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Lace's post in Tired of being spoilered in 100% of my missions. was marked as the answer
I play a lot of my own SP content. The best tool for replay-ability and randomness is setting random flags to activate groups, so you are never sure exactly which groups will be active on any single run through. For example, build several groups of ground defences and interceptors set as 'Late Activation'. You can then use a random flag to 'Group Activate' 1/3 of the placed groups. It will not be truly random (i.e. you still manually created and placed them), but it can keep you guessing, and the activated combination of AAA, SHORAD, fixed SAM, CAP and intercept aircraft will be unlikely to repeat. I sometimes put an easy/hard F10 radio option, which increases the number of groups which activate.
I also place a lot of single unit search or search & track ground SAM RADARS without any launchers. This simulates a more 'target rich' environment, and prevents you from easily identifying the one or two 'active' sites which you placed. I also reduce the engagement ranges on some of the groups so they don't make themselves known at maximum range, meaning you are more likely to be surprised when a 'dummy' site suddenly shoots at you.
It is also good practice to not place waypoints directly on top of mobile targets, as in reality this information will not be accurate or current. This adds a bit of difficulty in acquiring targets during the run in, or when lining up via the TGP. I don't use any scripting or 3rd party software, everything is 100% core mission editor.
Also, make sure you click the 'Hidden on Planner', 'Hidden on MFD', 'Hidden on Map' checkboxes too, and keep dots/labels off otherwise you will be picking up targets from a very unrealistic distance.
A good plan for A2A type engagements is to create a mission with no AWACS or GCI assets, meaning you have to scan for the intercepting fighters, which depending on the platform you are flying can be quite a challenge, given RADAR limitations. Especially when combined with the random groups, so you aren't even really sure where to start looking.
Edit - Another one I just remembered is using zones to activate defensive sites, so their RADARS don't come online until you are within their MEZ.
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Lace's post in F16C waypoint number limit 49? was marked as the answer
Our Viper (so far) only supports Steer points 1-30. STPT 50 forms part of a line series which is not yet possible in DCS (for marking borders, kill-boxes, no-fly areas etc.
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Lace's post in How to stop wingmen ejecting? was marked as the answer
It was requested a while ago, and I think there is an 'Unlimited Fuel for Wingman' option now, which alleviates some of the most frustrating catchup>bingo>ejecting typical wingman scenarios.
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Lace's post in Cant get low approach speed on the f-16 was marked as the answer
There is no 'landing speed' for the Viper, it is all AoA. If you are coming back heavy you could be 180KIAS+ over the fence, if you cleaned off the jet and are running on fumes it will be around 140. Also density altitude makes a difference as stated above, so another reason not to fixate on the speed, and just look at the indexer.
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Lace's post in DCS - F-16 vs A-10 - FLCS Controls using Keyboard and Mouse was marked as the answer
An XBox controller is small enough to tuck away in your luggage without any fuss, and offers a number of axes and buttons which can be configured for DCS. You can pick up a cheap clone for next to nothing too. Give it a try, a lot better than keyboard IMHO.
Edit - This is my Viper XBox map, I use VR and this covers 99% of functions required to operate the jet. The only time I touch the keyboard is for a view change which is rare.
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Lace's post in Possible to simulate a jammer escort? was marked as the answer
For SAMs, under ADVANCED WAYPOINT OPTIONS > SET OPTION > INTERCEPTION RANGE > set anywhere between 0-100% of max
Aircraft SET OPTION > AA MISSILE ATTACK RANGES > set to halfway max range to prevent long range shots, or NEZ only
also, SET OPTION > RADAR USING > Never use, or REACTION TO THREAT > No reaction, to simulate a lack of SA.
These are all crude workarounds, but can help to hobble an enemy response, in the same way an EW attack might.
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Lace's post in Does the JTAC recognise naval units? was marked as the answer
Good to know it's not just me doing something wrong then. I've requested it as a feature in the wish list.
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Lace's post in JDAM Ripple/Pairs was marked as the answer
Thanks, so no 'pairs' as such, just a slow manual ripple.
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Lace's post in No complaints, technical question!! Why does the F16 trim for Pitch but not for roll? was marked as the answer
I know it doesn't - I was wondering why. Do you have a link to the other thread by any chance?
Ok, - found it: