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Lau

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  1. Dynamic weather, wind not shifting direction and speed with altitude (coriolis + gradient pressure effect)
  2. While making a fuel and payload calculator, I noticed a difference in fuel density used by ED between the internal and external fuel tanks. Any reason for this, perhaps a variation in octane that could provide and extra boost when switching tanks ? Also, both drop tanks types carry the exact amount of fuel, with one being just heavier, what’s the point, better air penetration ? ED Lbs per Gal int 6,4 ED Lbs per Gal Ext 6 GAL LBS Top Tank 48 308 Bottom Tank 37 237 Total internal 85 545 Lbs 45 Gal Torpedo drop Tank empty weight 49 45 Gal of Fuel 270 45 Gal Slipper drop Tank empty weight 35 45 Gal of Fuel 270 Best, Lau
  3. Really gentle on the throttle and brakes to avoid breaking the tail strut drive on the Normandy 2.0 Manston and Odiham AIPs, but that’s not enough. I keep restarting the missions many times until I finally manage to take off without damaging it. It's quite a massive piece of equipment and looks very sturdy, it can't break that easily IRL. When it breaks it is possible to hear a big impact sound effect, subsequently it will not retract with the main gear after t/o. The Mosquito is unusable as is when starting from the ground. Actually it possible to taxi with the damaged tail strut, it will just not come up with the main landing gear + this annoying bang, bang noise effect. Best, Lau
  4. If there is space to write 350 deg, there is space to write 10 deg (pls see in red). Thanks, Lau
  5. Thanks @razo+r lowered gama a bit to no avail, the pointer has no enough contrast with the sun at 4 o'clock high. The compass can not be usable only half of the time. I feel that we need more contrast on the central part of the pointer and end it as an arrow towards the graduation for more precision. I tried to locate the pointer in the textures files to paint it RED with no avail. No such problem in the Mossie, the pointer is thin and is not sitting on top of a wider base like in the Spitfire. Access to the compass in the Spitfire is awkward enough to on top of this add visibility/reading issues. Cheers, Lau
  6. Compass Heading pointer covering almost 6°, that is too wide a range for precision DR, it should be pointier or like the end of a needle or slimer for 1° precision readings. Thanks, Lau
  7. @Exorcet I might not have been very clear in my message, the idea I am trying to convey is that the warning pop up would be optional, the players deciding to activate it or not for some important units like carrier groups by simply adding a tick mark in the unit configuration page in the ME. That means if you do not use the option you wont get any hindrance out of it. I do save multiple missions but a lot of things can be done in an hour of work or even in ten minutes, there are times when your work is just not backed up and you are at risk of losing precious time. The pop up window seems like an easy work around to an otherwise complex implementation of a step back function. Best, Lau
  8. Hi @BIGNEWY 250 Kts CAS / 375 Kts GS at FL250 should be plenty for a Max GW F18C. The point is that the current F18C AI code is preventing the AI to fly the airplane properly. Even if the AI F18C stalls from FL250, it should be able to recover. Currently the AI F18C can be seen continuing to stall to the ground at Max Burners with high AOA, the code should allow the AI to give a gentle push to unload wings and recover speed, but it fails in that perspective. Also and while we are talking about this, it is essential that the code limitations of the KC135 MPRS are addressed. It seems that the stalling AI F18Cs where logged as the next unit in the AAR trailing process by the KC135 MPRS, since the AI F18Cs crashed the AI KC135 MPRS kept waiting for them, not allowing the other planes to refuel. The other planes will then remain stock in the AI KC135 MPRS trail until they run out of gas, failing to accomplish their mission and therefore breaking the scenario. Thanks,
  9. @Elphaba Thanks for your feedback, it is scary how the old DCS is preventing the new DCS from evolving... The least would be to have a warning window pop asking for confirmation before the unit gets deleted. If an option was added in the unit settings (e.g. in the page where NVGs, chaff etc can be configured, albeit a page in the CVN or any other way...). I mention the carrier, because in my case I only wanted to delete a trigger that was next to a waypoint of the Carrier Group which in turn I used for timing all the triggers of the mission I worked for months. Deleting so much work for a simple mistake was a real nightmare. Sure it is not a lot of work to simply allow players to choose on which units this warning window would pop up. I am sure I am not the only one mission editor that almost ripped his hair off after such event. Best, Lau
  10. Hi everyone, @BIGNEWY Thanks for taking the time to look in to this valuable feature for the future of simulated modern warfare operations within DCS. Yes of course, I am aware of the existing possibilities with FARPS and a combo of vehicles, unfortunately they remain static for the duration of the mission, which defeats the purpose of allocating supplies to a randomly evolving front line. Helicopters are slow and as maps get increasingly bigger; this will increase the time they can remain in contact with the front line, reducing ferry flights to bases and FARPS provided they manage to remain fairly undamaged. Here is a link to a video showcasing HB Viggen workaround since they do not have access to the source code : AJS37 Viggen: Building A Road Side Re-Arm Base FARP Tutorial | DCS WORLD It would be nice to have a clean code that allows players to rearm within the radius of a vehicles combination, provided the airframe is WoW. This could be limited to Fuel and Ammo, living the repair capabilities to major airfields for the sake of realism and mission balance. In SP, players will manage balance since having unlimited resources could be considered a cheat in MP, maybe opening the way to a more ambitious front line supply chain project, where fuel and ammo from trucks could be limited by their payload capacity. Reloading trucks could be done by simply making them transit near a FARP or an airfield, dynamically depleting limited resources with perhaps time constrains on loading and unloading as it is currently done for rearm/repair/refuel. But again, what I am asking is simple, just please give us access to the rearm/refuel window when close to a set combo of vehicles. This should not be limited to choppers, F18C and other airframes can also rearm from roads in real life. Thanks @Dangerzone Thanks for your help and interest in logistics and supplies in the battlefield, I will check the MOOSE script but, I am really after a simple and clean solution like what was done by HB for the Viggen, without the need to use the checklist shortcuts as demostrated in the video linked. Just nice and easy refuel/rearm from trucks. Best, Lau
  11. @BIGNEWY The main advantage of a helicopter is its ability to land almost anywhere, hence the extensive use of mobile FARPS and by mobile, I mean giving the ability to players to refuel & rearm from trucks that can be relocated at any time during the mission via the F10 map or using the combined arms module. There is a post somewhere where this topic was discussed and BIGNEWY reply was that after checking with the Dev TM this is not possible and that the current FARPS are a way around it. With this type of answer, BIGNEWY is implying that HB dev TM has better coders since they have managed to implement this with the Viggen! Best, Lau
  12. Often carrier operations will resume after the bad weather has just improved enough for carrier launch and recoveries with frightening pitching deck conditions, something that it is not possible to simulate at the moment without increasing relative wind over deck and making the airplanes land almost as choppers. Best, Lau
  13. Hey fellow virtual pilots, It seems that with ED's AI limitations added from one end of the mission to the other, the chances of recovery are very slim for AI and even sometimes for the players with the deck fooled by AI that did not launch and remained stock on the catapult. So effectively it’s a very tricky business to micro manage the parking allocation of AI through spawn and startup delays, the super CVN being unable to prevent AI to start taxiing all at the same time and consequently jamming the deck. Once AI is airborne you have the other sets of bugs with F18C stalling while trying to intercept tankers, preventing other aircraft from refueling since they are waiting on an F18C that will never make it after crashing. Then you have the mission for the few that survived the initial massacre that must AAR before being able to head for the recovery pattern and then what seems to me like a broken CASE III recovery with AI never making it to the deck on endless loops around the CVN. If I get one or two AI on the empty CVN deck that would be all out of 14 airframes launched, more often than not these are an E2C and a COD that do not need to AAR. Please let me know about your experience since I am interested to know if I am the only one that wasted so much of my precious time trying to make a product work? Yet not a word on AI improvements in 2024. Best, Lau
  14. Thanks for having fixed this, a real treat to be able to use WW2 real maps MAG Var with the SIM and with the correct date. Best, Lau
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