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Super Wabbit

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Everything posted by Super Wabbit

  1. Yep! Was able to easily make a 2 point landing for the first time: *Not great but not bad for a hasty test.
  2. The Power Settings chart in the manual (pg. 111) makes note of a 90 degree "command angle" labeling it as Emergency power used for increased take-off power. Its RPM is listed as the same as the Take-off, combat and climb power setting. What's the difference between those two RPM settings of 3250 and how do you know if you're using one or the other? Is it simply that Emergency power is with MW50 switched to on?
  3. Anyone else have trees across the runways since one of the latest patches?
  4. I just learned recently that I can give my flags names instead of using numbers and it's made complex missions so much easier. Giving my Flags variable names and not numbers is a game changer. I don't longer have to keep a spreadsheet of what Flag number I'm using and what it's doing. Are there any limitations to the type of characters you can use or length of the Flag name?
  5. It's from the Battle of Beirut series of missions from MorrisTheCat. The first two missions have the custom labels, not sure about the later ones. https://www.digitalcombatsimulator.com/en/files/3321960/
  6. Opened the miz and that was it thanks! Did the author have to manually put that in the miz and repackage it or does it get grab from their personal settings?
  7. Noticed on a downloaded mission that aircraft labels were octagons. Ground units now have a square icon. For the life of me I can't tell how the mission author did this. Any ideas?
  8. Surrexen, awesome mission! Quick question, is there a way to move or remove a Hawk battery?
  9. I was following an AI controlled P-47 while we were cruising at 8,000 ft and ~270mph. I had no trouble keeping up with the AI but about 45min into the flight I noticed that if I went full throttle and full prop pitch I would start slow down. So much so that with MP and Prop RPM both at redline my airspeed dropped to below 150mph. Engine temps were all in the green. I think this might be related. Is it possible that with Early Access the instrument gauges aren't accurately reporting the health of the engine?
  10. Also agree. For all warbirds. I find using the mouse wheel on the controls gets the fine adjustments I need but having to look down constantly to find the controls makes it difficult to trim based on the instruments.
  11. Totally agree, the trim is way too coarse when bound to a HOTAS, or even to a keyboard. Using the mouse wheel on the trim controls in the cockpit works well, would be nice to have that kind of fine tune adjustments on the HOTAS.
  12. Well I think the new carriers are wildly popular...at least I'm really liking them. The FLOLS instrument is super helpful in VR and it's making landing on this thing a dream. I think I was wrong to suggest leaving the Stennis in...
  13. I've added a radio trigger to disable Red Cap by setting the airbases' resources to zero. This means that if the air defense system has already spawned aircraft, that aircraft will remain and will even land and respawn as long as they are not destroyed. I also have a trigger that will re-enable the Red Cap by setting the airbases' resources to nill which sets them to their mission default of infinite resources so that the defense network will spawn more aircraft. I quite like this because it still gives you something to shoot at on the way into the target but then you don't get overwhelmed at the target. If you disable cap right at the beginning of the mission, usually nothing spawns. I added this feature before Surrexen added his update in v129 that keeps aircraft from spawning on top of you within 40nm of an airbase. I think Surrexen's solution is far more elegant and more importantly to me, realistic. Given that, I think it'd be possible to set a trigger that if a bomb is dropped on a runway then you could set airbase resources to zero. You could also add a timer that would reset them to nil too. I don't know off the top of my head how to make that persistent though. Use trigger type "Do Script" and simply have it run the following commands to set resources to zero: REDA2ADispatcher:SetSquadron( "Alpha", AIRBASE.PersianGulf.Bandar_Lengeh, { "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, 0 ) REDA2ADispatcher:SetSquadron( "Beta", AIRBASE.PersianGulf.Lar_Airbase, { "SQ RUS MiG-21Bis", "SQ RUS MiG-29A", "SQ RUS MiG-29S", "SQ RUS MiG-23MLD", "SQ RUS MiG-25PD", "SQ RUS MiG-31", "SQ RUS Su-27", "SQ RUS Su-30", "SQ RUS Su-33" }, 0 ) REDA2ADispatcher:SetSquadron( "Gamma", AIRBASE.PersianGulf.Havadarya, { "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, 0 ) REDA2ADispatcher:SetSquadron( "Delta", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "SQ RUS MiG-21Bis", "SQ RUS MiG-29A", "SQ RUS MiG-29S", "SQ RUS MiG-23MLD", "SQ RUS MiG-25PD", "SQ RUS MiG-31", "SQ RUS Su-27", "SQ RUS Su-30", "SQ RUS Su-33" }, 0 ) REDA2ADispatcher:SetSquadron( "Epsilon", AIRBASE.PersianGulf.Bandar_e_Jask_airfield, { "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, 0 ) REDA2ADispatcher:SetSquadron( "Tau", AIRBASE.PersianGulf.Lar_Airbase, { "SQ RUS MiG-21Bis", "SQ RUS MiG-29A", "SQ RUS MiG-29S", "SQ RUS MiG-23MLD", "SQ RUS MiG-25PD", "SQ RUS MiG-31", "SQ RUS Su-27", "SQ RUS Su-30", "SQ RUS Su-33", "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, 0 ) Then to reset them to nil: REDA2ADispatcher:SetSquadron( "Alpha", AIRBASE.PersianGulf.Bandar_Lengeh, { "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, nil ) REDA2ADispatcher:SetSquadron( "Beta", AIRBASE.PersianGulf.Lar_Airbase, { "SQ RUS MiG-21Bis", "SQ RUS MiG-29A", "SQ RUS MiG-29S", "SQ RUS MiG-23MLD", "SQ RUS MiG-25PD", "SQ RUS MiG-31", "SQ RUS Su-27", "SQ RUS Su-30", "SQ RUS Su-33" }, nil ) REDA2ADispatcher:SetSquadron( "Gamma", AIRBASE.PersianGulf.Havadarya, { "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, nil ) REDA2ADispatcher:SetSquadron( "Delta", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "SQ RUS MiG-21Bis", "SQ RUS MiG-29A", "SQ RUS MiG-29S", "SQ RUS MiG-23MLD", "SQ RUS MiG-25PD", "SQ RUS MiG-31", "SQ RUS Su-27", "SQ RUS Su-30", "SQ RUS Su-33" }, nil ) REDA2ADispatcher:SetSquadron( "Epsilon", AIRBASE.PersianGulf.Bandar_e_Jask_airfield, { "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, nil ) REDA2ADispatcher:SetSquadron( "Tau", AIRBASE.PersianGulf.Lar_Airbase, { "SQ RUS MiG-21Bis", "SQ RUS MiG-29A", "SQ RUS MiG-29S", "SQ RUS MiG-23MLD", "SQ RUS MiG-25PD", "SQ RUS MiG-31", "SQ RUS Su-27", "SQ RUS Su-30", "SQ RUS Su-33", "SQ IRN F-4E", "SQ IRN F-5E-3", "SQ IRN MiG-21Bis", "SQ IRN MiG-29A" }, nil )
  14. See screenshot: What are these two new text fields that are only visible in VR (Valve Index)? They don't go away. The text in the upper left reads "Main:" and in the upper right "Static1"
  15. I'm on Steam so I haven't gotten 2.5.6 yet. What are some of the things that are broken?
  16. Call in fighter and SEAD support to the area of the SA-10. I would use JDAMs from as high an altitude as you can manage. Don't load your Hornet down too much, maybe just two JDAMs, one on each of the internal wing pylons. Use the TPOD in conjunction with your SA page to locate the tracking radar of the SA-10 site. Thats the tall mast with the flat panel at the top. Your TPOD will render at about 42 miles. This should be enough distance to keep you away from the SA-10. It may launch on you but it'll be so far away you can just turn cold to evade the missile. Once located, get the JDAM the coordinates using TOO. If you like, you can then go cold on the site get as high and fast as you can and make a run into the target. Once the JDAM says you're in range, launch the JDAMs and go cold as the SA-10 will probably have fired on you. A single Hornet just can't carry enough JSOWs to saturate an SA-10 site. You might be able to get it to fire almost all its missiles then go in with guns to hit the track radar. Once the track radar is dead, the site is useless. Hope that helps.
  17. I tried escorting my friend while he was in an A-10 and I in an F-16. I was able to destroy 4 flights, 3 with AIM-120's and 2 with guns only :/ The fifth enemy patrol popped up before the A-10 could finish his target mission and was shot down while I ran home to reload. Tried the same thing with a Hornet and had better success, though 2 F-14's spawned and well, those Phoenix missiles are hard to avoid...
  18. I guess that makes me feel better in that I'm actually understanding how Moose is supposed to work. Does MIST have a similar function? I haven't gotten deep enough into either Moose or MIST yet to know what works and what doesn't.
  19. Surrexen, I've been playing around with the spawn timers and am seeing some odd behavior. Here's what I've tried: --////RED CAP SQUADRON EXECUTION REDA2ADispatcher:SetSquadronCap( "Alpha", CAPZoneRed1, 2500, 11000, 750, 900, 800, 1200, "BARO" ) REDA2ADispatcher:SetSquadronCapInterval( "Alpha", 1, 900, 1200, 1) REDA2ADispatcher:SetSquadronCap( "Beta", CAPZoneRed2, 2500, 11000, 750, 900, 800, 1200, "BARO" ) REDA2ADispatcher:SetSquadronCapInterval( "Beta", 1, 900, 1200, 1) REDA2ADispatcher:SetSquadronCap( "Gamma", CAPZoneRed3, 2500, 11000, 750, 900, 800, 1200, "BARO" ) REDA2ADispatcher:SetSquadronCapInterval( "Gamma", 1, 900, 1200, 1) I've changed these settings under Multi and Single Player sections. The odd behavior is that I'm seeing cap groups spawn well before 900s has passed since that groups last death. Also, what determines the initial spawn time? I'm seeing new units pop up at the 2min mark sometimes. And finally, I see in the Moose documentation that the probability value isn't in use, do you know if that's still true? Thanks!
  20. You can also get creative with your loadouts. The F-16 can't carry as many weapons as the F-18, but it has the option of not carrying sidewinders. So you can carry 4 to 6 AIM-120C's to keep enemies at a distance and still have the ability to carry a decent bomb load. With the F-18, I will sometimes sling 2 JDAMs on one pylon then 120C's on the rest if it looks like I'm going to need the extra missiles. The Hornet can dogfight pretty well in an asymmetric loadout, so get creative!
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