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Druid_

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Everything posted by Druid_

  1. Within the Mission Editor (ME) you can Hold units at waypoints indefinately, for a fixed time period or wait for a specific event to take place (i.e. triggered by an event by setting a flag). Also within the ME you can hold and restart units at ANY point along their waypoint path meaning that you are not restricted to just waypoints to carry out such orders. All of the above is currently easily done by single players and multiplayer hosts using the F10 radio menu. As long as the mission builder has constructed the functionality within the ME trigger system. CA should be no different in this functionality but whether it will be icon or F10 menu based I am not aware.
  2. I did this in Battle for Belorachensk (see sig) but I used hidden enemy IR SAM vehicles (by hidden I mean in Advanced Options --> invisible) so that any AI aircraft wouldnt report their position. Check it out in the ME. Didn't seem to matter from a player perspective that they were in fact enemy SAMs and not friendly. Can't do this with Radar since the RWR warning gives it away. @USMC _Trev, I think there might be a little more to this story which was confirmed by a few friends still in the RAF. Here's something else mentioning it http://www.tonyrogers.com/news/iraq_patriot_misfire.htm p.s. I wonder if there's a way of editing the miz file to force the patriot onto the red side. Not sure, might look into it.
  3. Sometimes activating units can cause lag (helicopters especially), therefore another option is at MISSION START random(100) SET AI OFF groupname. You can also make them invisible in the waypoint properties. Then on a trigger set them AI ON and at waypoint 2s properties make them visible again. Obviously the problem with this is that it's possible for the player/client to see these units (unless like me you hide them in the trees initially) even when set to invisible (which is for the AI units only).
  4. Operation Rescue Rambo is a CSAR (Combat Search & Rescue) Mission. Client slots are 6 x A10c 2 x F15c Mission will scale slightly depending on the number of players. Also included is a training mission and a training trk file (it may be wise to give it a go first). All the information you need is contained in the pdf brief in the zip file. Enjoy http://m.youtube.com/watch?v=06z0EU3dLls Op Rescue Rambo.zip
  5. Have I nerfed my install by loading the Joystick & throttle settings from 1.1.1.1 ? Like I said I can't see the LALT + ' option in the A10c(sim) keyboard list although it is there in General and in A10c(game).
  6. Personally I think if you go with either gigabyte or ASUS you won't be disappointed. I've had both. You cant compare mboards with different chipset versions though as each manufacturer will add something new each time e.g. Windows Bios control. I do think that ASUS has created something a little special with the z77 chipset this time around though. Any particular reason you don't want to go with ivy bridge? Ppl keep going on about the heat as if it's a massive stumbling block. The main reason ppl are complaining is because they EXPECTED to clock it higher than sandy bridge. You should still be able to clock ivy to about 4.5 - 4.6 which is similar to clocks speeds on air for sandy. Also overclocking ivy is a LOT simpler too. Have you read this? Always thought this was a good tech website. http://www.tomshardware.com/reviews/core-i7-3770k-overclock-geforce-gtx-680,3212.html You know that mboard has 8 channel realtek onboard sound already right? Also if you,plan on overclocking (which I am sure you are) then you have a good custom cooler that is compatible with board and CPU?
  7. Where's the beer fridge? and an A10c that can change UP a gear ... that would be good!
  8. Hmmmn now you mention it, I might of done. But only for Joystick and Throttle. Didn't for keyboard. Does this matter?
  9. I can't get the rearming menu to work in A10c(SIM) using LALT + ' (as shown in options General) or using RALT + ' for that matter. Funnily enough in the Options->A10c(sim) arming/refuel menu isn't shown in the list, however in A10c(game), General & SU25T it is shown in the keyboard assignment list. Guess for now I'll have to rearm the ol' fashioned way by shouting down the mic to Paul.
  10. For all units on his side he should be able to. However for enemy units I believe that initially he will not. Once a friendly unit observes an enemy unit and it is reported (by some means yet to be determined) then that enemy unit will appear in the F10 map. I believe this is what is called 'fog of war'.
  11. The GUI mission editor manual was included in the installs for BS2 and A10c but if you only have the P51 in the meantime you can download the DCS A10c GUI manual from here http://www.digitalcombatsimulator.com/en/downloads/documentation/ Its the same mission editor for all DCS aircraft
  12. Uploaded slmod version (in #1st post) for those running a server.
  13. If you have a Sandy bridge then it's not worth upgrading to ivy bridge in my opinion. Many ppl thought that the die shrink meant that they would be able to overlock even higher. Unfortunately ivy bridge uses a new tri-gate transistor technology which means more heat when over clocked. Typical over clocks are 4.7 for sandy bridge and 4.5 for ivy bridge. Clock speeds don't tell the whole story of course and ivy bridge performs as well as (if not better than) sandy bridge at slightly lower clock speeds. It's all down to the chip design and compute efficiency. As for the ASUS vs Gigabyte debate, I have owned both over the years and have been very happy with either. I even got a 3 year warranty on my current gig board. Cali I would look at the boards and decide what features you will use and what features you might want to use in the future. I do think the current z77 boards from ASUS have raised the bar though, mighty impressive but you do pay for it and do you really need to? Link to ASUS's best valued z77 board here http://www.pcper.com/news/Motherboards/best-valued-model-ASUS-P8Z77-family-motherboards And a good in depth Preview of the complete ASUS z77 range in the below YouTube vid, if you can sit through 90 mins. Good luck with new build. I'm upgrading next month I think (whilst the wife is away on holiday).
  14. I think we'll have to wait and see what CA brings. Another option would be to have briefings for group leaders or at the very least allow them to see the waypoints and instructions (e.g ROI, FIRE AT POINT etc) that were set by the miz builder. If they decide not to follow those instructions due to situation or battle commanders instructions then that's fine by me. It's adds the human element which current AI can't mimic. I'm sure over time these things will be worked out. Some things will work and some won't, changes will be made and we'll mostly all be happy.
  15. It would nice in the ME if we could set units to be dedicated AI only and not available to be manned. I also wonder how players who man a lead vehicle in a group of ground units are supposed to know exactly what their task (as set by the miz builder) is unless of course they are in TS with the battle commander. All I know is that for CA missions, the miz briefs are going to have to be a lot more detailed !
  16. I agree. You'd certainly think they designed the aircraft that way. The biggest trim changes I have experienced is aileron trim due to the rolling tendancy after firing from 1 pylon. If airbus made the a10c they'd be pumping fuel all over the damn place of course to compensate.
  17. Well its June where I am (& same zone as Moscow) , so come on download ... cough up!
  18. Nice to see how the USAF define weights. Glad I was right too :D As for the CG changes ... minimal I should think in a straight winged aircraft. I.e. Small difference between centre of pressure and C of G along whole length of wing section. Load up with 6 MK82s and fly S&L at constant speed and ripple em all in 1 go and see what trim changes are required.
  19. Why post in this section of the forum? It's for missions (see sticky). Needs moving.
  20. ^ unfortunately the majority of friendly units in DCS do not have EPRLS hence the posters attempt at a workaround.
  21. Funnily enough there are height and weight limitations, so no tall porkers please. Height restriction is quite often knee to hip measurement limiting so you don't leave you knees behind when ejecting and the weight is a Martin baker restriction (quite big though).
  22. Yep it shows Total weight & maximum weight but only while you are on the ground. There is no info on any MFD page on this. You'll have to do some Math's when airborne I'm afraid. The pilot/crew is always included in an aircrafts ZFW (Zero Fuel Weight).
  23. Not at all. You can set MP slots to a future time/date and GROUP ACTIVATE them on a trigger (or at least you could last time I checked in an earlier patch). I did this in a BS1 mission many moons ago. So when you captured an enemy FARP. MP slots were then activated at that FARP.
  24. I can't help thinking that if everyone had force feedback rudder pedals then it would be that much easier. When applying the rudder for take-off the loads can be quite considerable & thus give necessary feedback. You quickly learn what loads to expect which helps you to deflect the rudder pedals to the correct position that much quicker & more accurately. Without any rudder pedal forces it's all too easy to over-correct the application of rudder necessary to counter any yaw & can quite easily result in a PIO. I have logged time in tail draggers and a few high powered aero aircraft over the years and for me this lack of tactile feedback is the major hurdle. Other simmers like some of the testers put in much more time learning to adjust without any feedback and hence they are able to cope considerably better than the rest of us. This said I do think the amount of rudder required when the tail lifts is a little excessive at the moment. Thats not to say its incorrect but in my limited tail dragger experience it appears that way. I'm sure with time it'll be put right
  25. It would be great if we could resupply the warehouse via 1. Applicable transport aircraft with loads modelled (I.e. amount of real world cargo possible) 2. Road transportation cargo carrying vehicles that can remove warehouse inventory from one airfields warehouse (therefore deducting that's warehouse inventory) via road to another airfields warehouse (thereby adding to its inventory). 3. Coastal ships to ports and then onto road transport vehicles to airfield warehouse. Capturing an enemies base would also add their weapons to your inventory but can't imagine it would be of much use. The facility to do all of the above via triggers and Lua would be the most flexible approach imo.
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