-
Posts
2993 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by VTJS17_Fire
-
Yeah, that's a different point. But compared to the Buk-M1, the Buk-M2 is capable of tracking and engaging 4 targets at the same time, while the M1 is only capable of one target. Just only this difference, would turn the Buk in a more dangerous SAM, especially if you place it in a 6-unit battery, for instance. This would increase the maximum target number on 24, instead of 6. The AI logic and other factors are another issue.
-
planned Controlable mutli unit SAMs?
VTJS17_Fire replied to Cmptohocah's topic in DCS: Combined Arms
IMO, the SA-11/Buk should be first person view controlable, like the SA-6. It's an self propelled unit with the missiles on it's chassis and the TR, too. It also can operate as a single unit, without the SR unit. All other SAM units with this attributes are player controlable. @BIGNEWY Do you know, why we can't control it by self? -
According to the sources, the Buk-M1 can only track and engage only one target simultaneously. Which it does in DCS. But it should be capable of intercepting cruise missiles and air-to-ground missiles. So, when the Buk is engaging an aircraft (Hornet for instance), which fires an AGM-88C (or any other a/g missile), the Buk should switch targets and set its priority to the incoming missile, to defend itself, right? Currently, it don't do this. Option "engage air weapons=on" selected. Buk_M1_Test.miz Test_Buk-M1.trk
-
Ah, besten Dank. War im Moose Script versteckt.
-
Sorry, Ich meine nur den ersten Eintrag (Settings "Fire"). Wenn ich online mit anderen im gleichen Flight bin, tauchen dann dort auch Einträge für diese Spieler auf. Die im Screenshot zu sehenden Optionen F2 bis F5 sollen natürlich dort sein.
-
The Buk-M1 system in DCS is very outdated, when it comes to its capabilities. It would be nice to have a newer version of the Buk SAM system, like the Buk-M2. Maybe, the ressources to bring it to DCS are manageable, because most of the launcher modell don't have to be reworked from scratch. And from the code, only some attributes must be changed, like targets, one M2 launcher vehicle can track and engage simultaneously.
-
Im Radio Menü F10 "Other" gibt es ja diese Spielersettings. Mir rauben diese Dinger Platz um F10 Menü. Kann man diese deaktiveren?
-
Wäre mir neu, dass man nen Intercept mit weit mehr als Mach 1,2 fliegt.
-
Keine Ahnung, was du konkret vor hast aber alles über Mach 1.2 brauch man nicht. In den meisten Fällen bewegst du dich ohnehin im Bereich zwischen Mach 0.0 und 0.95. Fliege auch noch mit normalem X-52 (nicht pro) und habe mir erst im Dezember 2020 auf der Logitech Seite die aktuellen Treiber herunter geladen.
-
DCS: F/A-18C Features Roadmap for Early Access
VTJS17_Fire replied to Kate Perederko's topic in DCS: F/A-18C
I'm looking forward for the TALD -
Do you have a valid invitation link?
-
Yes, I'm on the latest stable version of DCS. IIRC, the bug occured before the last patch. Didn't watched it the last times, I flew.
-
In my mission, after some time, there occur various route finding issues with AI: E-2C - flying a horizontal s-shape after take-off from the carrier, although WP1 is more than 15NM away F-14 Flight - tries to refuel inair (with an KC-130), but after air refueling flies straight to the south-east E-2C - after bingo fuel (I guess), tries to find the carrier, but overshoots and the crew ejects Arleigh Burke destroyer: drives repeated hard turning maneuver after some time There are also a lot of graphics issues with the water, before and after the fleet turns Mission PersGulf_SKC_1-5.miz
-
Konnte das Problem inzwischen lösen.
-
add/remove radio item -> unit inside/outside zone
VTJS17_Fire replied to VTJS17_Fire's topic in Mission Editor
Okay, tested it. And I just added another unit with OR-function in these two triggers, added another Add item for group and it don't work. I don't understand that logic behind these two ways of doing it but that's okay, that's why I'm not a programmer. Thank you very much! -
add/remove radio item -> unit inside/outside zone
VTJS17_Fire replied to VTJS17_Fire's topic in Mission Editor
What's the difference to multiple units and the OR-function with the Radio item add for group, compared to single switched conditions? The triggered actions, which causes conflicts in your opinion ("using SWITCHED CONDITION can cause logical conflicts - units in zone in the same time, one unit in zone, others outside, etc - very hard to separate them") is the same with different switched conditions, or I am wrong? -
-
add/remove radio item -> unit inside/outside zone
VTJS17_Fire replied to VTJS17_Fire's topic in Mission Editor
The goal is to clear the F10 radio menu for all flights, that are outside that triggerzone. That is why the radion item is triggered only by single units (of a group) inside the triggerzone and only shown for that group (of units). -
add/remove radio item -> unit inside/outside zone
VTJS17_Fire replied to VTJS17_Fire's topic in Mission Editor
Like the radio items. The first one (inside zone) triggers, if out of the zone, nothing happens. -
add/remove radio item -> unit inside/outside zone
VTJS17_Fire replied to VTJS17_Fire's topic in Mission Editor
When you are able to check out my mission, you'll see, I've done this already. ^^ And yes, in my opiniion it should work this way. But it doesn't. -
Hi, I want to add a radio item, if a (client) unit is inside a zone. But when the unit is outside zone, the radio item should be removed. When the unit turn again inside the zone, it should apeare again and so on. I tried various ways with the switched condition trigger and flags, but it didn't got removed anyway. Any Ideas? Mission attached. PersGulf_SKC_1-4.miz Edit: I get it to work with some other triggers and the radio items, but not with the inside/outside zone.
-
reported left DDI - missing line/false layer
VTJS17_Fire replied to VTJS17_Fire's topic in Bugs and Problems
Ah. Weird but okay Thx -
Is this a official screenshot? Maybe from ingame (which version)? Thx