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Frag

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Everything posted by Frag

  1. They are introducing a lot of choppers this year, and as we all know ...choppers do mangle with infantry a LOT. Pretty sure they see that clearly. I am personally waiting for ED to make some announcement about that this year. Crossing my fingers.... These units would catapult the custom missions quality. ED if you do so add infantry, please add few civilian models as well. Would be nice to be able to defend civilian units or create some humanitarian aid missions.
  2. Holy hell you do know your music! Didn't want to hijack the thread, that music just made me giggle considering it was played along war machines demonstration. Back to the thread LOL!
  3. I would say find good tutorial to learn the DCS MOOSE api. From there, you will understand the code behind the campaign/missions ... The difference between standard missions and dynamic campaign is that the dynamic campaign will generate mission file on the fly before starting the game. But the mission content will have the same format as a normal mission.
  4. If you think that the F-16 has small fuel capacity, you should try out the F5. Without external tanks you can barely take-off. I transitioned from the F5 to the F16, and the F16 feels like a Yaris as far as fuel consumption goes!
  5. The 80's call, they want their porn movie music back.
  6. I guess that the fact that the Hind is an older platform with less technological toy is probably making it shorter to implement. But indeed the Apache is a complete other story!
  7. Nobody knows but I can assure you that ED will at least put in place some basic damage model before the release. They got SERIOUSLY slammed by their customers when they released an indestructible F-16. I doubt that they will do that error twice.
  8. Unfortunately I did not find a way to do this. I think it is a limitation of DCS.
  9. Hi guys, nice new clip about the Advance Tiger F5... https://www.youtube.com/watch?v=pAcDw9a_kfI Just in case you guys would be interested
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  10. Ah ok that explains. I will come back later on when 2.7 will be the stable release. Thanks!
  11. hi guys, quite a basic question here! I downloaded and installed the aircraft on 2.6.5 (stable branch) and at the cold start, I put these switches on. - Engine On (Left) - Batt 1 ON (Right) - Batt 2 ON (Right) - Gen Reset ON (Right) ... in the youtube tutorial, all warning light will come out at this point. On mine, everything stay dark. I tried to start the Gas Turbine anyway (with the key) ... it will not start. What am I missing? ps: I just tested having the aircraft already flying with the mission editor ... the aircraft flies correctly, but the warnings lights and MFD are all dark. Could it be a shader thing? I am not playing in VR right now, but do switch from normal mode to vr mode from time to time.
  12. I am a bit surprised that nobody could hint on this. It seems like quite a basic functionality. Thanks for the answer, but it is exactly the call I am using and wrote down in my example. gpPlayer = GROUP:FindByName("bradley") gpPlayer:OptionAlarmStateRed() gpPlayer:OptionROEWeaponFree()
  13. I was able to do this with the following, but not with moose. - On the bradley I create a Trigger action named "SwitchToFree" in the group menu. - On my trigger "Time more 20" I add the action "AI Task Push (SwitchToFree). How could I still do that with moose?
  14. Hi guys, I am pretty sure that I have done this in the past, but it seems that it no longer works. Unless I miss something. Here is a simple question. How do I change the ROE of a group with moose so it will start attacking the enemy? In my sample mission example I: - I start moose as usual on a mission start trigger. - Put a blue Bradley, with the group name "bradley" on the field. - Close by, I put a red M818 group named "truck" - For the bradley, at the initial waypoint 0, I set the option ROE->Weapon Hold - I create a trigger "Time more 20" which execute that script after 20 seconds gpPlayer = GROUP:FindByName("bradley") gpPlayer:OptionAlarmStateRed() gpPlayer:OptionROEWeaponFree() The effect should be that the bradley do not attack the truck in the first 20 seconds. There are no error in the logs. I even notice after 20 seconds that the bradley deploy its missile system. But it never attacks the truck. I tried with few unit types, same issue. What am I doing wrong? I found few very old thread on the subject, but I was not able to find the answer to this.
  15. A 3D / graphical overhaul like they did for the A-10 II . For sure seeing the infantry on board would be AMAZING. But I think that we should bet too much money on that until they completely revamp the infantry units.
  16. Hi guys, with the revamp of the A10 in the the A10 II and the upcoming shark III ... I am wondering. Did ED ever mentioned redoing the Huey at some point? The Huey is by far the most popular helicopter, I am pretty sure they would have a lot of attention on a Huey II. I would personally drool all over this.
  17. FOUND MY ANSWER here: https://forums.eagle.ru/topic/239689-gun-rounds-in-zone-is-it-possible/ I tested it and it worked on the first time. It cannot tell what kind of weapon we are using, but I can live with it. Is there a way to know the location where the weapon impacts?
  18. Hi guys, I want to create a trigger when an Armed Speed Boat is opening fire. I saw that you can only detect missile and bombs in the mission editor under the condition "BOMB IN ZONE" and "MISSILE IN ZONE". How can I detect when a unit is using a gun or rocket?
  19. Good! At least we know that some work will be done in this area. I find quite ironic to be more nervous landing my F-16 than flying it few minutes before over a city infested with SAM sites. LOL
  20. Hi guys, I landed hundreds (if not thousands) of time with many aircraft so I am quite comfortable with this .... but the F-16 still does give me the chill while landing. It is difficult for me to believe that the aircraft really behave this way... pilots would HATE this. That thing feels like a 1200 hp drag car with tinny tire ...it skids all over the place. Was this thing fixed in the beta branch (I am on stable)? The thread is quite old so maybe something was done in the meantime. Also dumb question but, is the Anti-Skid feature must be activated thru a switch?
  21. I would like to remember how long it took for the F-16 to jump from the Beta branch to the stable one. Cant remember for the love of god. I do not mean to be completed (the F16 is still not), but I do mean the interval between its release on the BETA branch and the release on the stable branch.
  22. Worst case is ... I am on the stable branch only (long story). I will see you guys having tons of fun with it and watching videos while I will need to wait another full month or two before seeing it on the stable branch.
  23. Good to know that we can get these Virpil in a reasonable amount of time now. I have to say that the low availability made me go with the Warthog. I am ok waiting 2-3 weeks ... but 3-4 months was another story.
  24. Ah ok get it thanks! Your website was opened when I just checked few mins ago. I ordered the Sound Module, cant wait to play with this
  25. Hi guys, as I saw in another thread, the radio comm menu does not popup when using the "\" key with the huey. So after some research, I read that we could use a button directly on cyclic stick to call that menu ...which I did. When I use that button, the menu will pop, but it is named INTERPHONE" and my wingman will ignore all order I give him. I probably have mixed up keys in the setup at some point. Which entry in the adjust controls section I should bind to get the correct communication menu? I feel like a dumb ass since I am using the Huey for a long time. But for some reason never flew with an AI wingman.
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