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Darcaem

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Everything posted by Darcaem

  1. There was a thread recommending books about FA-18, but I can't find it on my phone :) Thanks to that thread I started to read Raven One and was completely hooked. I've finished the three books, then "Hornets over Kuwait" (awesome also) and I've just finished "High desert reflections" (during a flight trip :P). What else do you recommend? I loved Kevin Miller novels, but I enjoy specially the non-fiction part of the other two books. Thanks!! Enviado desde mi 6055P mediante Tapatalk
  2. You could separate the bandits into 1-aircraft flights, and set your own flight to engage the groups you want your wingman to engage, and set your ROE to only designated. I haven't tested it, I'm just posting my thoughts
  3. Awesome! Already hyped :) I'm currently finishing the third book Enviado desde mi 6055P mediante Tapatalk
  4. Thanks. Didn't see it.
  5. Did anyone find any solution/cause to this? I have just updated to 2.5.4.28090 open beta and it is happening to me. I'm attaching a pair of tracks from the Free Flight mission on Caucasus. I am experiencing this either when dark and cold, hot start, starting from the catapult and spawning on the air. Always with symetric loadout or empty. EDIT: it is only happening with the Hornet to me EDIT2: it seems that the aircrafts banks to the opposite direction of the latest "long enough" turn. If I do a 90 degree left turn, it banks right after leveling, and vice versa. t2.trk t1.trk
  6. Fair enough. Thank you so much for the info sir!
  7. I'm having this problem since a while. I create a new mission on ME and set custom coalitions. But when the editor loads, it shoes the regular modern coalitions. For example, on the attached screenshots, I set only Iran and US. But when it loads, it shows modern countries' coalition (without Iran, which by default is neutral). I'm also attaching an example mission where I set custom coalitions (Iran on the red side among others) but it shows regular modern coalition. Am I doing something wrong, is this a know problem, or perhaps could be my fault due to some game file being corrupted? I have not tried to do a clean reinstall yet. I'm just asking to avoid it if unnecesary EDIT: I had used this method https://forums.eagle.ru/showthread.php?t=121373 to change countries sometimes. Looking at the "mission" file from my mission, Iran (34) does appear on the red side: ["red"] = { [1] = 18, [2] = 24, [3] = 27, [4] = 29, [5] = 34, [6] = 0, [7] = 43, [8] = 19, [9] = 47, }, -- end of ["red"] AbuMusa2.miz
  8. I think it is since the last update, but I might be wrong since I bought it only two weekends ago. Playing VR with Oculus, when I look in the mirror, distance is inverted. The closer I look, the further the image appears and vice versa EDIT: I haven't tested it in the CC, now that I recall
  9. I am on mission 4, and I cannot see the enemy unit's markers on the F10 map. So I cannot command my units to target them, only move ground units nearby so they attack automatically. But I have a Su25 CAS flight who are just flying over them randomly without doing anything at all. Also in the pdf it says I should use the Reaper to spot enemies, but I have no Reaper available anywhere. On the F10 menu I had 2 flights of Su25 and 2 of Hinds. I requested a Hind who told me they were grounded due to wheater, and one the Su25 who did took off. But I have no option to deploy a Reaper (nor it is somewhere on the map, as far as I can see) On the previous mission 3, I did had the reaper, could spot and target enemy ground and air units. What am I doing wrong? Edit: I've just completed the mission, but I'm feeling like there is something missing. I didn't really suffer much losses and I couldn't (or didn't know how to) use CAS nor artillery, but I didn't feel like I needed it. Not saying I'm not enjoying playing it :)
  10. I've been looking up and found a couple of old posts telling that it is not possible to change wingman's loadout once on the mission. But just in case I'm asking for confirmation :smartass: I'm editing the Throught the Inferno PG mission for myself, in singleplayer, adding AI CAS and SEAD flights spawned by request and controllable through CA, and basically testing things. I was now thinking on adding a wingman for the F18C flight, the one I mainly use, but it seem it is not possible to rearm him during the playtime, and most important for me, change between CAS, SEAD or CAP loadouts, is it?
  11. Exactly that! I didn't know I could define the unit parameter like that. Thank you sir
  12. I did that to block some parking spots on a Stennis. I put the static objets in the ME, and a trigger on mission start removes them with the following: StaticObject.getByName('REMOVE1'):destroy() 8h.miz
  13. I'm playing with a mission that creates random groups with MOOSE and I would like to simulate the red coalition scrambling some fighters when an EWR detects any blue aircraft nearby. I have found the units_in_zone function from MIST (https://wiki.hoggitworld.com/view/MIST_units_in_zones), but it seems I need to privide a table with the units I want to be detected inside the zone. The thing is I am spawning my units randomly. I guess I could maintain a table with the names and add each unit created to that table and then updating the mist function. But I hope I am missing something and there is an easier way to do it :) I'm using a EWR 55G6, is there any way to trigger an action when the EWR detects a boggie? Perhaps with the EWR framework? (which I have not investigated yet)
  14. As I haven't read anything about this I assume it is not a bug but some problem on my end or myself doing something wrong Since yesterday I cannot access the ACM radar modes (I do believe they worked friday after the last update, but I'm not sure). What I do: 0.- Radar page on right. 80miles, 4B, 140º 1.- Master arm 2.- Select AIM120C 3.- Sensor control switch fwd * Nothing happens 4.- Sensor switch fwd again * Nothing happens 5.- Change to guns when bandit in visual range 6.- Radar lock acquired inmediatelly in what I assume is GACQ 7.- I break lock manually and try to re-acquire pressing sensor control switch forward to activate BST * Nothing happens It seems that AACQ does work fine. I had installed the A4C and MB339 mods, that I read were causing the sim to crash when startup. I removed them friday after updated open beta. I've attached some test tacview files in case they could help. Thanks EDIT: I have done a repair and nothing has changed Tacview_files.rar
  15. Thanks for the help guys!
  16. I have ended up changing the F16s and F18s for a 4-aircraft flight of Harriers. I still don't know what was the problem, but the harriers with AGM65s and Sidearms do engage with the SAMs.
  17. Yes, that was the fifth option I tried. I have now tried just with SEAD and reaction evade, but the same, they just turn away and flee. Thanks though for your input! This is the mission file, by the way. 8f.miz
  18. I cannot find the way to make my AI SEAD pilots to actually engage with SAMs. I'm trying with 4 F16s with 2 HARMS, 6 AGMs and pod, and 2 F18C with 4 HARMs each, they should get near Hormuz and then attack 4 SAM sites and 1 AAA site near Bandar Abbas. But what is actually happening is that as soon as they are near (I imagine when their RWRs detect the threats or when they got illuminated by the SAMs) they just turn away and RTB with their payloads. Obviously I'm doing something wrong. This is what I have tried: 1.- Set the flights task as SEAD and leave it by default. 2.- Set the flights tasks as SEAD but remove the Reaction to threat = Allow abort mission option 3.- Set the flights tasks as SEAD but remove default SEAD task and Reaction to threat. Set a custom Start enroute task SEAD 4.- Set the flights tasks as SEAD but remove default SEAD task and Reaction to threat. Set custom Perform tasks Attack group 5.- Set the flights tasks as SEAD but remove default SEAD task and Reaction to threat. Set a custom Start enroute task SEAD and set custom Perform tasks Attack group I also tried these moving the waypoint closer or further away from the SAMs, and with high and low altitude. All of the above result on all them turning away as cowards :huh: EDIT: there are no more threads that the SAMs. There is an enemy CAP that gets destroyed by the friendly CAP before the SEAD flight gets there.
  19. Yes I have. Each flight is uncontrollable and is started with a trigger activated when the previous flight is above 300 feet. 8c.miz
  20. Yes. The aircrafts appeared parked on the platforms both forward and aft the deck. The second screenshot was taken a few seconds after starting the mission, those are the spots where my aircraft spawn. And all aircraft do taxi and take off without incidents. Adding more aircraft did work, but it made the taxiing process a pain-in-the-ass riddle that I could not solve yet. Also worth mentioning, after the fourth aircraft placed on the deck, ME shows an error message when trying to add more aircrafts to existing groups. You can place new groups on the deck, but can only have 1 aircraft per group. In my screenshot I have the following groups: 1 - Tanker 1 - AWACS 2 - F18C SEAD 2 - F18C lot20 CAP 1 - Player 1 - F18C lot20 should be my wingman
  21. I have found a "solution" to my problem, in case anyone is interested. I have forzed all aircrafts to use the parking spots I wanted them to use by blocking those spots that were causing taxi collisions with static objects that are destroyed on mission start. Then I just have to properly use the "uncontrollable", take off from parking hot or take off from ramp options to control the order in which they taxi. The four static objets are named REMOVE*, and I set a trigger ON MISSION START with four do script actions StaticObject.getByName('REMOVE1'):destroy() And the key of all this is that you can only block those spots you do not want to use, but you are still unable to actually select which parking spot you want each aircraft to use. But, once all the aircrafts are parked on "valid spots", I have just changed all their names, loadouts, flight plans, etc. PD: It has been a couple of days, only to properly launch the flights that will take part on my mission... Now I only have to actually build the mission... :megalol: But at least I'm learning :smartass: 8b.miz
  22. I tried that initially, but for some reason the Hornets launched from cats 3 & 4 were just launched into the water. This only happened when they spawned on the cats (takeoff from runway). When they were taking off from parking hot they taxi and launch without troubles from cats 3 & 4
  23. Thanks sir, the uncontrollable check did the trick to activate each flight in order. But, as you said, the problem of being unable yet to select parking spot on the carrier still remains, so my mission as I planned it won't work. I do need some traffic controllers to solve this taxiing mess on my deck :huh: (As you can see on the image, for some reason, this aircraft's pitot decides is better to go to cat 1 and just ram into other aircraft, although cat 3 is empty and the path to it is clear...)
  24. In this mission (attached) I am trying to launch an attack to Bandar Abbas in waves from the Stennis. The idea is to launch an E2D and S3B first. Second, a CAP flight of 2 Hornets lot 20 set to orbit over the strait. Third a SEAD flight of 2 Hornerts with HARMS that will go to tanker and then to the strait. And finally the player's strike flight that should go to tanker and then to Bandar Abbas to attack something (there are no targets yet on the mission) I have no idea how to set the taxi or launch order to make the flights take off in the order I want them to. By pure chance the CAP and SEAD flights did take off in the intended order when I put them on the mission, but when I added the strike's flight (group name "Player"), it stopped working, as my aircraft is located on the middle on the Stennis, and it blocks the other aircraft's path to taxi, so they won't move until I move (thus breaking the take off order I wanted) :cry: Also, it said that there is no more space to add a wingman to the player's group. But it does allow me to create a new 1-aircraft group set to takeoff from ramp, that has indeed parking space. So, to summarize: 1.- AWACS & tanker on cats 1 & 2 2.- CAP flight takeoff from parking hot 3.- SEAD flight takeoff from parking hot 4.- Player's flight takeoff from ramp I want them to takeoff on that order. I though that this could be achieved by setting the groups as "late activation" and activate them once the previous one had took off... But I would like to see all aircrafts taking off before me, not just spawn in front on me. You know, it's cool :pilotfly: PD: another thing is that I don't seem to be able to choose the parking spot of each aircraft on the carrier, am I? 8b.miz
  25. Thank you both. Frederf, sorry, I thougth the version did not matter, I play beta, yes :) And Feefifofum, I'll try it this weekend!
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