Jump to content


  • Posts

  • Joined

  • Last visited

About Hunter_5E

  • Birthday 12/25/1963

Personal Information

  • Location

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Here's an instance when it was just too late and a hard landing was inevitable - or was it? Could the pilot have escaped using the Vuichard technique if he'd quickly realised his situation and acted quickly enough? Hard to tell but probably unlikely so close to the ground. You'd need serious ninja reflexes to escape that one. Bell 412 settling with power Also, was that vortex ring state or settling with power? Hard to tell definitively but I would guess most likely vortex ring, given the hard flare at the end. Strangely enough, Transport Canada makes distinction between the two whereas both the FAA and EASA consider them to be the same thing. I find it a bit disconcerting that they don't all agree. I was trained in Canada so I agree with their opinion that there's a distinction between the two. I can't remember the exact definition they gave but consider this situation:- A Robinson R22 with two big guys onboard approaching a mountain top landing. Pilot doesn't do a power check before committing to landing. He makes a perfect approach at a shallow angle but as he exits translational lift over or near the landing spot, he finds that even with full power he can't keep from sinking to the ground. He's not in vortex ring at this point, just found himself outside the performance envelope of the aircraft at that altitude - the aircraft is settling with power. So essentially settling with power occurs when the performance limit of the aircraft has been exceeded in a hover or below translational lift speeds. That's my understanding of it - feel free to post the correct definition if mine is a bit off. Interesting topic. Any thoughts on this?
  2. Came across this on YouTube today. Brilliant footage of a Lama flying with a spraying rig to visualise how a vortex ring behaves and demonstrate how to escape it. Well worth a watch.
  3. There is a very good FARP mod by Suntsag that requires no ground units or anything - just place one of his FARP objects and you got a fully functioning FARP. They are very compact and sit at ground level and they come in a few different sizes. I use them all the time now as I like them much more than the default FARPs in DCS. Check them out here https://forums.eagle.ru/showthread.php?t=273049 ( post # 8 ) To see what ground units are required to enable various FARP services on default FARPs, look in the "DCS User Manual EN 2020.pdf" which is in the "Doc" folder in your DCS install. Pages 308 and 309.
  4. This worked briefly during a recent version of open beta but has since stopped working again. There is an .lua file specifically for this so I'm assuming it's supposed to be a working feature? @BIGNEWY - please can you ask if this function can be activated again? It would be great as currently the caution lamps are huge in full screen view (even more so on triple screens) and cover the whole top half of the screen. Thanks. Recent thread discussing this issue:- https://forums.eagle.ru/showthread.php?t=285458
  5. Still learning... played around some more and realised I had to split the "Do Script" into two parts to allow spawning in multiple instances of the same group. Having them in the same script box is why the first ones deleted when spawning in the next ones. Essentially I took the first line from the script and made it run on mission start. That basically declares that "Tanks" are a global spawnable object. (I think... correct me if my terminology is wrong) Then I put the second line on its own to run when the F10 menu item is used. Voila, multiple spawns without deleting the first ones. Mission file below for anyone who may be interested. F10 Spawns Moose Test 2.miz
  6. Ah ok, I don't have the Harrier myself so assumed it suffered from the same restrictions as other fixed wing. My bad.
  7. Here are the two pages detailing what ground support equipment is needed for a default FARP to function. Came from latest manual "DCS User Manual EN 2020.pdf" from the "Doc" folder inside DCS.
  8. The Harrier can land almost anywhere you want, it's "Takeoff from ground" and "Takeoff from ground hot" that are not possible without a small mod. Perhaps that's what you meant? Check out this thread here: https://forums.eagle.ru/showthread.php?t=286616 Should have the info you need.
  9. Using a "FLAG IS MORE" condition should do the trick. In the screenshot example I set a start flag on first and used 3 APC's instead of troops. Each APC increases the flag value by 30 as they enter the zone, so 90 total if all are in the zone. (Actually 91 as flag started out with value of 1) Then I used a "FLAG IS MORE" condition to trigger a "Message to all", if the flag value goes over 80. Triggers as soon as the third APC enters the zone. Hope that helps. EDIT: Posted mission example as well in case you want to look at it. Made in DCS stable. Flags Test Mission.miz
  10. After watching "MOOSE for Dummies - 1. Mission Editor and Script" I played around and made a simple test mission to see how it works with spawning stuff from the F10 Radio Menu. Very easy to do and works very well. You do need to use "Switched Condition" for the F10 Radio Menu items to make them repeatable. I used a Ka-50 as the client aircraft but if you don't have it, just change the aircraft type in the editor so you can sit in it and see the tanks spawn in front of you after you use the F10 menu "Tanks" item. Tanks are same coalition so they won't shoot at you. Tanks will spawn a second or two after using the F10 menu. If you use it again while the first spawns are still alive, they will be deleted and the new ones will spawn in at the original position. You can spawn them as many times as you like. Try it out. Test mission below, made in DCS stable version, in case you don't use openbeta. F10 Spawns Moose Test.miz
  11. Check out this thread here:- https://forums.eagle.ru/showthread.php?t=270982 Should be what you need.
  12. From what I've read and seen in youtube vids, you can't infinitely spawn units or groups from the F10 menu using mission editor alone. That requires scripting with MOOSE or MIST apparently. You can set up a whole bunch of late activated units or groups in the mission editor and spawn each one in sequence. Once they're all spawned in that's it, no more. Not sure exactly how it would be done though as I haven't tried it myself. Don't know if you would use switched condition or once.
  13. Mine works fine without another trigger to turn off the flag. I haven't got a lot of other stuff going on at the same time though. Maybe that makes a difference? Anyway, glad you got it working dmatt76 :thumbup:
  14. Here is a good source for mission editor tutorials - made by Suntsag. This is where I learned about these things. Good place to check out.
  15. Sorry, I assumed you were using the "Sound to" like most people do with the "F10 Radio Item". You did say "Radio Transmission", my bad. The principle is the same though. If you set it up as a "Switched Condition", that is what makes it repeatable. Here is how I set it up and it works repeatably from the F10 radio menu.
  • Create New...