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=52d= Skip

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Everything posted by =52d= Skip

  1. If you drop an even number of Bombs the Target should be bracketed; pretty much like your CBU-97 pic in the first post with 2 and 3 landing in front and behind the Target. Using an uneven number, the middle Bomb (say 3 of 5) should be dead on.
  2. Dang! Guess it is what it is then. Anyway,my .02 ... - Have them all in both groups with a Warning for the User that some might not work there - Have only the elevated Revetments in the Object Category, so one could still build a complete Template not using the elevated ones - Pester ED to make Static Objects groupable - Pester ED to make Ground Units stackable My favorite would be No.2, but I deal with whatever I get and am happy that we have something at least.
  3. To compare results you both would need to use the same release parameters, which I think you didn´t.
  4. WOW! A great Mod and Lightning fast Updates; one can not ask for more! Thanks much, greatly appreciated.
  5. Thanks for the answer! Static Templates are great if you want to place the same things at the very same spot every time. A generic SAM Site Template, I imagine, would need some moving and fine adjustment after placing them where ever the user likes to. The "Unarmed" Category in the Ground Vehicles section is pretty empty, even more so if one does select a Sub. Category. And with the ERO Prefix they are easy enough to identify. Anyway, I don´t want to appear overly demanding or ungrateful. You did a great job already and I say Thank You for what I can get; just trying to improve the long term usability. Green Camo for the Units I guess some talented Skinners could take on themselves.
  6. Look here: https://www.digitalcombatsimulator.com/en/files/3308955/ and here: https://www.digitalcombatsimulator.com/en/files/3308947/ I think both sets also have a default Skin included.
  7. Amazing work, they look awesome! You think it would be possible to add them all as "Ground Unit", rather than "Static Object". Ground Units can easily be grouped, moved as such and saved as a Template for further usage. Either way, great stuff and thanks much for your effort!
  8. For now at least you need multiple Waypoints to make that happen. May not be as elegant, but works too.
  9. I wish ED would enable the HTS and ECM Pods. At least we could look like the right kind of Viper then.
  10. I wish we could make Trigger Zones visible on MFD´s (as oppose to the "Hidden on MFD" we have now for SAM´s). This would be useful as a Stopgap/ Workaround for drawing No-Fly Zones, Tanker Tracks, FLOT´s, etc, etc until that time when we get DTS for the planes that have them.
  11. Have not tried this myself, but it may be what you are looking for:
  12. What to use mainly depends on what type of conflict you are flying in. Recently, like Syria, with no Air to Air threat you can let go of the A/A Missiles at the Wingstations; the Wingtip AIM-120 tho are pretty much welded on as they help performance. Air to Ground 2* Fuel Tanks are what you always carry and for the remaining 2 stations less is more so you´ll end up with no more than 2 GBU´s and most certainly a single Maverick. Asymetric loadouts are not as common as with the Hornet, but was has been seen is 1*Maverick and either 2*GBU-12 or 2*GBU-38. Realism would aslo dictate you having a Wingman; Human if possible AI better than none
  13. Took me less than a minute; so must be something on your end.
  14. You can build yourself some Static Templates for that. - Open new Mission for whatever Map you want to place them on - Place your AWACS, Tanker, etc, etc - Go to: Edit/ Save Static Template - Give it a name and save it In future Missions you make you can then via: Edit/ Load Static Template import you Pre-defined AWACS Tracks, etc. Adjust as needed. Also note that this won´t add any Flags, Scripts.
  15. While testing some other stuff I came upon this again, and looking more closely I can confirm it is indeed some kind of bug; tho not one I can replicate. It just happens here and then.
  16. While testing something different I came upon a Bug mentioned earlier here: Back then it was assumed that the spacing may just have been too little and thus the Bombs did collide. Well, looking closely at the Tracks made me think otherwise. In Super Slo-Mo you can see that it´s always the same Bombs to explode and they do so even as they have plenty of space; as much as the other 4 Bombs even. I understand it does happen with other Planes as well, but as I did testing using the F-16 I´ll put it here. The Test Setup: DCS Open Beta 2.7.1.6430 Nevada Map Standard DCS Day F-16 placed at Takeoff from Runway 50% Fuel 2*AIM-120, 2*AIM-9X, 6*Mk-82SE, 2*Fuel GW 35686 Test Procedure: - Takeoff from Tonopah Test Range Airfield. - Turn Downwind and extend for 10nm . - Reverse and line up with RWY. - Settings: CCIP, Pairs, Ripple 6, 75 Ft. Spacing. - Speed 500/ 450/ 540 Kts @ 400 Ft. AGL - Visual Level delivery @Truck parked at the end of the RWY. Findings: - Bomb release and Separation as expected. - Spacing looks even. - No. 2 and 3 Bomb released on the No.3 Pylon explode for no obvious reason at approx. the same distance from the AC, causing catastrophic damage to the Airframe. Conclusion: Cause of Bug could not be verified. Bug can not be reliably replicated. Recommendation: Implementation of at least basic Arming Delay Functionality. Mk-82SE_Crash57.trk Mk-82SE_Crash56.trk
  17. Low Level GBU Toss Bombing with external Designator. May 2021 DCS 2.7.0.5659 Open Beta
  18. ******* What works well for me is to takeoff in MIL Power only and not to disengage NWS as I find Rudder Authority weak at low speeds.
  19. Not much has changed since then, thus I´d consider the whole Anti-Skid implementation as a "Work in Progress"
  20. Not a single Screenshot with the new clouds?! Can you believe it?
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