

Kazius
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Everything posted by Kazius
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Make sure as soon as you touch down you apply full airbrake and then pull back on the stick to add additional drag from the stabilizers defecting air. Also if your landing on a runway you are allowed to flare which also bleeds a bit of speed before the wheels touch. Only thing you can't really do in the F-18 is aerobrake. Not sure if real life F-18's can do it, never see them aerobrake in videos either though. At Nellis, landing on the target point, I can usually reduce speed to 20-30 knots well before the first taxi turn. I should have continued reading the post, just noticed someone posted the manual info :)
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Couldn't find a place to post website feature that would be nice to have added. It would be nice to, if logged into the website, have an option to have filters for the shopping area. - not owned filter - sorting (release date as it is now), also by name - campaigns filter by plane modules owned - era? Warbirds, generations 1st - 4.5 or something like that. Mostly I'm interested in the first option, when sales come up it would be nice to quickly see what is left to add to my collection :)
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I think you completely misunderstood what I wrote.
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Amazing how many people spend time to post in this thread that has little to no affect on when the module will be released. However, I am sure it makes the developers and EA laugh at how silly people can get over an up and coming module. I’m sure Nineline is sitting in his chair laughing at most of you.
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Just flew Mission 6 again. Lead AI on the way back to base decided to do the whole trip at 35-40 knots. It was taking so long I ended up getting a fuel 20 minute warning so I broke off from the wing and RTB'd on my own. By doing so I was penalized for points (not a big deal), but for those who want to achieve 100 in each mission need to know, you can't achieve this on this campaign because the AI sucks right now. I honestly wouldn't recommend this campaign to anyone until ED fixes AI.
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Going to add my +1 for this idea. Was just thinking this would be cool to have. Not just having a transport fly over a spot and suddenly poof, troops on the ground but actually seeing a squadron jumping out of say a C-130 when the AI C-130 enters a trigger zone. It would really add to the immersion.
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Sending AI air unit to different waypoints using comms menu?
Kazius replied to Deano87's topic in Mission Editor
I was actually going to work on this once I'm done exams. MOOSE has a lot of methods prebuilt for task handling. I used one to setup a tanker rotation so when a tanker is low on fuel a new tanker starts up, taxi's, takes off and after 10 minutes the tanker that needs to RTB goes off station. If nobody gives you a quick answer, I will work on this after Tuesday next week. I'm sure there is a way to do this. -
I think better would be if ED made improvements to AI. Like look ahead logic so if a hill, building, tree cluster, etc is coming up, start increasing altitude earlier. This needs improvement for both helicopter and jet AI. I've had AI A-10C winmen flying in trail just fly right into a hill. This probably should have been looked at with 2.5 implementation. Better than having the campaign creators go through every mission to change thinngs.
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See, early access is a term with a huge interpretation of a developers view and an end users expectations. Jester states he expects the F-14 EA to go better than the F-18's is going. So that is his expectations. Heatblur stated they want to release the F-14B nearly complete and that is there view on EA. So this should meet Jesters expectations. I respect Jester's expectations. For me, I don't mind the super long early access times for certain types of games. DCS being a game I don't mind. But, I enjoy flying pretty much anything I get my hands on, so if I get bored of what the F-18 is currently capable of doing I fly something else for awhile. So to me, I don't see anything wrong in the F-18's EA time. My suggestion to anyone concerned with EA modules for DCS. Don't pre-order, wait for EA to start. Use the ED community for getting information on how the EA for a specific module looks at its current state. For example: Does the plane currently have all the capabilities you want from EA. If not then don't buy it yet, just wait a few months then check again. The community is big enough that someone will always give you an answer. Then buy into it when you feel it is right and you shouldn't be disappointed.
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Is that joystick what the RIO uses to play space invaders with?
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Mission 4 'Race Against Time' - Misleading ADF
Kazius replied to Cleric's topic in Missions and Campaigns
So I was just doing this mission and following the beacon further and further north. Eventually decided to find out where it was taking me and Nalchik has an inner beacon at the frequency 350.0Mhz which is why it is throwing so many people off. Unfortunately 353.0 is the frequency near the Medivac site when looking that the ME. Probably wasn't the best place to have the Medivac or a new beacon should have been created in lua script to create a unique one. -
You are correct. And I tried on a new mission and you are correct again. New missions can only have 4 planes appointed to it :( Makes the Stennis pretty useless. Can't have 4 planes take off to do a Fighter Sweep, then 4 take off to do SEAD, then 4 to do strike :( Workaround: Take an old mission and nuke everything but the carrier, save as new file template. Or use stable version.
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nope, I just placed 3 new F-18C's on the Stennis in a mission for which I already had at least 12 on. I did have them spaced out for spots though. I know if your trying to add a wingman to a unit on deck you have to change him to an in air position first then add the wingman and then change back to start from ramp. I only use beta until they mess it up so it's unusable which I haven't really seen happen yet.
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hmm, going to test that right now.
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I place them in air then change them to start on ramp after. To be honest, I don't know why ED doesn't just take a bit of time to add like 12 more parking spots or more on the carrier deck.
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[REPORTED] Possible F-18C Lot 20 AI air to air refuel bug
Kazius replied to Kazius's topic in Bugs and Problems
AI wingman refuels, but there middle external tank doesn't get filled up. Then I noticed AI non-wingman refuel beyond 100% and so I thought it was only AI wingman that was bugged. However, later testing I noticed AI non-wingman who only have center external tanks don't refuel beyond 100%. This leads me to believe it is only the center external tank that has a bug for AI controlled aircraft. -
Create your post from advanced mode. Then use attachments to upload images. If you want the picture in the post then right click on the hypertext to for the image you uploaded and do a copy link. Then in the post create the image tags and put the address inside the tags or click on the image icon in the advance post quick bar and paste the link into the address field and bobs your uncle.
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I was going through a list on wikipedia and pasted into excel to do some filtering. Selection of jets first flight(prototype flew) from 1965 to 1989, over 20 built, not experimental. Note: I put Razbam down for British Sea Harrier as the list doesn't have the same model but close enough. List looks like this: I decided to look at 1950-1964 and there are lots of interesting jets in that era: Overall, I'd love to see more of the jets from today's era in the game. But Heatblur really brings the 3rd gen fighters to life very well. I think the Russians need more planes in DCS. So I would probably vote for anything Russian. edit: or even the Tornado The list from wikipedia is huge, but once you filter out the experimental aircraft it shrinks big time :)
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[REPORTED] Possible F-18C Lot 20 AI air to air refuel bug
Kazius replied to Kazius's topic in Bugs and Problems
Ok, one more thing. I think it is only the center line tanks that don't get refueled. I've been testing refueling a lot since I was creating script for fuel rotation and getting tankers in the air before the other tanker goes off station. I now noticed that the AI Mirage 2000C's that are not wingmen only refueled to 100%. Since I was only using a center line tank on that aircraft. The F-15C's (3 ext tanks) refueled to about 140%. The F-18C Lot 20's (3 ext tanks) to about 130%. But I think they take off with more fuel as a % but that would require further testing to verify. So it is possible that the center line tank only for all AI aircraft is not refueling air to air refueling. -
That cat looks very upset
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This is a Razbam plane, should bug report there?
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[REPORTED] Possible F-18C Lot 20 AI air to air refuel bug
Kazius replied to Kazius's topic in Bugs and Problems
Fuel report script using the getfuel API function. In the missions I have had the script in. I have refueled when at about 60-80% I think. After refueling the report showed me at about 120% and AI wingman at only 100% which would indicate only his internal fuel was filled. I have done another test but didn't save a mission track where I set the AI to restrict AB usage and flew it carefully so the AI was on my wing at all times. We refueled from roughly the same amount and ended up with me at over 120% and him at 100% still. When we took off it reported him at same as me which was over 120%. Here is the script. Its something I modified from hoggitworld example. Just replace the names in the groupNames list. I used MOOSE framework too. So you will need to include the framework or just change it to use the API message function. The round function is found on many various webpages, not sure who gets the credit for it. I was being lazy. function round(num, numDecimalPlaces) local mult = 10^(numDecimalPlaces or 0) return math.floor(num * mult + 0.5) / mult end function GetFuelReport() local groupNames = { "RCAF Attack CF-188 #001", "FAF Attack M-2000C #001" } local flightFuel = {} local callSign = {} for n = 1, #groupNames do if Group.getByName( groupNames[n] ) ~= nil then for i, unitObject in pairs(Group.getByName( groupNames[n] ):getUnits()) do flightFuel[i] = Unit.getFuel(unitObject) callSign[i] = Unit.getCallsign(unitObject) MESSAGE:New( callSign[i] .. ": " .. round(flightFuel[i]*100, 2), 15 ):ToBlue() end end end end Or a more pure MOOSE framework version I did. This one you just add a partial group name to the SET_GROUP constructor method. function round(num, numDecimalPlaces) local mult = 10^(numDecimalPlaces or 0) return math.floor(num * mult + 0.5) / mult end -- Test Script for Fuel Reports UtilitiesMenu = MENU_COALITION:New( coalition.side.BLUE, "Utilities" ) function ReportFuelSets() ActiveSupportFlightGroup = SET_GROUP :New() :FilterPrefixes( { "AWACS", "Tanker" } ) :FilterActive() :FilterStart() SupportFlightGroupNames = ActiveSupportFlightGroup:GetSetNames() MESSAGE:New( "There are currently " .. #SupportFlightGroupNames .. " AWACs and Tanker flight groups.", 30 ):ToAll() for i = 1, #SupportFlightGroupNames do FlightGroup = GROUP:FindByName(SupportFlightGroupNames[i]) FlightGroupType = FlightGroup:GetTypeName() FlightGroupsFuel = FlightGroup:GetFuel() MESSAGE:New( SupportFlightGroupNames[i] .. " - " .. FlightGroupType .." : " .. round(FlightGroupsFuel, 2)*100 .. "% Fuel", 15):ToBlue() end end FuelReportSetsAdd = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Set Groups Fuel Reports", UtilitiesMenu, ReportFuelSets) -
If you read the DCS F-18C early access manual it says the ECM will be added at a later date. So not in game yet.
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[REPORTED] Possible F-18C Lot 20 AI air to air refuel bug
Kazius replied to Kazius's topic in Bugs and Problems
I did further testing while building a scheduler for tanker rotations. Non-wingman AI do refuel external tanks. It is only the AI wingman that is broken. -
I'm going to take a guess and say, 1) Holiday delays 2) Introduce the HARM for F-18 and make sure other bugs were not getting carried over. Probably the reason for the hot fix today is because they probably want to update stable version on Wednesday before they start throwing more new stuff into beta.