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HedgeSlammer

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Everything posted by HedgeSlammer

  1. Autopilot master switch needs to be ON - took me ages to work that out too. At the moment I have it mapped to a button on my stick, and if I accidentally press it I'm mystified why I can't auto-hover until I notice the switch is off when I glance down. Is there a reason why you'd want to have the master AP switch off? If not, I'll definitely unassign it so I don't catch it accidentally again.
  2. Awesome mod of one of my favourite planes at airshows. Many thanks for all the hard work! Can I just check? Does the A-G version have a RWR? I've had a quick look around the cockpit but can't see anything obvious when I fly over SAM sites that shoot at me, or planes that fire AA10s at me
  3. Absolutely awesome mod - love this plane. Much kudos to the team working on it!
  4. Ah - that'll be the Pirate Voyage missions that I made - I'll have to re-do them with currently available rocket pods - thanks for the heads up!
  5. Evening folks, I've finished the sequel to the first Abkhazian Antics mission, so if you fancy a bit of a fly around Georgia, helping the blue team to disrupt the invaders, see what you think. As usual, this mission is the most complex I've put together so far - I've added some elements of randomisation so the targets & enemy forces aren't always in the same place, and I've had a bash with voice messages after a request from someone from the previous mission. As usual, any feedback is great - let me know what you think & if I can change anything for the next mission, I will. Abkhazian Antics 2 - Madame Cholet's Suprise
  6. Evening folks, I've finished the sequel to the first Abkhazian Antics mission, so if you fancy a bit of a fly around Georgia, helping the blue team to disrupt the invaders, see what you think. As usual, this mission is the most complex I've put together so far - I've added some elements of randomisation so the targets & enemy forces aren't always all in the same place, and I've had a bash with voice messages after a request from someone from the previous mission. As usual, any feedback is great - let me know what you think & if I change anything for the next mission, I will. Abkhazian Antics 2 - Madame Cholet's Suprise
  7. Evening folks, I've finished the sequel to the first Abkhazian Antics mission, so if you fancy a bit of a fly around Georgia, helping the blue team to disrupt the invaders, see what you think. As usual, this mission is the most complex I've put together so far - I've added some elements of randomisation so the targets & enemy forces aren't always all in the same place, and I've had a bash with voice messages after a request from someone from the previous mission. As usual, any feedback is great - let me know what you think & if I change anything for the next mission, I will. Abkhazian Antics 2 - Madame Cholet's Suprise
  8. Hi, I'm trying to understand what's going on with AI flights I've created to help in a mission I'm building. 1. AI flight has task to attack a particular ground group of vehicles (2xBRDMs). I wanted a nice dramatic rocket show, so armed 2 harriers with rockets & bombs. Harriers fly in, fire rockets (I think just the lead, not the wingman), usually nice & dramatic & sometimes destroys one BRDM. Both planes generally now fly around for a bit. Their next WP instruction is to attack again, (I've tried, orbit & search for group & also attack group & search in zone), but result is similar either way - harriers don't carry out any more attacks, and before long fly off to land. They're not short of fuel, but only have bombs & cannon left. Am I doing something that stops them carrying out more than one attack run? 2. In a flight of 2 planes, more often than not, the wingman flies around letting the lead carry out an attack, then leaves for home all on his own. Any idea what's going on there & if I can stop it? One day I'll get my head around the AI pilots in DCS, but as someone once said, "It shall not be this day!"
  9. Hi Redboot, welcome to the wonderful world of the editor! What you need to do is give them a task to orbit. A single waypoint is all you need for a circular orbit, and if you'd like a racetrack type, you need 2, with the orbit task set on the first, then the flight will fly to the next WP & back again in an orbit until told otherwise. Cor, I think I answered my first question!
  10. thanks for the advice - I've used a few (free) editors to record & convert the files - not something I've really done before, but I now know that some can't save in .ogg format, and others are just a bit baffling, but Audacity worked really well. What's the reason for using 2.4 or lower?
  11. Thanks Joe, I've set up an invisible FARP (wanted to use the Russian vehicles to better stand in for the US ones, but for some reason they didn't seem to work - although I didn't investigate it much since the Georgians seem to use a mix of ex-soviet & US vehicles). Anyhow - do you mean the raised FARP pad with H on it? If so, I'm not sure the lil' wheels on the Frogfoot will manage to climb the bank.
  12. Thanks for the advice - just tried adding some .wav sound files as radio messages and I'm sure they played the first time in the editor, but haven't since. Converted to .ogg & they work fine now. Just need to work on the volume though - they're a little quiet....
  13. Thanks Razo+r - maybe I need to search around the Georgia map for some bigger roads, the little 2 lane one I'm using is fine for the Harrier, but a bit narrow for me to keep the Frogfoot on when landing - although I really am a shockingly bad Frogfoot pilot!
  14. Cheers Ironhand - that pretty much confirms what I'd found over many attempted landings. Still, gives me an opportunity to play with creating a wrecked airbase for the Frogfoot to operate from - those pesky Abkhazians!
  15. Hi folks. I'm hoping you can help me with something. I've just about finished building the follow up to Abkhazian Antics 1 which ends at a hastily built FARP in northern Georgia. The Gazelle & Harrier have no problem landing there, but I haven't been able to successfully land there with the Frogfoot. I'm guessing that either it's not possible and I should just stick to runways with the Froggie, or I'm just a really poor Frogfoot pilot. Either are possible, but I'd like to know if anyone's managed to successfully land (& then turn round, re-arm, and take-off) on a road. This isn't a major 4 lane highway - I couldn't find any suitable in the part of Georgia I wanted to use, so it's just a regular 2 lane road. Another issue is getting close enough to the FARP vehicles to re-arm & re-fuel. They're by the side of the road, but the odds are, you'll need to turn around on the grass, which seems a tad tricky for the Frogfoot's poor undercarriage. So - does anyone know if it's possible to land on a regular road in a Su25T (unarmed apart from cannon, low fuel) and be in a good enough condition to take off again? The mission I'm building at the moment requires a few take offs & landings at the FARP, but if it's not possible, I'll move the Frogfoot base to Batumi instead. I've raised this on the Su25 board too - in case someone with a decent amount of flying time in the Froggie can do it.
  16. Hi folks. I'm hoping you can help me with something. I've just about finished building the follow up to Abkhazian Antics 1 which ends at a hastily built FARP in northern Georgia. The Gazelle & Harrier have no problem landing there, but I haven't been able to successfully land there with the Frogfoot. I'm guessing that either it's not possible and I should just stick to runways with the Froggie, or I'm just a really poor Frogfoot pilot. Either are possible, but I'd like to know if anyone's managed to successfully land (& then turn round, re-arm, and take-off) on a road. This isn't a major 4 lane highway - I couldn't find any suitable in the part of Georgia I wanted to use, so it's just a regular 2 lane road. Another issue is getting close enough to the FARP vehicles to re-arm & re-fuel. They're by the side of the road, but the odds are, you'll need to turn around on the grass, which seems a tad tricky for the Frogfoot's poor undercarriage. Anyone managed to land on a regular road in a Su25T (unarmed apart from cannon, low fuel) and be in a good enough condition to take off again? The mission I'm building at the moment requires a few take offs & landings at the FARP, but if it's not possible, I'll move the Frogfoot base to Batumi instead.
  17. For anyone interested, I've just about finished the follow up - operating from the FARP set up at the end of mission 1. Only thing is, I can take off fine with the Su25, but haven't managed to successfully land back at the FARP. Have come close a couple of times, but every time, just as I'm slowing down, something catches & I spin out. Has anyone managed to land a Su25T on a road? Not a major road either - I couldn't find any suitable ones in Georgia - just a regular 2 lane road. For the moment I'm seriously considering moving the Su25 to Batumi as at least it's possible to land on the runway there.
  18. Hope it's nothing so obvious, but are you definitely holding the left CTRL button down as well as F5? Or just try F7 instead & hope you don't have too many friendly ground units
  19. Well this is very odd - I could have sworn I saw the S300 launchers & radars with their equipment stowed in the editor, but now all I can find is models of them with their kit deployed - I must have seen pics on the net somewhere & got the two confused - I think I've been doing this too long!
  20. Aw, thanks Eight Ball - That's a real shame & with the models in the editor vehicle selection screen showing the trucks with launchers & radars stowed, I assumed that they'd show up in the mission the same way. I wonder why they don't. Maybe they don't have an animation to switch from stowed to deployed? Looks like I'll have to use plan B instead then - stop the missile supply trucks getting to the S300 launchers....
  21. Good morning folks, Part of a mission I'm building involves destroying a group of S300 vehicles before they get to a particular WP and become active (after a delay). I've placed the convoy in the editor & the launchers & radars all use a stowed model, so I'm assuming they should be able to move. (I used the s300 template in case that's relevant). In mission, they activate on the road, but the launch tubes & radars are all deployed & they refuse to follow their waypoints. I've tried giving them hold fire & state green in case it stops them deploying, but no effect. Any ideas how to make them a moving convoy for the gazelles & harriers to get to work on?
  22. Hi Draken, thanks for the idea - just tried it and still the same outcome as always - AI harrier takes off vertically from FARP, reaches 1200 ft & tips backwards 45 degrees, losing altitude until he crashes. Very strange. Have sorted it in the mission I'm making so that the AI harrier is already in the air, flying past at a relatively low level & speed, in front of the Gazelle if that's what you decide to fly. And if you're flying the harrier, the AI gazelle takes off in front of you instead - showing the AI harrier how it's done!
  23. Cheers - I'll see if any of those things help. Never used the TakeOff from ground option for a harrier before, so I'm guessing it's a helicopter only thing that just doesn't work for it, but I'll see...
  24. Hi folks, I'm just putting a mission together which involves flying out of a FARP in Georgia, using a mixed team of Gazelles & Harriers. Depending on whether you fly the Harrier or Gazelle, an AI pilot flies the the other aircraft. The AI Gazelle takes off fine and happily flies off to complete his mission. But the AI Harrier takes off vertically from the ground (his WP0 is set as 'takeoff from ground'), goes straight up to about 1200', then tips backward & crashes into the ground instead of heading off to his next WP. I've tried reducing the load from a couple of bombs & Mavs to nothing + 50% fuel = gross weight 19,000lbs - no change I've tried creating a new harrier with again no load, only 2 WP including the 'takeoff from ground' WP0 - no change Anyone have any ideas what's going on and how to fix it? Only solution I can see right now is let the fellow take off, then when he gets to about 500', de-activate him and activate a new harrier starting at 500' and 170kts - it'll work but if I can use the takeoff from ground instruction, I'd be happier, otherwise - what's the point of it?
  25. Cheers for the idea wisky - no go I'm afraid - there's no option to set WP0 as home plate that I can see - has to be one of the various take off or landing options, or a fly over / turnpoint. Also tried setting WP0 to a turning point with 0 speed & altitude, but neither can be set to 0, so no joy there either. Ever wonder if you're missing something obvious? Just thinking the Mission Editor forum might have been a sensible place to raise this - so copying it there now (just in case you think you're seeing double)...
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