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NoWheels

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  1. TACT 25-1 Tactical Air Combat Tournament Signups are in Discord Tactical Air Combat Tournament, TACT, is an air-to-air competition among DCS squadrons with a high emphasis on PVP. It's designed to run over a couple of months in a championship type format (exact details will depend on the amount of teams that sign up). As many matches as possible will be streamed live. The event has its own discord server, check it out here: https://discord.gg/yK76uK4x Schedule TACT 25-1 will run late September to early December. The exact schedule will be published after sign ups close. Teams can reschedule their matches based on availability, within reason, and as long as it isn't detrimental to the playoff schedule. Prizes There will be no prizes. We fly for glory! Streams We will try to accommodate as much live streaming of matches as we possibly can. Like past seasons, we will invite several popular streamers that can contribute to bringing TACT alive for the audience. Streamers/Links: TBA Missions There will be a total of 4-5 missions in the event. All missions will have similar distance, layout and weather (e.g. no extreme mountains or overcast). Some missions will be flown in theaters other than Caucasus. Only if both squads can field enough pilots in a given theater can it be chosen. The fall back option is to fly on one of the Caucasus missions. Results submission Match results shall be submitted by the winning team in the TACT discord (results and tacviews). Any disputes will be resolved among team representatives in the TACT discord. Signup Please see Discord sign up channel for full details on SIgn ups TACT RULES LINK TACT 25-1 RULES Only full fidelity modules are allowed. The match format is a 8 vs 8 , best of three rounds air superiority mission. The tournament is open for virtual squadrons only. We recognize that not all squads can field 8 pilots (+ reserves) for every match. If a Team expects to be short on match day they are allowed to recruit up to 2 additional temporary pilots to complete the 8 plane roster during group phase matches. Mercenaries are subject to the below rules Each team is given mercenary “tokens” 1 merc playing in 1 match (regardless of round numbers flown) equals 1 token use Teams are given 2 Merc tokens for the group phase Teams are given 1 Merc token for the playoffs Tokens do not carry over from the group phase into the playoffs To allow smaller teams to join, teams also have the option to combine into composite teams. A composite team may consist of up to two squads. Example: Squad A of 5 pilots combine with squad B of 4 pilots, to form Team X. Together they can put up at least 8 pilots. Bullseye will be centered between the starting airfields. Surrounding bullseye, there will be an engagement bubble*, 90-96 nm in diameter (3 nm warning zone). TACT 25-1 will be run without any AWACS. All aircraft must be within the bubble at least 10 min after the first aircraft enters the bubble. Each round consists of one sortie per pilot. If a pilot lands, he/she cannot take off again**. After being shot down or crashing, the player must leave the server until the round ends. Each round is won if one of the two mission criterias is achieved. i) All of the opposing planes are destroyed while the winners have aircraft within the bubble ii) if a team has total air superiority in the bubble* for 5 min. At least 1 aircraft must land after the mission criteria is reached. The script will announce the winner by a message. To promote combat and active engagements, the remaining pilots must land at the opposing team’s airbase. Returning to one’s own airbase is considered a loss of that aircraft. A team must not intentionally destroy the takeoff airfield/runways to hinder the other team's landing. If a pilot disconnects after the match starts (*GO GO GO* call), they are considered dead and must leave the server for that round. (team is allowed to have reserve pilots in the server up until the gogogo, at that point any extra pilot must disconnect) Home Team will always start with the BLUE side, Away Team starts with the RED side. Then the teams will switch sides for each following round. Weapon restrictions, see last page Specific rules: Jester is allowed Changing planes between rounds is allowed No stream sniping Use of all ECM is prohibited Use of 16 s or 32 s memory mode for the F/A-18C in the FCR is prohibited If your aircraft is dead in Game master, you are to immediately eject/disconnect, under no circumstances is a dead in game master aircraft allowed to engage enemy aircraft. No DCS instrument exports may be used to overlay the game window. Exports to other screens/MFD are allowed as usual. Random samples of server screenshots may be taken Violations to these above rules will result in a round loss for the offending team DCS bugs and exploits must not be used to gain an advantage. Examples include (but not limited to) current ECM modeling, extreme memory mode in the hornet (16+ seconds), AOA rolling missiles, or any other issues with dcs that may arise. Issues here are subject to review and may result in a warning, round loss, or further punishment Teams should avoid unfriendly or unsportsmanlike behavior. Not every rule can be explicitly stated and teams should fly to the spirit of the competition. *Bubble script logic description: When plane enters the inner zone, a message is sent to the group to inform them entering the zone. When plane exits the inner zone the group will get warning about exiting battle area. When plane exits the outer zone, it is counted as being out of the battle area and a message is sent to the group. When plane re-enters the outer zone a warning is given about re-entering the battle area. When plane re-enters the inner zone it's blown up. When plane (inside the zone) speed reach below 5 m/s and altitude above ground less than 7 m, it will be exploded. When plane crashes the slot is reset so that it can enter the battle area again. Weapon restrictions:, No A2G weapons (including TALD and nukes). Two further restrictions will be in place A maximum of 6 (six) AIM-120 on any airframe. A Maximum of 8 total missiles on any airframe NO AIM-9X on any airframe. Violations of the payload rule will lead to an automatic loss of that round. See list below of allowed loadouts. ------------ Allowed ordnance: Aim-7 (all versions) Aim-9 (only 9M or older, no 9X) Aim-120 (all versions, max 6) Aim-54 (all versions) SD-10 PL-5EII Super 530D Magic II R-3R, R-3S R-60, R-60M LITENING TGP, ATFLIR TGP, LANTIRN TGP, WMD-7 TGP, KG-600 SPJ pod, SPS-141, ASO-2 All fuel tanks ------------ *A quick RTB is allowed before combat has started to resolve INS or payload issues. Signups are open! MISSIONS coming soon
  2. 120s are 100 percent trash right now, the overall missile modeling is just as bad. No point spending another dime on this game until something changes.
  3. <64>NoWheels F14A (if needed can do f14b on other side) supercarrier
  4. 64th Nowheels F14A
  5. <64>Nowheels-F14 <64>Fox-rio
  6. 64th NoWheels blue f16
  7. <64>NoWheels F16C
  8. This guy should get some sort of award for dumbass comment of the year. telling an actual fighter pilot he doesn't "know what is realism" What mover said is accurate, over G'ing and aircraft to save your own life (as snodgrass seemingly did) is something you would do just like you would pull the paddle switch in the hornet to save your own life. Doesn't make it this great amazing thing that you all of sudden would do all the time. you should go find a way to contact snodgrass and ask him if since he pulled 10g all the time in the tomcat, he'll look at you like your an idiot, just like everyone else in this thread is doing now.
  9. after watching Satal stream where a tomcat would dodge 3 mile amraams/get hit by many missiles without damage both Taohermit and I decided to test this. he hosted a mission and launched 120b at me hot at 3nm. if i went into a hard barrel roll, almost full roll and rudder the missile will miss or cause no damage every single time. I have tacviews and tracks to show it. Maybe desync between the pilot and rio unrendered tomcat? when checking tacview at the end the server side will show the missile missing. the client side tacview will show the missile missing. can provide further testing if needed but this would appear to be an easily exploitable bug. definitely a concern in multiplayer. Best, <64>NoWheels https://streamable.com/7ldcnl https://streamable.com/n7rtwp GunsOverDubai v0.7-20200808-175018.trk GunsOverDubai v0.7-20200808-175147.trk GunsOverDubai v0.7-20200808-175311.trk GunsOverDubai v0.7-20200808-175442.trk server-20200808-144537.trk server-20200808-144959.trk server-20200808-145129.trk server-20200808-145252.trk
  10. so are you claiming that the 120 is flat out immune to notching and/or chaff?
  11. do any of you FC3 pilots have any actual data to show that the 120 should have a lower PK or be easier to notch? or this just one of those cases where someone that knows little to nothing about a topic tells the experts that they're full of crap?
  12. Event 1v1 64th aggressors Discord- NoWheels#9653 F16
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