

Spartan111sqn
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@Miguel21 strange because we did it as in local way and we launched the mission, everything ran well, but when from the dcs.openbeta.server we stop the mission nothing happens. Any clue? Thanks in advance.
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@Miguel21Yes everything runs well, but it is supposed that when I select stop mission the debriefing and the accept the result shall pop up?, as in local way...
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@Miguel21 We have done it, but in the dedicated server when we stop de mission it is not launched the debrief and the "accept results yes or no". Am I doing something wrong?
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@Miguel21Yes,we have it, my question is how to stop the mission when everybody finish and then take the result and launch the next one
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To run it on a dedicated server, is there something?
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Thanks a lot!, I will check! and provide feedback to all of you.
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The change in the conf_mod.lua is taking into account in the .mix when it is generated the mission right?
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That startup time is to allow to all enter in the plane and not to wait?
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@Miguel21today in Escuadron111 we are going to fly more than 12 pilots in Crisis over PG in coop mode. Any recommendation? In different aircrafts, some of them different packages... Any advice is more than welcome.
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Thanks for the info, I can imagine how difficult it is, I think it should be a recurrent workload and trying to converge and not to diverge. For me to have the correct and accurate FM is key to have a correct immersive experience, if the FM is not accurate I lose all interest, I need the aircraft with its proper DNA, with its weaknesses and strengths. In the case of F14 B, I feel it impresive, you feel many things flying it. I see it a bit overperformer in turning, but I cannot know if it is like in RL. Also reading the real F14B Flight Manual they refer for endurance AoA 10 units of alpha what I consider at that point the behaviour of the aircraft in DCS too much in the limit, I do not know if in the real one was like that.
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Hi, what's the problem on the FM? can you explain it please?, I would like to know. Thanks in advance.
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awesome!
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Hi @Reflected, thanks for the campaign, so you know if ED has it on their priorities?, as I already previously told to you, ZONE 5 campaign in COOP must be amazing flying with a human wingman. Keep pushing. Check your six!.
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yes, try to keep alpha close to 0
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awesome work dudes!
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Very realistic ATO, and IA composition very good also. Understood, attrition goal, minimize the existing weaponery of the enemy. About bridges and railway stations, what for? if there are no troops, why do we need to destroy bridges? Understood, but honestly it seems that it is working well, amazing job! Ok, good to know Another quesiton, is the repair concept in place, for example we kill a tracking radar of a SA-6, after several turns, does it will appear again if we do not destroy after a while the complete SAM batallion? Thanks for your answers, keep pushing and evolving this awesome campaigns
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Tomcat optimum non-maneuvering airspeeds
Spartan111sqn replied to Bremspropeller's topic in DCS: F-14A & B
In Section 14.2 appears a table with the AoA figures according to the aircraft situation, AoA for Endurance (Loiter) 10 units. -
Tomcat optimum non-maneuvering airspeeds
Spartan111sqn replied to Bremspropeller's topic in DCS: F-14A & B
In NATOPs Manual section 2.33.2 - "The climb reference marker is set at 5.0 units, the cruise marker at 8.5 units, and the stall warning marker at 29 units. These reference markers are preset to the optimum angle-of-attack values and cannot be changed by the pilot." So absolutely right, my question is cruise with wing swept or auto? and about loiter I still searching. -
Tomcat optimum non-maneuvering airspeeds
Spartan111sqn replied to Bremspropeller's topic in DCS: F-14A & B
Can you provide the AoA figure for loiter?, by the way 8.5 for cruise looks high in my opinion according to the feeling of flying it. Thanks in advance. -
thanks a lot! I will ask there
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and optimum AoA units for loiter? Thanks. I would expect AoA 8.5 for loiter not for cruise, seems high in my opinion, but you know more than me probably...
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Hi Gents, first of all thanks again on this beautiful campaigns. In Escuadrón 111 we are testing in multiplayer and if you do not mind we would like to share some basic notes, questions: What is the final goal of the campaigns (ex.: Hornet over PG)?, I ask it because the environment is amazing, but I miss if there is a zone or a city to conquer, or if in a time during the deployment of the campaign troops and helicopters will enter in the game. Or the goal is to destroy everything, thanks for answer. When we select in MP a target, sometimes there is no mission assigned for that target in the ATO generated, is it a bug or how is the logic behind it? When for example 10 human pilots in coop, how can we form a package with all of them in? for example 2xF-16, 4xHornets, 4xTomcats, sometimes seems that there is no room in the ATO for put flying all of them and after several turns a package is formed, but we miss 6-9 hours of campaign. Will it be possible to manage and build up the ATO for humans before the rest of the ATO is created for IA resources? Will it be possible to include helicopters for humans?, for example to move SAMs to another position, troops for conquer a target, etc. Again, amazing work. Thanks!
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great man!, thanks a lot, I love your approach and the realism you focus on your missions and campaigns, I hope that for the dynamic campaign development ED counts on your feedback.
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Looks very promising this campaign, I already bought it but I didn't have time to start it, is possible or has sense to fly it coop? the wingman coordination among humans looks also a key factor.
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I have been testing Crisis in PG - Tomcat and in the first mission I was escorting a SEAD and Strike on a SA-6, there were many blue planes flying on the SA-6 and it didn't fire, I do not know if such behaviour is as intended or not, just to highlight it. Of course the SA-6 was killed easily then by the IA. By the way nice war environment, very cool.
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