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Everything posted by Frag
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I use both mode, but yes your explanation makes a lot of sense considering the presence of aggressive target! Thanks for the answer. You just brought a new question to my head, but I will start a new thread no to hijack this one.
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Just for my own knowledge, not challenging the op at all... What is the advantage of CCRP over CCIP with the CBU?
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Molevich’s Mi-24 Sim-pit on target for ready when the module drops!
Frag replied to molevitch's topic in DCS: Mi-24P Hind
Just to keep the running gag alive ... Where is the FAN!!?? You need the functional fan! Awesome work buddy! -
As you know, most of the modern war are between factions, not really countries. I would really like to be able to "add faction" to your mission, which would simply be a copy of the "USAF Aggressor" which would give you access to all asset to your new faction. This option would greatly enhance the possibility of custom missions. Example: Simulating a small civil war within Syria with few factions without the use of major country like USSR or USA. As it is now, when trying to do this, you always end up using fictive country like "Turkey" or "Lebanon" which have limited access to asset. For example, there are no "infantry" for Turkey. All to say, this simple feature would make the life WAY easier to all mission makers.
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Map objects as asset objects in mission editor
Frag replied to NakedSquirrel's topic in DCS Core Wish List
Ironically, I asked for the same thing earlier this week in another thread. It is difficult to believe that we have all these maps now and that the static objects in the editors are the same for the last 10 years. The objects are available! Why not making these available in the editor? -
I LOVE the Huey module in DCS. That module brought me HUNDREDS or hours of fun. I did use a twist joystick for like 2 years with it. So yes it can be done. However, the day I bought rudders, it was a game changer for me. Landing precisely in bad weather went WAY easier ... so was controlling the nose of chopper while attacking enemy units at low speed. Briefly, it will make you a better pilot, but it is not necessary by any means. My recommendation is. Get the MI-24, have fun ... and if you feel the need ...get a set a rudder, you will not regret it. Like other said, those are not that expensive.
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Why does changing camera angles change the simulation against AI?
Frag replied to djliquidice's topic in DCS 2.9
Yes replay does not work. If you really want to have a precise replay, I read somewhere that it can be done by having a standalone server, and use the file on that server to replay. Do some search around this, you will probably find it. -
Yeah I mostly mean the building. Aren't the building available in the mission editor part of the Caucasus map? I am curious by the low amount of reply. Am I the only who think that the objects selection should be richer in the mission editor? Those did not change for years.
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I do agree. The quality of this module is SUPERB for a free module. So is the Anubis C-130. I do fly choppers a lot. I do have Thrustmaster Warthog and the Huey is the second module I flew the most (after the F-5 Tiger). So yes it is quite awesome with a joystick/throttle ... but yeah, if you intend to do so, you will need rudder pedals. I personally have the CH Pro, but there are many models out there. You really need an axis for the rudder to flew helicopters and have fun. Linking the rudder on a button wont cut it.
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If you are coming from the propellers aircraft, a good next evolution would be the F-5 Tiger II. This jet is a blast to fly and the electronic, even though existent, is quite limited in a good way. Simple radar and no MFDs at all. I have many DCS aircraft, the F-5 Tiger is still the one I fly the most. Is it relatively simple and quite effective when mastered. For sure it does not have all the abilities of the F-16 or the F-18 since it is an older generation jet, but the advantage is that you concentrate on the flying instead of the MFD management. To all it's own, but I do not like the sensor/computer fest that became the current jet fighters like the F-18. Do not get me wrong, F-18 is awesome ...but the feel is extremely different.
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Hi guys, the new Syria objects are not appearing in the mission editor under the structures objects to be used while editing mission. Is is a bug or it is by design? The mission editor has the same old static objects for years. ED, please add the new objects you create for the maps to the editor so we could use these. Thanks
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Exactly!
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Hi guys, I am wondering since I could have missed it. Was there any announcements made by ED to update the look/feel/animations of the infantry at some point soon? I think you will agree with me that the infantry selections and animations are extremely limited for a 2021 sim. With the Apache coming, which is well known to control enemy infantry on the ground in all the middle east conflicts, it would be a good time for ED to give nicer animations in our FLIR display. Would also LOVE to see some civilians units, which could be used largely in missions design for all the choppers that will show up in the next few months (apache, hind, OH-58...) What is your take on this?
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Mission Editor changing AI health before mission start...
Frag replied to StevanJ's topic in Mission Editor
Unfortunately, it cannot be done. Always wanted to edit that info. The only work around is the one proposed by Khopa, but you will understand that it is a bit tedious to be precise with that. -
It seems like your profile is really close to mine. I do not mind a dogfight here and there, but I am a ground pounder in my heart. The A10 is a great choice for you, but if you feel that it is a bit slow, give a second chance to the F16. The F16 is fast, maneuverable and an awesome ground pounder while not being a full blown server room like the F18. I do enjoy flying the F16 ...a LOT. Briefly, for me, the F16 gives me everything I want from the bombing perspective, while giving me that feel of speed.
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Thanks for the answer toutenglisse ... I checked out and it does not seem to be the issue. But since we are at it, the last time I tested this, the DCS sound engine will not let you play 2 sounds one over the other. It is quite difficult to code something dynamically when a new sound will always kill the one currently playing. Example, you could not play a beep sound if you are already playing a background music. The beep will kill the currently played music. BUT you can play a sound and a radio call simultaneously. It seems that the engine has two channels for the modders to use. One for sound and one for radio. Thats it ... But now, that limit on the number of sound to be played really kills my project.
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Hi guys, I am using a lot of voiceovers in my mission. I mostly use two calls with MOOSE. 1. The soundfile to all local _soundFile = USERSOUND:New("mysound.ogg") _soundFile:ToAll() 2. The radio call _unitRadio:Broadcast() I do not have issues playing the sound at all. BUT, I do have a recurring issue where after few dozens sounds played, the sound that I call in my scripts will no longer play. Any of you guys experienced this? This bring me to two questsions: 1. Is it possible that DCS accumulate these sounds in memory and attain a max buffer of some sort? 2. I read at few places people who had to set a sound.buffersize = 8192 in a config file somewhere to fix and audio bug with the A10. Wondering if it could be related. Any hint would be appreciated, I am kind of tired of this issue. This is the biggest annoyance I had with DCS so far. Thanks guys
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To add some info about the issue. The right gunner refused to fire, but I forgot to say that the left gunner was out of ammo. When a gunner is out of ammo, his ROE will automatically switch to "Hold Fire". I wonder if the gunner could have a bug where one gunner would use the ROE of the other.
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Hi guys, I am playing with the official release (not the beta one) and I noticed that the right door gunner does not open fire again. I remember that we had that bug in the past, but EA fixed it. But it came back. My left door gunner will shoot well, but the right one is on a union break. Are you guys aware of this? Thanks
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Hi guys, I am trying to do the following. When approaching a truck with my Huey, 8 soldiers are spawned closed to the truck. After some documentation reading, I think that it can be done with the ZONE_GROUP or ZONE_RADIUS but I was not able to figure it out. So briefly. Let's say I have on the map (in late activation) a soldier group named "soldier". I also have a M818 truck named "truck". How can I spawn the group "soldier" close to the M818 named "truck" ? Thanks guys
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Hi guys, I am playing around with Anubis C-130 as seen here. Quite a nice and fun aircraft! https://forums.eagle.ru/topic/252075-dcs-super-hercules-mod-by-anubis/ I would like to create a trigger to know when the troop were parachuted. Example: I fly the C-130 over a trigger zone, parachute the troops then a "MessageToAll" would display (over the fact that the troop just were parachuted, or first troop touch the ground.) Do you know oh which condition I could link? Thanks for any hints.
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Hi guys, I had a session with two friends of mine tonight and we did not stop having this issue. I never had this issue in Single Player. While approaching a convoy with a load of MK82 SnakeEyes (speed 450 knots, altitude 400 feet), 50% of the time, my F5 was exploding as soon as I was releasing the bomb. All of us got the issue. But it was working from time to to time. One of the player has a weak network with some latency issue ... could it be some kind of latency issue with the position of the bombs and the aircraft? Anyone ever got that issue? I have to say that it is quite a buzz killer to fly 25 minutes away, to explode mid air while releasing the bombs. I really wish that I am missing something! I would appreciate if you have any hints. Here are my bombing parameters if needed: - Interval 0.6 - Store RIPL - Fuse: Nose & Tail - All pylon selected (9 bombs) - Pip Mode "MAN" - Depress 90 Thanks!
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DCS Super Hercules mod by Anubis
Frag replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
I just deployed paratroopers and noticed that they disappear on the ground. They are not showing on the map as soon as they touch the ground. Is there something I need to configure to have these soldiers appearing as seen in the GrimReapers video? -
The only reason why I would not like a P-38 is because I would no longer have a real life. Real P-38 fan boy here!!!