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Everything posted by KosPilot
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Thank you Megagoth1702! If I may; a good tactic is to send in a pair of Su-25T and let them take care of the radars. Otherwise you may wait for the Sharks to target the BUK's but that may take some time :music_whistling: If, not, you may want to make the best of terrain masking. Note that there are some river-wallies around Min Vody that invite to hardcore low level flight. Succeeding on this map with A-10C only is super hard but you must be doing a good job if you are able to release the Mav before being shot in the hind quarters! :joystick: We are currently experiencing problems running this map in MP. I am in the process of eliminating units causing server crash.
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-Think i set up all choppers to carry 75% fuel, but I will check that to be sure. As you are starting on MnV, you should be able to use all ground services. Something sounds very fishy... Update: Red choppers did indeed have no fuel!! I think the fuel calculations for available fuel must have been changed for the 1.2.1 update. This is now fixed; MnV v1.01 bigjim: Thank you for the heads up! :)
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Flying the Ka-50 vs. Take on helicopters
KosPilot replied to Slazi's topic in DCS: Ka-50 Black Shark
To me it is important to be able to complete my mission and land in one piece should my hydraulics and/or radar altimeter be shot to bits. For that to happen, it is essential to practice flying the Ka-50 without SAS (or autopilot as some call it). What flying ToH is like now, I don't know; I never followed ToH beyond the Beta stage due to the horrendous scripted behavior of the rotor systems and flight envelope. -
Norwegian NATO grey scheme. Since Norway never had Russian fighters, I can only point towards the aero gray scheme of current and previous models. Never mind it's a two seat model, and skip the "NATO 60 years" patch However, the tail art for 332 SQD for the period of interest is correct as featured in FC. 332 SQD is already featured in DCS:
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Assault on Mineral 'nye Vody, v1.01 Please rate and tell your friends if you like it, otherwise tell me so I may make it better :) More info HERE Assault on MnV is made with focus on replayability. Red defenses are fully randomized. So is the Blue CA Strike Force. Although only a fraction of all units are active in any given scenario, there is something in the range of 1500 units in this map! There is JTAC support for Blue, and the mission is designed to work with TurboHog's Mod JTAC & AWACS for Ka-50: http://forums.eagle.ru/showthread.php?t=93228 The map is for Ka-50, A-10C, Su-25T and CA. Once Beczl MiG-21Bis is out, we'll squeeze some of them in there as well! The mission has been extensively tested by The Older Gamers sim-crew and is 1.2.1 verified. Note that there is no ATC on FARPS. The Red forces defending Mineral 'nye Vody are completely surrounded by Blue coalition. Desperate to hold their ground, they have set up a perimeter of ground units and maintain a strong SAM defense. Low on fuel and pilots, the last of their Ka-50's have orders to disrupt Blues' advances and defend Red FARP's. Blue Coalition is to punch through Red defenses and destroy all Red aircraft parked at Mineral 'nye Vody airport. Capturing the Red FARP's and eliminating primary SAM threats is necessary before a direct assault on MnV is possible. A considerable Blue Combined Arms strike force is available for ground operations. Blue: Take Mineral 'nye Vody airport and surrounding FARP's 11x A-10C @ Nalchik and Moztok 4x Su-25T @ Nalchik 4x Ka-50 @ Nalchik + 2x Ka-50 for every FARP when captured, 4x FARP total; Perth, Moscow, Warsaw and Madrid. CA Strike Force: 50+ ground units consisting of MBT, IFV, AAA and SAM defences. Red: Defend Mineral 'nye Vody airport, SAM's and surrounding FARP's. Harass Blue Coalition whenever possible. 2x Ka-50 @ MnV ---------------------------------------------------------------------------- Change log v1.01 1. Set fuel on MnV to unlimited due to changes in fuel calculations. Red choppers on MnV do now have fuel! Assault on Mineral 'nye Vody v1.01.zip
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When FC3 is released, I would like to see the continuance of triggers for equipment failures as already in the current DCS ME. More specifically, controlled failures of radar and datalink. That should make engagements between gen 3 and 4 fighters really interesting.
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[DCS World: BS2] Ricardo's Upgraded HD Cockpit Mods
KosPilot replied to Devrim's topic in Utility/Program Mods for DCS World
Devrim; you are the best and I absolutely love it! +1 Thanks also to Ricardo for doing the ground work, it's awesome! +1 ( again ;) ) -
There is a bit of terrain over at the Turkish side, but the long distance view would of course suffer (Just like north of Mineral nye 'vody). As a trade-off for added scenarios, I would grab it with both hands! Besides, what I am mentioning is the ability to put an improvised airstrip where ever the terrain allows.
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That's right, thank you! -And not having the option of making airbases is inhibiting A-10C operations from Turkey, Azerbaijan, Armenia and the Crimean peninsula since there are no airfields added as standard in the DCS map. Improvised airfields would open up for new missions, new alliances and make previously unused terrain more accessible.
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http://www.youtube.com/watch?v=i_RhmgsJWH4&feature=g-all-u I want to add improvised airstrips just like I as I add FARP's in Mission Editor! Just watch...
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I will have the Harrier, FARP or otherwise! ;)
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Spreading the word!
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Wondering what kind of hardware I will need to fly this thing then. There would be some special levers, yes?
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I will try :thumbup: it is the best idea up until now :D
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Gazelle? I am up for any egg beater, even French ones ;) Then only thing is that their rotor is rotating CW when viewed from above, which means that all cross couple from controls will be opposite to what I am used to. I am afraid it may mess up my reactions for real flight.
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Hi, I would like to : 1. Be able to see and interact with downed pilots in multi-player. They are currently invisible to other players. 2. Then I'd like a UH-60 Blackhawk (or anything with enough seats) to fly so that I may pick them up and fly them back to base! Sorry, there is no room here! ;)
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Persistent CTD as described, 10:15 GMT
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@TurboHog +1 right back at you! :thumbup: I have installed the files and testing it right now :)
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You are a dream come true TurboHog! :thumbup:
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Hi all, I present another batch of bugs. I'd attach the .trk, but it would be about 53MB so I attach the mission instead. @ 12:15 and onward a flight of four Tomcats engage Russian fighters and fighter-bombers. Their standard tactic is to dive into the ground rather than risk being hit by enemy missiles. @ 12:30 and onward Kh-65 cruise missiles are launched from Russian bombers: 1. Upon missile release, the bombers assume the same speed as the cruise missiles. This is causing the missiles to form a dense cluster. I had to break up the launch points to obtain separation. 2. When tested on my computer, the Kh-65 has very poor terrain following capabilities, and if hitting the ground they get stuck into the surface and shiver like stranded wales! 3. When run on the MP server, they fly through terrain and do not explode upon reaching the target. Instead they circle the target in orbital patters like a swarm of flies! :doh: The AIM-7 Sea Sparrow also stick in the ground instead of exploding on impact. Ground Zero Anapa b0.1.miz
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Remove Start of Mission Zoom Effect + Track IR
KosPilot replied to docfu's topic in DCS Core Wish List
My FOV is tweaked in view.lua. That I have to edit files to get preferred FOV is in my opinion a shortcoming of the developer. I would like to see FOV as a slider setting in Options. Once set for my system, I see absolutely no reason for it to change, and especially not as a function of an "effect". -
I do not agree: "We have a fuel truck full of fuel and a fully operational helicopter standing here side by side, but I cannot refuel the helicopter 'cause the FARP got bombed!" DOH!! :doh: :mad:
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Has this been reported before?! Well, forgive me for not even looking. This problem has been around since start of BS2 and is still not solved! If your radar altimeter kit is shot to pieces, it will not be repaired. In case you were all wondering, that's why for instance autohover doesn't work even though the chopper has supposedly been "repaired" after rear end molestation, 100% repeatable.
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Currently we can only refuel and rearm at a FARP with relevant services or an airport. As with FARP services/structures, I would like to have dedicated support vehicles that allow me to rearm and refuel in the field. Although the primary user allegedly is/was the Russian Air Force, there must have been plans for collaboration between Army and Air Force to allow basic field services without the need for a dedicated landing site. This is a helicopter, and a helicopter can land anywhere, you know! To my opinion, it is strange that in DCS these basic services cannot be rendered at any location suited for rendezvous between supply vehicles and Ka-50. Unleash the Ka-50!
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I was unsure if I should add this thread to the wish-list or Bugs'n'Problems. I ended up here because it's a problem. When an airplane crashes, the wreckage is visible for only 10 minutes after the event has taken place. This makes it IMPOSSIBLE to make a search and rescue mission where the crash site is in random location. Oh yes, you may use a structure and set it to "Dead" or explode it, BUT they cannot be activated or deactivated. They are always going to be part of your map resulting in several visible crash sites when there only should be one. I would like to see persistent crash sites, at least for aircraft there are normally few of on a map such as A-50, E-3A, bombers and utility. OR the possibility to (de)activate structures.