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StrongHarm

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Everything posted by StrongHarm

  1. Take a look at the Microsoft Hololens.. it's HUD goggles that allows a graphical overlay on objects within line of sight. They did a demo where an architect drags a building from his monitor to a boardroom table. The attendees are wearing hololens and see the building sitting on the table. Later, when the actual building frame is up, a construction manager calls the architect and tells him he believes an I-beam has been placed where an interior door is. The architect goes into the building to that spot, puts on hololense to see a graphical overlay of the room once it's finished.. sees that there is indeed a door planned to be in the spot where the vertical I-beam is. He walks over to the wall and grabs the door with his hand and slides it over, then clicks save. There are also demos of people playing minecraft and building objects around their living room. Simply amazing.
  2. Have you tried having a vulgar amount of troops attempt to load up in a helo then count how many are missing?
  3. The MI-24 has a classified and highly effective defense against all known SAM and AAA threats.. The 360° RHBS-CFH
  4. The fight continues! http://www.dodbuzz.com/2015/05/15/will-the-a-10-dodge-retirement-and-get-new-wings/
  5. $53k vs. $36k actually, but the point I was trying to make is that although the '69 was a beast, current day technology trumps the pure muscle of the early muscle cars. I was surprised to learn that.. Sorry to get off HUD topic.
  6. My Camaro 2SS has a full color HUD.. shows song and artist during change, nav updates and turns, heading, temp, G's, ShiftQue, Tac, etc. Couldn't drive without it now. That car is basically a computer.. with a few car parts thrown in. My 2014 SS blows my '69 SS away in every aspect.. but the HUD is definitely the cherry on top.
  7. http://lmgtfy.com/?q=aviation+standoff+range
  8. There's a similar thread going on in the A-10C section. It comes down to having to do unrealistic things because of unrealistic sim situations.. the Warthog for instance would never be used for SEAD. In the case of the Blackshark being in defense rich environments, that's more likely than the Hawg being in one. IRL troop movements are very anti-air aware and capable. So in US helo attacks we use the Kiowa Scout's Mast Mounted Site and Sensor Suite. This allows the Scout to position at a very long stand-off range to spot and designate targets using FLIR and other technologies. In many cases a linked Apache can fire missiles at Scout designated targets from a safe distance while still masked, never exposing line of site to the enemy at all. In Russia the KA-52 performs the same role with a single 52 acting as the "scout" and the other 52s delivering the ordinance. The stand-off popup method is pretty universal. Before I take off I like to place some marks on my AO of likely threat distances, choke points, and more importantly scout positions (usually use this as IP as well). The best scout position is highly elevated and 10+km from the target, with an even higher elevation backdrop.. a tall hill with a mountain behind it is perfect. This way you can have the elevation to look down on the area while performing popups, without skylining yourself. You can do scout, mark your targets, then send in the rest of the flight to drop ordinance, or send in a wingman to do scout and hit his marked targets yourself. See my last post above for designation and autoslew methods.
  9. I like to mark possible choke points on the ABRIS before the mission... places I'm going to want to avoid. I also make a red line mark 10km+ from my target on the ABRIS. This gives me a visual reference for the likely 'threat envelope' and where I should start searching for targets and begin ingress. I bring my airspeed down to about 20-50kmh and set trim to move in a diagonal toward the target. This gives me time to mark/spot targets from a high standoff (LRR) from IP without getting nailed easily. Once I get a threat picture and target visual.. then I run in. EDIT: I should expand on LRR and target marking.. if you're in a high standoff and you spot as many threats as you can and mark them with datalink (or set target in PVI), you can later auto slew weapons to those targets. Here's more info http://forums.eagle.ru/showthread.php?p=2246014#post2246014
  10. Although, as outlined above, I don't have an aversion to using the TGP to get the Mav on target.. even during low level threat engagement (if done right), there's the matter of spotting and engaging targets using other methods. Here's a previous posts on the matter that goes a little deeper:
  11. When you look at it objectively, we're all 200th hour pilots.. we know just enough to make us dangerous to ourselves. I like to stay as real as possible though.. it helps my immersion in the simulation. I will however adapt and overcome when the sim forces me to diverge from real. The 65k for instance, has twice the lethal radius of a 2000lb bomb of any type... so I use it in force correlate for snapkick to clear a large area of soft targets. I use the TGP for low level engagement every time.. and even if this is not realistic, consider my method before you fully judge it: See a missile trail or other threat Take a quick mental picture of terrain features near threat Terrain mask and get 10nm separation (stand off.. good) Use the TAD to set a SPI near the terrain where threat was seen Peak over terrain in quick intervals with the TGP to find target (if possible) Lock target with TGP (if possible) Slave Mav to SOI Popup and snapkick With the 65k you don't have to hit the target.. just be in the vicinity.. since it's twice as powerful as a 2000lb bomb in DCS. Besides.. in RL if there was a threat I'd be on the horn with command asking for support instead of risking my hawg. Hawgs don't spar with threats.. they deliver ordinance. If a hawg is tasked IRL with no support.. this is a zombie apocalypse scenario where everyone else has been eaten heheh. So, I'm sometimes forced (though I wish it weren't so) to adapt to realism deltas by employing unrealistic methods. Unrealistic can sometimes be fun.. the zombie comment has me thinking.. is there anyone out there who could modify the soldier model to hold it's arms up and stumble? I'd like to see a co-op mission where you have 8 hawgs, and a 100k zombie horde 20 miles away headed toward your base. "The Hawging Dead"! Hey Grimes.. I bet you could do this (any relation to Rick?)! EDIT: I forgot to mention.. this whole train of thought comes to me because I've been reading the Arisen series by Michael Stephen Fuchs. It's a 'more' realistic zombie scenario from the point of view of military special operators and pilots. THIS SERIES ROCKS!.. even if you think zombies are silly.
  12. Although, to Snoopy's point, using a Maverick on MANPADs isn't very realistic, I can tell you that I've been doing some testing on lethality radius of weapons in DCS and an AGM-65K has more than twice the lethal radius of a 2000lb bomb against soft targets (for some reason.. ). MK84 is less than 100m where a MavK is nearly 200m. If you don't have rockets or the proficiency to use GAU8 to take that MANPAD out.. fire a MavK into the general vicinity.. it satisfies. BTW.. in my testing I found 30mm HEI to have less than a 2m radius of lethality against soldiers.. so you pretty much need a headshot.
  13. I agree with SAM tasking for hawg being unrealistic. As far as I know, the closest they come to that mission profile is taking out remote radar arrays (they did a bunch of that during ODS). In the missions I create there's always a SEAD element that precedes hawg IP. There IS a chance SEAD can fail and the hawg may be required to clean up some minor SEAD.. or a few MANPADs or AAA can show up.. but it's not a common theme. I also provide a radio call to recall SEAD just in case someone who likes to live on the edge flies the mission. People who create their own missions can of course do anything they want.. but I agree with you that there should be some consideration to staying true to the hawg's RL mission profile. In a post zombie apocalypse mission where all the weasel pilots have been eaten.. I would buy the fact that hawgs are tasked SEAD.. but otherwise.. never gonna happen.
  14. Use pause a lot during the training if you need to. I agree with Marluk that in-flight training is not an efficient first step. If you want to have smooth practical training, get through subsystem familiarization first (read the manual). Gerry Abbott makes my favorite training vids as well.. he's very thorough. From a previous post:
  15. From a previous post:
  16. You're good silentvitor all is well :) Since text is so bad at conveying emotional content it's hard to tell if people are being friendly.. so I always try to assume they are. You'll see some people in these forums that like to argue and nay-say.. but by and large it's good people. Welcome to the community.
  17. ED had to take 'artistic license' with some aspects of the sim after removing the 'black boxes' from the DOD version to prep it for our version. There are other small deltas for the sake of making the sim better.. even though it may not be on the real bird.. but the deltas are small and acceptable in my opinion. I try to always err on the side of caution and assume that I might have bad info about the A-10. I think I have a pretty good grasp of aircraft after being in U.S. Naval Aviation, cross rating into every subsystem, and passing more than one NATOPS test.. but I never worked on the Wartog in the USAF.. so I know 'I don't know'. No shame in that. When I need confirmation, Snoopy's a pretty good guy to get it from as he is a Warthog Crew Chief. Here's hoping he never tires of my incessant questions! heheh
  18. I admire the creative code and tools like mist that people use to push the engine a little further, but if you're just beginning with mission editing take note that a lot of what you might want to do can be done through the graphical mission editor. You'll undoubtedly start looking into the LUA files and granular scripting at some point, but there's no hurry.. enjoy the mission editor. I say this not to refute the advice of others, but to assist you with a smooth introduction to mission editing. Here are a couple of my missions that use some pretty advanced features that I created for practicing flight procedures that contain no manual scripting.
  19. To make them stop, you can also set the dispersal time. Set an Advanced Waypoint Action > Type 'Option' > Action 'Dispersal Under Fire'. Next to Value place a checkmark then the amount of time you want them to disperse. The result will be that when you engage them they'll scatter a little and stop for the amount of time you specify. After that time elapses they'll continue to the next waypoint until you engage them again.
  20. I think ED did a great job of adding weapons and weapons sensors.. they included most everything, and did it with an admirable level of realism of function. I think the elephant in the room is the lethality of those weapons. ED is VERY good at what they do, so I'm sure they know that most ordinance lethality in DCS is less than 20% of real world effect. I'm confident they have a plan to resolve the issue, I just wish I knew the when and how of it. To encourage movement on resolving the issue, I've been compiling an analysis of DCS weapon lethality for more than a month. I've created identical missions with different target types staggered in a 10m grid (constants for analysis) and very carefully recorded the results of different weapons against different targets. The analysis is several pages long and should be done within the next few weeks, but here are some interesting results: Trucks must be within 20m of a MK84 blast for kill (this is a 2000lb bomb that creates a 20m crater 4m deep) Soldiers must be within 1m of 30mm HEI for a kill (the ball of 5000+ degree flame is larger than 1m). An AGM-65k has 3 times more blast radius and lethality than a MK84 CBU-105s are 10 times more lethal to troops and light vehicles than CBU-103s For details on how these weapons should work see http://forums.eagle.ru/showthread.php?t=135598
  21. I would use Late Activation instead of teleporting. It's much better on mission resources. I'd set a trigger to 'Activate Group' based on Random 50 for each of the four. If any of the four triggers conditions becomes true (they hit 50 and spawn) then set a flag saying one has spawned within the same trigger as the 'Activate Group'.. flag 2 for instance.. which can be a second action in all four triggers. That tells you at least one of them spawned. To cover the eventuality that none of the triggers spawn a group, make another trigger that waits 2min then checks if flag 2 is false.. if it is then nothing spawned, so spawn group1. Also, if you want your UAV or any other unit to report a contact, just set the default radio of both your player aircraft and that AI aircraft to the same freq. The unit will call contact from bulls. You can make it a JTAC as well, so it can talk you right down onto the convoys.
  22. Click on the mission name in the post.. it's a link to it. Tell me if you have trouble getting the mission or running it.
  23. I think you're right Deathbane. Did you try turning civilian traffic off?
  24. My Live Fire Exercise mission has a tanker to practice on, plus a wide array of targets, a fighter escort to fly your wing, and real RedFlag radio recordings being transmitted by AWACS on VHF 30 to keep things interesting. It's a mission I made to keep my skills sharp so I added a little bit of everything, and I enjoyed it so much I thought I'd share it with the community. It's free.. but if you make fun of my voice acting I'll have to charge you...
  25. Was it the paint scheme breaking it? If so I'll add another note to the bug report.
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