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Bahger

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Everything posted by Bahger

  1. This looks like exactly what I need, PeterP, many thanks. (For whatever reason, the map link does not seem to work.)
  2. I've been envious of other mission designers whose presentational map graphics look great. By contrast, mine, made in MS Paint, invariably look like sh*t. Can anyone suggest a program/utility for making good, crisp, military-style map annotations and overlay. I do not have Photoshop and cannot justify paying a lot of money. Suggestions would be most welcome.
  3. This looks great. I may not qualify as I do not fly the KA50 nor own the module but just out of interest; I'm assuming the only way to beta test this .miz is with a minimum of how many players coming together online?
  4. Thanks, Sierra99. This helps me feel I'm keeping it real...or as real as possible...
  5. Ok, as I complete the scripts for the custom radio comms, I'd like to confirm one thing: are there combat engineers in the USMC?
  6. Thanks, Joyride, I might well do that.
  7. This is interesting to me, as I had noticed that my GUN PAC deployment was possibly not working as it once did before I took a long break from the sim. Apart from the pretty apparent ground stabilisation on the target when PAC is enabled, is there any other way to verify that it is enabled and working?
  8. Frostie, what a brilliant idea! Of course, the hard part would be to match the size of the retreating group to that of the beaten-up original group. Grimes, will any of the functionality you mention be available through the ME, or will it be for .lua Jedi only?
  9. In a DCSW A-10C mission I have an armor group that has to accomplish a specific task at its WP4, which triggers a victory message for the player. However, if this armor group suffers >50% losses, the player should lose the mission because his CAS has been ineffective. The problem is that, with even >50% losses, the armor group picks itself up after a long pause and moves forward to accomplish its mission, which can result in a muddled outcome, i.e. both a defeat and a possible victory for the player. I want it to retreat or to abandon its mission. I wonder if this is what "Switch Waypoint" is for? But what if the unit is between waypoints? If "retreat" or "withdraw" is not modelled, can I get the unit to turn tail and run back to a previous WP after it has sustained >50% losses? And what might be the way to associate this action with a trigger that I can use to generate a radio message? Thanks!
  10. My Mav marvelousness was restored in further play-throughs of the mission last night. Not quite sure why there was a brief phase when I couldn't hit a barn door with a golf club from three feet. From the very beginning, Wags has warned us that Mavs would not be a "magic bullet" in this sim but programming failure probability must be a very tricky business.
  11. That's what I thought. But I was surprised either to miss or not to kill with about 60% of my Mav shots in two playthroughs of a mission I'm making. It's not user error; I'm very experienced in all the switchology and have been effective with Mavs since the Beta. I wonder if it's the terrain; can intervening urban terrain, bridges, structures, etc., break the lock and make the missile go dumb?
  12. I was surprised to see my Maverick-D hit a Shilka and not kill it. I'm sure they used to work against armor but I've been away a while and weapon/armor values might have been tweaked. What's the best Maverick to carry against armor? Thanks.
  13. Wow, MasterZelgadis, you're better than me. I make two passes with filters/compression and the result is decent but probably not as good as yours. It's been almost a year since I made a mission with custom sound files so once I've gone back into Audacity and reminded myself of my exact process, I'll post it here.
  14. Thanks, Eddie, this will save me some teeth-gnashing.
  15. I can't get the pipper to come up from below the bottom of the HUD and track along the ground with a solid bomb fall line. I gather the modelling of 97s has changed since I last flew the sim and that a much higher base alt and dive angle is required. Can you suggest a profiile for CBU-97 CCIP delivery?
  16. OK I can now do CCIP with Mk-82s consistently well. But why is it that I cannot get the recticle to track properly in the HUD on pullup when using CBU-97s? Should there be different flight or weapon setting profiles I should be aware of?
  17. I'm not looking to make a flightplan in the CDU from known coordinates; there's already an excellent thread on that. I'm a little rusty and need to re-learn how to do the following: Having copied coordinates for two mission steerpoints in the ME map (both bridges), I want to name them, and input them in the ME in such a way that the player can call them up in the CDU and they will show up in the TAD/HUD, not as flightplan waypoints but as steerpoints when the Steer Pt rotary is switched to "Mission". I'm 95% sure this is doable, and not too difficult, but can someone save me from too much trial-and-error? many thanks.
  18. I'm looking for someone who could voice a US Marine ground force commander for a mission I'm making. It's tactical, and important for the player's situational awareness. I've done this many times before. All you need is the great free sound recording program, Audacity, and a decent microphone. Audacity outputs two files for every recording; once you send them to me I will "dirty them up" with effects utilities to make them sound like radio comms. If anyone is interested, please post here, or PM me, with an email address and I will send you scripts. There won't be much to record. Thank you!
  19. OK, I'm getting my CCIP mojo back. Eddie -- or anyone else -- how do you judge the offset angle when running in to allow for the semi-inverted pull down?
  20. I'd be very interested in seeing your tutorial, Headspace, thank you; might you post a notification in this thread when it's available? I'm looking forward to learning CCIP "the right way"; I had it down before my hiatus but it was too improvised, my approach was too high and the exposure over the target too great. I want to roll in semi-inverted like in Eddie's videos and learn to fly different profiles by the numbers.
  21. To me, CCIP bomb delivery is an essential technique to learn in this a/c; it's the A-10's most basic function and the method of weapon delivery that requires the most airmanship, as opposed to button-pushing.
  22. OK, I'm going to try your 82 30HA6 profile (8.8kft/275kts/1.9nm). What is Initial Aim Off Angle and Track Altitude and where on these useful charts is the target dive angles in degrees below level flight noted, please, or is this a dynamic/variable value?
  23. Hey Eddie, thanks for chiming in, I've used your training materials extensively in the past. I will post a track, or better still, a FRAPS capture of a track. So that I can use your recommended numbers alongside mine, what base altitude, base distance at nose-down, dive angle and entry speed do you recommend?
  24. No, I'm using non-balluted Mk-82s and CBU-87s and 97s. I think I've just lost the knack for the moment. A lot depends on when you add power in the dive and how hard you pull back. It's the combination of those things that keep the pipper in view and "walking" onto the target as you add power. My muscle-memory of the whole thing has gone so completely that I began to think the settings were wrong (i.e. no "CLM" escsape maneuver in the bomb profile). as I say, though, I think it's operator error. Got to get it back, as humble CCIP is about flying the aircraft, not pushing buttons. EDIT: Thanks Wayc00lio, I appreciate the vote of confidence. I feel like an idiiot, I had this down. I looked at the delivery consent options; it still defaults to manual release, which is what's needed...
  25. I used to be very capable with bomb delivery via CCIP but after a long break I'm having inexplicable problems. Basically, I run in at 8 - 10,000ft by the HUD (i.e. MSL) and do what I always did before: power off at 3.8nm from the target, steep nose down to where the pipper shows up at about 50 degrees below the horizon, power smoothly back in as I pull the nose up and pull the pipper through the target. The problem is, the pipper seems latched to the bottom of the HUD no matter how aggressively I push the nose down. I'm wondering if the default IFCC settings might have changed in a patch? Also, the in-flight altitude settings in the ME are very odd at the moment. I do not understand how, or if, the AGL to MSL "conversion" works in the ME. Am I missing anything obvious here?
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