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84-Simba

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Everything posted by 84-Simba

  1. I think the problem is that AI will engage in SEAD targets that are actually spiking them. For long distance search radar, no problem. AI will accept the order, fly away to commence a HARM as intended. Now for short distance launchers, the problem is that you have to wait until they declare being spiked to give the order. They take some distance to set up the HARM run but lose the target when they are out of its range and just rejoign. They seem to not keep awareness of something more than a few second (that would explain the never ending calls on AA combat ... anyway) The idea is fly in formation toward the target and find the good timing to give the order while they are far enough to make their run directly. Note that if a launcher is painting you, it may not spike your wingmen. And they are definitely not using the pre-planned attack mode or the HTS pod to launch on the spot.
  2. Tried again on my own mission and everything looks fine. My wingmen engage an SA-11, SA-6 and OSA-8 on Kuweires. There is one problem though. Once they shacked the SD radar of the SA-11, they have troubles to engage the launchers. If they are too far and the SA-11 doesn't paint us, they refuse to engage (I believe because they do not see it on RWR) So I get them closer, they get locked, they accept the order to engage so they turn around, get some distance to fire the HARM ... so the SA-11 lose the lock and my wingmen just rejoin. You have to get them in the SA-11 range and give them the order, but your timing have to be right. Note that my mission is at night, but everyone has the FLIR and the HTS. I expect this situation to be a little simpler soon when we'll be able to share SPI as Wags said a couple of days ago.
  3. That's something I like to hear My apologies. I wasn't trying to derail, I just wanted to share a point (mine, obviously) that I'd prefer to get an overhaul than just a quick fix (which you said wasn't easy anyway), even if I have to wait more. I had the impression that carriers were not treated well ; it appears I was wrong and I'm glad I was
  4. That would be a very good occasion to update all of this. That's what I meant by ''more work'' and ''show some love for a paid module''. If they need more time to work on the carrier decks, maybe they should take more time to give something better, not just to patch a hole hoping people will just satisfy with that. The problem now is that we may have the feeling that SC is just left aside in that state, and that wouldn't be acceptable. Now if the boys are indeed working on something greater, I'm ok (with maybe an ETA, even if the estimation is large)
  5. While we ere here maybe we should ask for parking spots numbers, as every airfield has. It would be very much easier to populate the carriers when building up missions. Though I believe it would imply a little more work than what the OP is about. But come on guys, SC is a paid add-on. A little more love for it would be much appreciated.
  6. Did some testing and you were right. In the F-16, wingmen will copy leader formation lights but only the green/red lights in their steady state. The anticoll isnt sync as you said, and the vertical stabilizer light neither. That's minor I believe, especially if there is a work in progress on that. Maybe I was fooled by the anticoll lights and sun reflections on my last sortie.
  7. Weird. How did you make your fence in ? I usually just turn the main rotary button to off, with the individual switches still in position. Pretty much like a Master Light Switch on the Hornet. It does turn all my lights off, #2 does the same, #3 and #4 keep their lights on. Maybe the sync is based on the individual switches positions and not the master rotary.
  8. Yep, the F-16 wingmen are still doing odd things. #2 will follow leaders formation lights but not anti-coll. #3 and #4 stay full lights on
  9. Weird because I just set up a mission and my wingmen are successfully engaging SA-11 and SA-6 with the order ''engage air-defences''. Are you sure you do not have a ROE option set somewhere along the line that is messing up their behaviour ?
  10. Hey guys ! I noticed yesterday that when you zoom in close to put some static units on a carrier deck, be it SC module, Stennis or Tarawa, you cannot see the different markings anymore. This is kinda problematic because it's quite a guess to put the static units properly on the deck. It would be great to have the AI crew to be visible also on the SC carriers. Thank you !
  11. That's what I thought. @BIGNEWY, any info on when (if possible) that feature will be available ?
  12. Well, I thought about that but understanding those argument things (if they are usable) would help clear the airfield of a multitude of trigger zones and it would be great for other things, like bingo, weapon release and other stuff ...
  13. Hi guys ! I tried to refuel with the Viper on a KC135 MPRS but he never returned my calls. The regular KC135 works as intended. I think the MPRS is especially made to be able to refuel both with the boom and the basket (not at the same time obviously). IRL, is that something that is chosen pre-flight or is a feature missing / DCS limitation at the time ? If it is a bug / not implemented, any ETA on this feature to be available ? Thx
  14. Hi guys ! I'd like to create an automatic radio message for the AI to inform me that they are starting to taxi. I think I can use an argument but I have no idea how it works. Can someone enlight me on this and how I can achieve that ? Thx
  15. Owh ok, noted. Sorry for the newby question, I'm still on learning course Thanks amigo !
  16. Tried it yesterday and everything went right on target. I could not select another release method but CCRP. The nosewheel button did not cycle to CCIP or DTOS. Is that something intended ?
  17. I think you can use the regular TR-mode instead of AA-TR for now, I think it works. I prefer to use the HSD and the FCR in RWS.
  18. I still think something si not right with the Maverick in the Hornet, espacially now that I'm learning the Viper and how easy it is to rifle 2 to 3 missiles in one pass.
  19. Hmm ... weird. It seems ED guys were supposed to have a look at it but no news since. I'll try the OVRD function to see how it behaves.
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