-
Posts
218 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by KosPilot
-
Ok, I'll find the times and maybe post some more attachments.
-
ED, I'd like to support Silver Dragons' job application :smartass:
-
-Another map in progress and another set of bugs. At least I have not had any crashes running this one! :thumbup: The .trk is for DCS:W 1.1.2.1 1. AI Ka-50 that engage Paladin artillery units with guns use only HE instead of AP and keep at it until empty. HE has no effect on Paladin units. 2. Fully loaded AH-1W (and other AI aircraft with 100% load) tend to maneuver into ground when evading missiles. 3. AI helicopters seem to be more confused that a mosquito in a nude-camp having enemy targets on multiple vectors when assigned with enroute CAS, thus unable to efficiently deploy anti-tank missiles. 4. (Russian) BMP-3 are shelling enemy units over 8km away, behaving just like artillery?! Thanks for your hard work. I am soooo much looking forward to get out of the Beta :) Demo Ch1.trk
-
Welcome aboard Shïv :) Before doing the radio request, press F10 to bring up your map and click on the airport/FARP symbol where you are located. In your lower right corner you should now see a info box including ATC frequency. Set your radio to this frequency. Happy flying :)
-
I am pretty sure that you must already know of this, but since I didn't find anyone else mentioning it: 1. In ME, the LVTP-7, which is a US landing craft and land assault vehicle used by US Marines, cannot be placed on water. nor will it cross stretches of open open water, lakes or wide rivers. 2. Grenades launched by the LVTP-7s' 40mm grenade launcher make the same impact as a rifle bullet. We need more KABOOOOOM!
-
An improvised runway do not have to be made of concrete or paved. Quite frankly, I do not understand why that doesn't seem to compute with people :bash: Here is a snippet out of the MiG-21 Pilots manual, page 20, Table 6, Limitations: "2. Takeoff weight using perforated steel plate (PSP), unpaved or snow-covered runway, 8800 kgf, max."
-
Thank you for your hard work Dragon :) For a heli-addict like myself, it warms my heart to see some chopper action again :thumbup:
-
This is so nice! I have not made missions for a while so I guess this option has been around since the release of A-10C and BS2. Still, it is sooo nice to have units stop and resume, and still be able to reflect combat losses.
-
Yes it worked :) In combination with the halt option I can now make units wait for reinforcements to arrive before attacking or wait for CAS to even out the odds... or both. Awesome!!
-
Cool, I'll check it out! Thank you Grimes :)
-
This may be a dumb question... :blush: I see conditions stating "Unit inside moving trigger zone" (or something like that) How do I create a moving trigger zone?
-
Big cheers to both of you :) Triggered action is what I used to set up the condition, and I used flare on unit to verify. From what you say, I think my problem is that I did not position my advanced waypoint action in the correct location; I used it as a pre-condition expecting it to kick in while unit was enroute past the waypoint. That means I will have to use numerous advanced waypoints (AWP) where each AWP is checking conditions? Ideally I would like to have a unit halt on triggers rather than predefined AWPs.
-
Scenario: A unit of three tanks is advancing. Goal: -If flag is set, then halt ground unit. Unit must still be able to open fire. -If flag is reset (or another flag is set), resume advancing. I have been playing around with the triggers and advanced waypoint settings, but I can not make it happen! Please help? :helpsmilie:
-
Oh my goodness, a patch is sure to keep us busy then! The reason I am asking is that I've never made really complicated maps before, so before I start I wanted to know how much work is involved in keeping them up to date. I guess keeping at it improves my skills, and it will go quicker. Thank you for your comprehensive explanation :)
-
Map conversion to new patches Hi Dragon, as you have tons of experience; How do you go about converting missions to work with new DCS patches?
-
Thank you for pointing that out. My reply does not make it clear that I am in fact writing about two different aircraft, Fencer and Frogfoot. Both of which can operate from improvised runways. I am sure they are not the only Russian aircraft built with that in mind. In DCS, we have the whole Crimean peninsula without so much as a single airstrip! It's an area bigger than Northern Ireland! The location and surrounding water make it perfect for naval operations. It is almost flat, which make it perfect for training scenarios and land combat. It has a tactical location perfect for airborne operations due to the surrounding shoreline. Come on, why wouldn't we like to have the possibility to locate improvised runways a place like that?!
-
"The Fencer is quite capable of operating out of rough improvised airfields or dirtroads if required, and the landing gear and other elements of the airframe were designed with that in mind." Although I have difficulties finding information on the topic, studying the undercarriage and the position of the air intakes of the Su-25 indicates that this aircraft can operate from improvised runways. Specifications for Su-25KM indicate 550m takeoff distance and 650m for landing. This should be ample proof of validity for introducing improvised runways in DCS and its Mission Editor.
-
Excellent idea :thumbup:
-
The Toad (Su-25T) appreciation thread
KosPilot replied to Nate--IRL--'s topic in DCS World 1.x (read only)
I need the Toad, plain and simple. ED, please do a 3D clickable cockpit DCS extreme workover style for the Toad. -
Thank you Nate. I'll see what else I can find. I thought of mentioning some other difficulties as well, but I didn't want to mix low priority stuff into this thread.
-
As requested. Have a look at the SU-34 Anti-Ship flight at the start. They all steer into the ground when fired upon. (I have a theory. The problem may occur when an aircraft is observing several active threats. The initial AI response is to hit the deck. When performing that action several times over a short period, it may look like the pilot is committing suicide.) MAD#1.trk
-
I'd be happy to send you a track, but that will be when I am back from work in some eight hours. At the beginning of the map there are 4x Tomcat on BARCAP against 4x Fulcrum CAP and 4x Su-34 Anti-Ship. A furball will ensue few minutes after starting the mission. The major cause of attrition is collision onto terrain.
-
Please find attached a test mission for DCS:W 1.1.2.1. It is zipped, so unzip before testing. There are no triggers being used in the map. There are several issues with game crash and AI. The map has been tested by several people, I have checked that I have the latest graphics drivers and also ran diag on DirectX. The map behaviour is identical for all testers. Run the map in DCS:W 1.1.2.1 as a mission or in map editor. The problems are evident. 1. The game crashes down to desktop during large scale land engagements. The crashes cannot be traced to single events but simply happen spontaneously and intermittently. The game will ALWAYS crash if Russian tanks manage to penetrate the inner perimeters of Anapa airport. 2. Medium range / BWR air to air engagement and SAM intercept: The target aircraft will in 90% of all cases manoeuvre into terrain/sea. 4. The A-10C AI for engaging land forces is non-existent 5. All ATGMs are fired along the horizontal plane of the launching unit. In most cases the ATGM will ram into the ground some distance in front of the launcher. 6. ATGM does not track. Several launches from the same unit will miss the target but still hit the ground at exactly the same spot. 7. The accuracy of tanks firing HE or penetrators is deplorable. 8. Vehicles within the same group will split up if the group consist of different classes when one (or more) class of vehicle is engaging targets. For example, if an artillery unit stop to engage, their support and air defence elements will separate and leave the artillery unit behind. 9. It is hard to make a Naval group move as a unit. 10. Aircraft recovered by US Carrier is blocking the flight deck. 11. Aircraft damaged while on the carrier flight deck will freeze in space / hang mid air while the carrier moves away. On a good note: The AI of helicopters and the Ka-50 in particular is very good! The AI of Russian artillery is also very good although they tent to stray from their given objectives if detecting targets within their range. MAD.zip
-
Next DCS (US) Fixed Wing Aircraft Wish List
KosPilot replied to diecastbg's topic in DCS Core Wish List
Now we're talking sense! Give us a Super Cobra!! Uhoh, dual cockpit. ED doesn't know how to approach that yet :pilotfly: -
Since I don't know where in the world you reside; choose a server with good ping for a start :) We have the TOG server here in Australia, and the 161st is quite active as well.