
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