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Yoda967

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Everything posted by Yoda967

  1. Show it where? And for what aircraft?
  2. The Harrier needs some work, but it's definitely usable, especially if you get the Vulcan Forge campaign to use it in. In my opinion, the current issues that have the greatest impact are the troubles your wingman will have with taking off (he will want to do a vertical take off, but may not be able to if he's heavy with ordnance and fuel) but you can compensate for that by building a longer first leg into your flight plan if you're flying from the beach. The "wheels up" call is gonna be late. The other big issue is that you can't fill external tanks by aerial refuelling. Again, that's something you can work around in the ME if you're creating your own missions. Flying the Harrier is pretty cool and there's a lot to it, and that alone is worth the price, if you ask me. Go for it.
  3. Thanks! I figured I was doing something wrong. I'm setting up the carrier TACAN in Triggered Actions. It makes sense that I need to set up a trigger, as well, but how do I do that in this case?
  4. Thanks, Wrench! I'll test 0.6 tonight after work. As a side question, I've set up my base mission to use the TACAN workaround, but even though I get BRG/RNG properly, there's no identifier displayed on the HSI. If I set up TACAN in the usual way, the identifier is visible, as it should be. Are you seeing this, too?
  5. I think I read in one of Wags' posts that the goal is to get the FA-18C to about where it was, technology-wise, in about 2004. It'd be terrific if we could have the three CVW-14 squadrons that flew from USS JOHN C STENNIS during her 2004 deployment, in the colors they flew at the time. They were VFA-115 (200 series), VFA-113 (300 series), and VFA-25 (400 series).
  6. Thanks for that. I don't know why I didn't think of using timed script calls. Thanks for your hard work.
  7. Some feedback: Using version 0.3, and it works like a charm, except that the "returning" transmission repeats every ten seconds. A second question: Would it be possible to set this up so that the carrier steadies up on flight CORPEN at specific times? For example, say the launch starts at 0830, recovery begins at 0850 and ends at 0915. Would it be possible to have the carrier come into the wind at 0820, and then turn toward the IP to be ready for the next launch cycle to begin at 1000?
  8. These days, carriers don't conduct flight operations in formation. As you pointed out in your video, Wrench, dynamic weather conditions will drive the carrier to make course corrections to achieve the best winds across the deck, so they tend to keep the carriers in their own operating areas and at least ten miles away from each other. My question...inspired by MikiBzh...is there a way to have this for multiple carriers maneuvering independently?
  9. Nice find.
  10. The DCS Roadmap doesn't show one: https://forums.eagle.ru/showthread.php?t=116893 I searched there for "LOS ANGELES", "VIRGINIA", "STURGEON", "SEA WOLF", and "SSN".
  11. Whoa, SUNTSAG...where did that oiler come from? (Sorry for the off-topic post.)
  12. The USS NORMANDY CG - actually USS CHOSIN (CG 65) - is a TICONDEROGA class ship. I'm not where I can look this up in Encyclopedia, but is that what you're seeing? USS TICONDEROGA herself had twin-arm Standard missile launchers, with the VLS launchers introduced in USS BUNKER HILL (CG-52). I haven't seen a US submarine.
  13. I think he means HSI.
  14. There seems to be room for up to 4 non-static (client or AI) aircraft on STENNIS. DCS will choose where to place them automatically.
  15. You can use a waypoint more than once, as you saw with WPT 1 being in both SEQ 1 and SEQ 2, but it's the same waypoint in both sequences. If you want a different waypoint in SEQ 2, you have to add another waypoint.
  16. Something else comes to mind: You didn't say what the fuze setting was for your GBU-31. That hardened case won't do its thing without a delay on the fuze. Penetration takes time. Granted, it's a short time, so maybe the fuze delay is a tenth of a second, or two tenths. You need it to put the blast effect inside the target where it'll do the most damage.
  17. Look up USS FRANKLIN (CV 13) from WWII. She got hit by one (possibly 2) 250Kg bomb that penetrated her flight deck and armor and went off in the hangar deck where there were several planes being refuelled and rearmed. The initial blast ruptured the aircraft refuelling system, spraying fuel everywhere. That led to a secondary, fuel/air explosion that blew one of her elevators off its tracks and touched off a fire that quickly spread to the flight deck where the air wing had just begun to launch for a strike. Most of the air wing's planes were abandoned with their engines turning, bombs armed. The Navy estimated later that there were more than fifty-five secondary explosions as the air wing's 500lb bombs and rockets cooked off. Nearly 800 sailors died. FRANKLIN survived the attack, was initially taken under tow, but later steamed to the Brooklyn Navy Yard (from the coast of Japan) under her own power. There were a lot of lessons learned from that engagement, and it's safe to say that a modern US carrier incorporates all of them.
  18. You absolutely can. No problem at all, using the ME.
  19. 1. Night capabilities currently in the mod? Virtually none at this stage. 2. The ATFLIR pod is under development and will be added to the F/A-18C mod in the future. 3. Ground radar capabilities are still being developed, and will be added at a later date. 4. How do you define "good"? The FA-18C certainly operates successfully at night.
  20. You're supposed to hold the Fire Test Switch until it's done with its whole cycle. It does funky things if you don't.
  21. I've got a mission I'm working on with 11 aircraft on the flight deck, but that's just a first attempt. There are a couple templates in the user downloads, so I mapped the location of each static parked aircraft using the range-and-bearing tool. I still had to do some tweaking to get the planes where I wanted them, but it looks a lot better than an empty deck. Edit: Holy hell, I never thought to use the SAT button to get a top down image to work with. Thanks for that whopper of a tip!
  22. Gents, "Military power" is full power without afterburner. To the OP: What do you have loaded for external stores? That can make a BIG difference in the amount of power you need.
  23. I completely agree. I may have poked fun at you, but it wasn't for your flying. You're pushing the edges and you deserve credit for that. I bet with a few more passes, you'll nail those Top Gun approaches.
  24. :megalol:While we're nitpicking, I'd like to request that you quit torturing those poor figlets (FFGs) and station them out where they belong. Put a cruiser at the carrier's 170 relative for 1500 yards and leave the FFGs out of the screen. Trust me...a couple days of tagging along with the carrier and the crews on those FFGs are going to be looking for a change to strangle some airedales.:megalol:
  25. I'm trying to put together a scenario that begins with the player, his wingman, and an E-2 on the deck of JOHN C STENNIS before she turns into the wind for launch. The idea is to give the player time to run through all the startup checklists before taxiing to the catapult, and then to hold the launch until the carrier has turned to the launch and recovery corpen. The first problem I'm having is that as soon as I taxi from the forward parking/spawn spot, headed for Cat 2 (forward, port side), the wingman taxis to Cat 3 and takes off immediately. This leaves him orbiting uselessly while the ship comes into the wind. The second problem I'm having is that I've used the usual trigger arrangement to keep the E-2 from starting and taking off immediately (a stationary trigger zone that pushes an AI task to start), but the E-2 just doesn't start at all. Is there a way to control which catapult an AI plane goes to for launch yet? And is there a way to delay that launch until the carrier is "ready"?
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