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Bahger

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Everything posted by Bahger

  1. I'll do one within the hour SH, happy to. Edit: Done.
  2. Thanks quiksilver, I always wondered if TMS Up/Short gets me a lock from SPI slave without having to slew the seeker. Now I know. Thanks!
  3. Take the terror out of tussling with Tungustas! Enter the engagement envelope with effortless ease! Shwack the SAM without even a spike, such is your mastery of the mighty Maverick! is a little movie I made showing effective attack and defense for the Hog vs the SA-19. Enjoy.
  4. I don't think you'll get a "Sparkle" from the JTAC if you specify LGBs, which require laser guidance and are not delivered while the pilot has LOS to the JTAC on the ground. I haven't tried it yet but I always assumed that if the JTAC is programmed in the ME to call for gun or rockets (or perhaps other unguided weapons) and it's nighttime, he will "sparkle". Would appreciate confirmation...
  5. This is very helpful guys, many thanks. I will play around with all of these solutions. I'm at a slight disadvantage because I have never used GunPAC before so I'm not well-versed in the functionality. @Frostiken, your solution looks great, I am going to try and implement it tomorrow morning. Should I bracket the code like this example (for the ministick)? script //Directx Button and Shifted Key on same button //cms.b7 = js3.b31; //Minstick send key presses cms.b1 = [ js1.a2 < 96 ]; cms.b2 = [ js1.a1 > 160 ]; cms.b3 = [ js1.a2 > 160 ]; cms.b4 = [ js1.a1 < 96 ]; endScript I have just noticed that my CH profile has "P" mapped to the shifted trigger function, so when I press trigger while holding down my hotas shift button (Throttle Btn 4) I will engage PAC but if it's supposed to be held down, can this method work? Not being familiar with the procedure, I do not know. I'd appreciate your heedback. @Frederf: No AP paddle on my CH HOTAS, I have an adapted 4-way throttle hat as throttle pinky switch, with UP as AP engage/disengage. @konkussion, what do the KEYS and + and - modifiers do. (Also, your desktop screen capture is quite revealing...) @Infraslove, we simulposted, I just read your approach, very interesting. 2 questions: (i) will checking the DX key for my shift button affect any other shifted functions of my CM profile and (ii) could you possible clarify what needs to be done in the game's controls interface as distinct from the CM? Do "Button 3' and "Button 4" in the DX entry fields for the trigger in your screenshot refer to assignments in DCS A-10? According to the CM tooltips, Button 3 on the Joystick is the weapons mode button, and Button 4 is the NWS pinky button, so this is the only thing confusing me. Many thanks. Thanks again, gents.
  6. I must learn gunnery, I'm hopeless with the gun. For starters, to which joystick button does anyone suggest I map the two-stage trigger when my CH HOTAS trigger has no detent? I'm thinking of SHIFT + PICKLE but does anyone have a better idea? Also, does the key for PAC-1 have to be held down or is it a toggle?
  7. Great! The randomization here works beautifully, thanks to Druid. What I can take credit for is not the code (which is Druid's) but the tactical implementation, which is not to go crazy with it but to rearrange both the placement and disposition of essentially the same group of enemy units so that Springfield flight will have to concentrate on their TGPs every time and figure out the best way to go at them.
  8. Thanks dotChuckles. I'm the UK pilot; 25-year expat in America, accent intact. Yeah, the drone does not report targets until the infantry is in the town. Not sure why but it was a bit of an afterthought that I left in because it does no harm. Not mission-critical.
  9. Thanks guys. Glad there is some demand for smaller-scaled MP. Personally, I can never, ever see myself being able to hook up with more than one competent, voiced-up player at a time and there seem to be no squadrons operating in PST. The mission performed flawlessly in the MP test yesterday, I'm happy to say. It takes a while longer than usual to download to clients because of the embedded voice files, but not too long. There are 4 available aircraft on the ramp. Springfield 3 and 4 have CBU 105s instead of 97s, which will enable you to run in level at the armor using CCRP with inertial guidance instead of "dumb" CCIP dive-bombing with 97s (although I have found that technique very effective). DNE 48, if your wingman is AI, I advise having him anchor 12nm miles from the Tunguska as you run in, at 5k, with a Maverick locked via TGP. Then you should offset, extend and find/hit the next one, if there is one... If you are using Tiger's mod, the AI #2 will find and prosecute an SA-19 launcher at your SPI if you order him to using "Attack with...", but as impressive as it is to task one Tunguska to your wingman while you go for the other (and it is impressive) the problem is that he gets a tad too close, fires his Maverick, provokes a launch and then jettisons the rest of his ordinance before (i) his missile actually takes out the SAM launcher and (ii) he successfully evades the 19. This means that he can only use his gun against the remaining targets. In MP, obviously, you have more to work with!
  10. Unfortunately, this is why I'll only fly MP in certain circumstances, i.e. with a practised squad and/or an expert wingman. A-10s have no business tangling with SA-6s without either SEAD cover or a well-organised evasion or DEAD plan. The combination of unbalanced, unrealistic scenarios and "drop-in" players just wanting to blow stuff up regardless of the objectives creates a situation in which a simulation is being played as a game, a very unsatisfying way to approach MP IMO. If there are SA-6s you either need a plan to take them out with JDAMs or LGBs from altitude or stay out of their way entirely. Ideally they should be dealt with by a SEAD flight. You can't be dueling with them in a Hog. Sorry, I don't mean to sound snarky, this just happens to be a pet peeve of mine and it's why I'd rather work with the limitations of the AI in a balanced SP mission than get involved in a MP free-for-all when the mission, if it is well-balanced requires a much higher level of planning and cooperation than can be accomplished by a bunch of drop-ins without voice comms.
  11. Thanks Zenra. Try my new .miz, "Full Frontal". This scenario also incorporates many of the skills needed to fly the A-10 successfully in most missions but they are the opposite skills of those required in "Midnight Run", i.e. seat-of-the-pants flying, dueling with SA-19 launchers at low level. You'll be surprised at how capable the Hog is in killing Tunguskas, once you know what you're doing.
  12. I'll fly this, Jeffy. It looks good...and I figure I owe you one. (Assuming I can find someone to coop it with, that is...)
  13. Remember also to use your AI wingman. As he calls out targets, note his SPI in your TAD and use it to orientate you to a target grouping. There will usually be plenty of targets for you both at that location. Use EXP 1 mode in the TAD; this enables you to reposition the moving map without reference to your ownship, a much better way to see/hook a buddy SPI than in the default TAD mode.
  14. Thanks, Zenra. FYI, the TGP will not shift its LOS to the laser-designated target if there is a SPI set by a previous method (i.e. hooking the datalink triangle). To address this, I always hook the triangle to get the general location of the bunker in my TGP then, with TGP as SOI, before engaging LSS, I shift the TGP's FOV very slightly with the mini-stick. This enables LSS to shift the TGP to the bunker being lased.
  15. In this mission you will lead a flight of A-10s ("SPRINGFIELD") to support a set-piece company-scale ground assault on a well-defended town. You will coordinate your strike/CAS operations with the commander of the ground force, "TF THUNDER". Here are some features of this mission: - Randomization is implemented by script so that there are FIVE different enemy schemes for defending the town. One scheme of the five is randomly selected on mission start. Each presents a unique placement and disposition of enemy defenses within certain boundaries. This makes the mission very replayable and targeting the SA-19s freshly challenging. Sometimes there is AAA, sometimes not. There is always at least one Tunguska, sometimes two. - Customised voice comms - Separate, adapted versions for SP Ramp start, SP Runway start and MP Ramp start - Fully executed ground battle: I'm proud of this. The outcome is influenced by the player's effectiveness in thinning out the defenses, but regardless of that, the ground units go at it in a very businesslike way, a tribute to the AI. It's fun to see the tanks at work and the Strykers hosing down the enemy infantry before dismounting their own infantry at the objective. When you have done your work from the air, unleash the ground forces from the custom radio menu, engage AP if you see no more targets and sit back and watch the ground battle using F10/F7, it's well worth it. Unlike my previous mission ("Midnight Run"), this is seat-of-the-pants low-level flying that requires the intermediate-to-advanced player to be quick on the draw with TGP/Mavericks to deal with SA-19 launchers, and effective with CBUs. It is a very good cooperative strike/CAS mission which rewards good communication and situational awareness. It can be accomplished in SP with the AI wingman -- the results are often very impressive -- but I recommend downloading Tiger's mod to address an acknowledged problem in the current build (1.1.0.7 ) with AI "Attack with..." orders when the mission launches from the ground (see enclosed readme file). Try it in both SP (2-ship) and MP (4-ship). The MP version is an experiment, really. I know squads like "sandbox" missions with plenty of player slots, but this is a tight, tactical mission that offers good coop play for a 2 or 4 ship flight with effective voice comms and competence in both attacking and defensive flying. Thanks to Druid's advice on object placement randomization, the .miz is very replayable. Thanks, Druid. Also, thank you Dunadan for authentic ground commander comms voice files and JeffyD for playtesting the MP version with me. Please take a look at both the briefing and the readme, which supplies detailed tactical comments and advice, if needed. As always, your comments are very welcome. Full Frontal Upload Pack_All.rar
  16. Yes, you have to sign up, but it's worth it. I've been a member for over 5 years. It's spam-free, basically ad-free, offers TS3 and good forums and it's both a great resource and a great community.
  17. The mission is finished, I just need to test the SP to MP conversion. If anyone can fly it with me, please find me in the SimHQ Meeting Room, today (Sunday) between 10:00 and 1200 a.m. PST. Thanks! Information re. SimHQ TS3
  18. Don't forget you can zoom in (one step only) in Mav video.
  19. Cibit, I can talk you through this on the SimHQ TS3 server this morning, will be on from about 18:00 GMT.
  20. This 1st stage, 2nd stage trigger thing, I know it's a very basic question (apologies) but how does that work with a HOTAS that has no trigger detent?
  21. Thanks BBQ, I appreciate the encouragement and am very glad you enjoyed the .miz.
  22. That's a relief. Yeah start conditions seem to cause the oddest anomalies, one of which is that on ground starts (ramp or runway) you cannot get your AI wingman to "Attack with" "At my SPI" whereas on air starts it works perfectly. I have had to use Tigerrr's Mod to address this. Let me know what you find out.
  23. Yes, 30nm from the bunker WP. I always get guidance to the bunker, "Marked by laser".
  24. That's very odd, I'll have to take a look. I have never experienced this but feel there may be aspects of how the JTAC routines are programmed that might be affected by individual users' systems. I cannot think of any reason at all why a JTAC would direct you to the tanks, because the SpecOps team which tasks that target is a customised, "virtual" JTAC; no JTAC unit in-game is associated with that target, let alone has LOS to it. Hmm, very mysterious. I always check in with Warrior 30nm out, select 30 minutes and always get the response tasking the bunker, as fragged. I'll post here when I replay it for myself.
  25. I can only ever hope to understand the programming aspect in theory but in practice, let me tell you, Druid's script (above), implemented as directed, works 100% of the time, exactly as advertised.
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