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Yoda967

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Everything posted by Yoda967

  1. Very cool! Thank you. What's the "V for victory" item mean? It sounds like a muscle memory aid, like the "clockwise checks" on entering the cockpit in a P-47.
  2. The mod needs to be installed in your Saved Games\DCS.openbeta\Mods\aircraft folder.
  3. It's not just the dollar cost. 1. The carrier only has so much room in its magazines...yes, hundreds of weapons, but during a four-day surge, the carrier is likely to put up 700-800 strike sorties, with 1,300-1,400 weapons under their wings that won't come back to the boat. At that point, the air wing starts to run out of weapons. Every sortie that comes back with its bombs is another target that can be struck. 2. Every sortie that comes back with its bombs is a jet that doesn't have to be reloaded, meaning less work for the deck crews.
  4. After installing the 20201228 version, I can't start DCS 2.7. Has anyone else experienced this, and have you solved it? EDIT -- Solved it. Works great!!
  5. Is this mod working with 2.7?
  6. It's also a big problem for airspace deconfliction. If you have elements of a strike package separated vertically by a thousand feet, but the altitude of the waypoints is in "feet above an arbitrary zero altitude" and not "feet above MSL", even setting the baro altimeter to 29.92 doesn't keep you deconflicted from the AI, with the difference being what it is. The current fix seems to be for the mission designer to figure out what the difference is between the ME altitude for each element and what the player thinks the assigned altitude is based on the instruments in the cockpit and adjust accordingly. It adds a step that shouldn't be necessary.
  7. As did I. Threw me for a loop.
  8. https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-world-2-5/275574-patch-status
  9. Does X: Set Command (78 ) work to turn the smoke on? If so, you might use X: Start Wait User Response to set a flag that, when true, the X: Set Command (78 ) is performed and a message "smoke on" is displayed.
  10. You don't say what it's doing, just that it doesn't work, but my guess is that you always have a message "smoke is on" message displayed for ten seconds. I think the problem is related to the range you have set for "X: Cockpit argument in range". You have the minimum value set at 0 and the max set at 1 for a togglable argument. When the argument is false (smoke is off), its value should be 0, and when it's true (smoke is on), its value should be 1. Your trigger is therefore always true whether smoke is actually switched on or not. Try changing your minimum value to some value greater than 0 (example: "0.95") and see if that makes a difference.
  11. Gripes, I wasn't offering the historical perspective in the article, but the procedural aspects of it. Getting the effects you want from a GPS-guided weapon (i.e. getting the weapon on target) is not easy. A key point here: 6-digit grids are 10-digit grids with the 4th, 5th, 9th, and 10th digits truncated for the sake of brevity. JTAC gives only the digits you need to get the job done. (I'm sure YOU know this, but there may be some who don't or haven't considered it.) I agree completely with your point that you can take the 6-digit grids from the JTAC as a cue for the jet's onboard sensors, and that's really the limit of the DCS JTAC in its current form. Is it unrealistic that he doesn't (or can't, as programmed) provide 10-digit grids? Not at all. All of the DCS JTAC's engagements are Bomb-On-Target, meaning the pilot has to see the target in order to engage. The JTAC's coordinates aren't necessarily the target, they're telling you where to look for targets, regardless of the number of digits in the provided grid coordinates. (If anyone's ever had a default JTAC call for Bomb-On-Coordinates, I'd love a copy of the mission.) The addition of grid coordinate entry in the Hornet doesn't give us the ability to go around plinking tanks with JDAMs and JSOWs, it just means that the default JTAC's Line 4 is no longer gibberish.
  12. It's fairly easy to enter three dimensional GPS coordinates into your jet, but not that easy to actually get those three dimensional coordinates with the level of precision necessary to deliver the weapon. Here's a link to a good (and unfortunately fairly lengthy) explanation of the process and equipment between the spotter in the field and the pilot in the jet: https://devilofhistory.wordpress.com/2016/03/15/between-sensor-and-shooter-the-point-positioning-data-base-part-one/
  13. Concur. I'd love to see something like that. As it stands now, you can't change which aircraft goes to which parking spot without either making it UNCONTROLLED or by starting over with a new mission. It's a HUGE pain. Rumor has it that this is still EA, though. I imagine this'll get fixed.
  14. The short answer is, "Yes and no." I'm using this technique in a mission I'm building, but not across coalitions.
  15. Chuck, Under ADVANCED ACTIONS for the 109's WP1, you can use PERFORM COMMAND > TRANSMIT MESSAGE to do this. As Toutenglisse says, it allows you to select a sound file and an accompanying "subtitle" which will show on screen as a written message. You just need to make sure that the 109 is on your desired frequency.
  16. That makes sense. I've been putting a STOP WAIT USER RESPONSE after every START WAIT USER RESPONSE (Flag Forward) just to keep things tidy.
  17. Eduardo, This is awesome...seems like it's also a much quicker way to offer mission branch options than the F10 Radio items.
  18. Search isn't working for me. Tried variations on the words, "bomb" and "bombing" and didn't get a single hit. That can't be right.
  19. Fonzie's guide is really helpful for mapping out your launch sequence. The order in which you add aircraft to the mission matters. Building a single-player mission from scratch, add each aircraft, section (pair of aircraft), or division (group of four) in parking spot order. Select "UNCONTROLLED" for each aircraft or group. The SC manual recommends placing the E2 and the S3 on spots 5, 6, 7, or 8, which are EL2 and EL3. So, when building your mission, you add the four aircraft in the six pack FIRST, then place your E2. This is where you'll run into your first placement conflict. You want your E2 to launch first, so it can't be parked on EL2 (spot 5), where it's blocked in behind the jets in the six pack. You have to force it to spot 7, where it can get out before anything else moves. There are two ways to make that happen: You can use statics like Fonzie suggests, putting them in both parking spots on EL2 (I haven't tried that myself), or you can add ONE "UNCONTROLLED" F-14 or TWO "UNCONTROLLED" Hornets/Hawkeyes/Vikings in spots 5 and 6 BEFORE adding your E-2. That will place the E-2 on EL3/spot 7. Then, when you start the E-2, it will go to CAT 3. The SC won't let you put two F-14s on an elevator, so you won't be able to put your two F-14s on EL4, I'm afraid. You can put them aft of the island, though, in spots 9, 14, and 16. One other important thing: The aircraft you select as your player aircraft will get bumped down the parking spot order. For example, you have Hornets in spots 1 - 4 (the six pack), Vikings in spots 5 and 6, the E-2 in spot 7, and you set the Hornet in spot 3 as the player aircraft. The module will bump it to spot 7 and move everything from the Hornet in spot 4 up on spot in the placement order, or it'll bump the player jet down to spot 6 and put your wingman in spot 7. The work around for this is to make every aircraft that's parked in a higher-numbered spot than your player aircraft is set to "LATE ACTIVATION". Use triggers to spawn each of them at 1 second after mission start. (I set up the triggers in the same order that I added the aircraft, but I'm not sure if that's required.) Finally, manage the launch sequence by using triggers to start each aircraft or section in launch order. It'll take some trial and error to work out the order of these triggers. The main thing you want to avoid is having two airplanes moving to the same catapult at the same time.
  20. ChillNG, Not sure if you saw this, but here's a video that 'Nobody' made of Mission 1 with the A10C II.
  21. This didn't go well, but it does give you a good idea of what the PLAT camera view looks like at night.
  22. Zad, I think the terms you're looking for are "near-peer adversary" and "alone and unafraid." You're absolutely right that an unopposed scenario is unlikely against a near-peer adversary, but (as Buzz points out) you are equally unlikely to ever go into any hostilities alone and unafraid. From what I read in various forums, there are a lot of people who hold on to the erroneous idea that you'll ever "go it alone" in a high threat environment. If your target site is well defended (IADS and fighters), you're going to be part of a large force strike. First, there will be a coordinated TLAM strike...with enough missiles to do major damage to the local air defenses, if not outright destroy them. The first element of your strike package will be tasked with sweeping the opposing fighters, either killing them or drawing them away from your objective area. The second element of your package will be the SEAD element, using tactics tailored to suppress whatever SAM sites remain after the TLAMs did their thing. In DCS, we don't have any EW aircraft, so the SEAD element will be fighters with HARMs or JSOWs. Your strikers will have whatever precision guided ordnance best suits the target and the environment...well described by Sk000tch. The strikers may be escorted by AAW fighters or may be loaded out for self-escort. There will likely be an AEW aircraft in the package, providing C2 for the whole event, and it will also have a dedicated escort element. That's a minimum of nine aircraft, and there will be a decision matrix on the strike lead's kneeboard showing whether the mission is still a go after the loss of any of them. The timing of it is also important -- you'll want the shortest timeline possible from TLAM TOT to the last aircraft egress. The less time your adversary has to react, the better.
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