Jump to content

Mechanist

Members
  • Posts

    261
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Mechanist

  1. Also Infantry groups, fireteams and squadrons like in World in Conflict would be more usefull in CA then induvidual soldier, also handling would be much easier too.
  2. Also found some interresting weapons for MiG-29A and S MBD-2-67U Plus this one is a 6 bomb rack with a MiG-29S, might just be for show, but thoes R-27s are live munitios... And also a rare shot, MiG-29A with two UB-32
  3. They can employ the B-8KOM in game, OFP2 and TsM is basically the same rocket with different head, no internal or weapon employment modifications are needed for fireing this rocket if the planes can employ the B-8KOM.
  4. Found one: MiG-29A, MiG-29S, Su-33 cannot use B-8OFP2, and B-8TsM, while Su-27 can.
  5. Separating roles could be a great idea, you just set the task as for a normal flight and you will only get the list of lets say for the CAS planes. This might be good because of the predefined waypoint system that this conception requires. But besides that the resource manager can handle all restriction.
  6. Well an extra option can't hurt can it? Also the resource management system can influence the whole thing if a mission editor decides to use it.
  7. As far as I see, Spawn point is definied by the generic aircraft concept as well as some other values like waypoints, and resource system can handle the aircraft types. Selectable skins was in the version of Lockon 1.00 to FC1 so as the board number. I don't see the blocking point in the engine, or nothing that cannot be solved.
  8. Hi, Have you ever imagined that you joining in a multiplayer session and fly with your desired type skin and board number? Yes me too... Because what all the excellent skins are good for if you cannot fly them, or what does you aircraft module is good for if you cannot fly them in missions... But with the new resource system this dream could came through (in theory). First I would like to propose a "Generic Aircraft" in the mission editor that relies on the airbase resource system. The benefits of this placeable group: - You can select your desired aircraft to fly for missions - It can rely on the airfields resource system, therefore it can be controlled to make restrictions - You only don't have to place 60 aircraft to an airbase, lets say 10 MiG-29A, 10 MiG-29C and so on. - Smaller airbases can be more strategic in multiplayer sessions like Beslan, because they don't have space for diversity now. - You only have to update the resource management system if a new aircraft comes out. Second to support this "generic aircraft" conception is to make some adjustments in the GUI of the multiplayer start menu With these modifications the multiplayer can be much more able to fill the players needs and ease the mission makers tasks and boundaries. I think these new features can really push the edge forward for this allready fantastic sim. Any feedback would be appreciated especially form the developers. Hope I made a good point. Thank you for reading through!
  9. I've tested today armed only with rockets S-24-s and S-8 Blocks and non of the quantity / delay option worked? Colud you make a track where it actually works as for the bombs? Thank you!
  10. 53 - SU25A Airbrake Pylons keep defaulting to the Russian SU-25 1st skin and the bort numbers become an outline in external view when zoomed out. - also the inner flaps when flaps are fully down 91 - SU25A/T Gunpods operation cannot be asigned to axis - Only A model affected T works fine SU25A: No differences between takeof and taxi landing lights. Also a question: Shouldn't the weapon quantity and maybe the interval selector work for rockets as for bombs? I might recal some pictures or videos that an Su-25 fired from 4 blocks at the same time. (couldn't find it though)
  11. That bomb was a BDU-33LGB, which is not a live munition, used only for practise.
  12. Hi, I've found a wierd bug: No mather what coalition you've set for FARPs it will be always USA when coalition is BLUE and always will be Ukraine if it is set RED. It is especially matters when you set a mission with for example Russia and Ukraine in different coalition, because one of the coalition will not be able to rearm. Here is the mission and the track: http://mh59.mgszki.hu/users/_mech/DCSW/FARP_coalition.miz http://mh59.mgszki.hu/users/_mech/DCSW/FARP_coalition.trk
  13. Some Su-25 related issue: - Gunpods cannot be assigned to axis - Gunpods BCE (ALL) modes not fire all guns, (external+internal) - Wrong Chaff and flare count. 128 places insted of 256, modell and skin shows 8*32 dispensers. - Ingame chaff and flare rearmin is not working well. Issue 69 - MDB-67-U 4*FAB-100 modell is incorrect, FAB-100 bombs too close to each other
  14. MANPADs are allmost inpossible to spot, although they are weaker IRL. It is really hard to spot an aircraft or a helicopter IRL if you don't know where exactly you have to look. If they don't have radio communication or other spoting method, they can only beat the aircraft trails after an attack. In most cases they are attack the aircraft form behind because two reasons: It is harder to spot the missile they fired and have more chance to hit, and harder to spot them to, plus they have time to run and hide before the aircrafts returns to attack them. In helicopters the case is different, mostly because they hide in the treeline, unluckily in DCS is you can't use treelines because they see through them. So mostly the problem is they spot you easily, you can't really counter them. Also the Ka-50 does not have sufficient missile warning system to get a warning if they are fireing at you.
  15. After 3 minutes (gyro warm up) you can cycle through the navigation mode (1) and you will see it allign. It have 4 modes: - Off (default) - Waypoint mode - RSBN landing mode far (14-16 km from runway) - RSBN landin mode close (1km form runway)
  16. OK! My bad! I missinterpreted their function.
  17. Hi, I've recently noticed that you can't see holes in the ground after a cluster bomb or rocket run, but you can see them in the TGP in CCD or FLIR mod aswell.
  18. Hi, I've noticed two unnecessary boundaries or limits in the mission editor. - You can't entert number above 1000 into the resource system of the airfields. Especially annoying with unguided rockets. 1000 S-5KO is like 4 Su-25s armed with 8 Blocks each. Tried to edit manually in the mission file with notepad++ and it can handle numbers above 1000. - Start and stop conditions in advanced waypoint commands, or triggered action for unit have a flag limit of 100, when you can enter 4 digit flags (I tried so far with four digits, but it might can handle more) in the triggering surface. Also manually edited the 100 value to a 4 digit value and it works aswell.
  19. Hi, I've tested a mission with static dead (checkbox dead) targets litering the battlefield and if you join in this mission as a client you will got sometihng like this: In single player or if you are the host it works as it should be.
      • 1
      • Like
  20. Hi, using DCS:W 1.2.0 the start condition is not working. Created a simple mission to prove it. The Su-25s should change formation, one after 15 seconds (first in track) the second is after the Flag 1 On message displayed. Non of them works. Here are the mission and the track. http://mh59.mgszki.hu/users/_mech/DCSW/Start_condition.miz http://mh59.mgszki.hu/users/_mech/DCSW/Start_condition.trk
  21. The white lines are only measuring 2 tonnes and bellow. 1-1 tonne for each line. You can get the additional information down in the counter in 10 kg-s. The white lines starts to drop around 60% percent of fuel left.
  22. Hi, I would like to contribute to this thread with my ideas, based on 1000+ hour of mission editing. (since Flanker 2.5) By the way I really enjoy the new mission editor and it's abilities! ME Base: - Probability of present % -> Unit will randomly apperear in mission start (default 100%). Like in OFP/ARMA a little slider for each unit or group. I understand that this function is available via triggering but, it will be way faster. - Cargo -> Set cargo like you can set payload. You can add various things like certain type and ammount of ammo, fuel (will be great for the resource system). Also you can add vehicles like BMD-1 - Frontline/Influence -> You can add certain influence points on the map to get a frontline, much like in the IL-2 1946. Also you can attach this points to vehicles. - Ability to set parking area for landing aircraft such as for ramp take off. - Link ability -> You can link units together to share information. Like A Dog Ear radar linked with 3 different groups of Sa-13 launchers to obtain its informations and prepare for incoming aircrafts. Or to link air defences for EWRs and the air defence will stay in green mode until an enemy is in its kill zone. In the other hand if the EWR gets killed the SAMs linked to it will have to get their own target aquisition. Triggers: - TYPE IN ZONE -> Activated by a certain type of vehicle, like Su-25A, or M1A2. Also you can choose coalition like red, blue, both - CLASS IN ZONE - > Activated by a certain class, like Attack aircraft or SAM. Also you can choose coalition like red, blue, both - PLAY ARGUMENT on non static unit -> It would be cool to open the ramp of a hovering helicopter. - LINK -> Link a group to another. -> For the link ability mentioned above, you can link a unit to another one, like you can repleace a KUB STR with another if its get killed. - LAND IN ZONE -> Special helicopter feature. Land in a trigger zone center. You can set time and Shut of engine (Yes/No). After the time ellapsed it will continue the mission. Advance waypoint actions: Air: - RTB on Winchester (out of ammo) -> To ensure your SEAD group doesn't want to attack a Tunguska with guns. You can set the ammo type in general, like ATGM, Bombs and such, and the amount left before RTB. Say for instance [bombs 0%]. This group will return when they have no bombs left, guided or unguided. - Reinitialise mission -> When an airplane landed succesfully and on the parking zone, it will refly it's whole mission and reload and refuel to the starting quantity. Usefull in long missions especially for CAP and SEAD roles. - Set minimum height -> Set a height that an airplane group cannot pass, unless it is landing. Good for CAP missions with enemy SHORADS below the AI. - Set maximum height -> same as above, but with maximum. Good for low penetrating SEAD or strike missions. - Escort -> follows and supports a certain group. - Return to Homeplate -> For the Frontline/Influence system mentioned above. Unit will vector to nearest homeplate, and resume mission, or loiter if wanted (checkbox). - Paradrop/Unload -> for the cargo function mentioned above. Would be also awesome for Cargo/Landing Ships. Ground: - Switch to waypoint for ground units. -> With this we would able to create patrol routes. Or multiple routes for same convoy. - Rounds on target -> Artillery fires an exact number of rounds then the firemission is finished and can relocate if further waypoints are set. Hope some of them will be thought usefull and come alive in further releases :thumbup:
  23. Hi, just tried some AI vs AI equiped with AIM-7 and the missile is complety useless. It not about the launch-hit ratio but it's behave completly wierd. It is way to slow, actualy slower than the launcher aircraft it self, and manuvers very strange. Here is a track: http://mh59.mgszki.hu/users/_mech/DCSW/AIM7.trk
  24. Great modell and excellent adition! Question: The Shtora system will be modelled? It would be great to have some countermeasures in CA. Here is a link what this system is capable:
  25. Hi, I've just treid the T-80 and it has three different ammo for the same gun, AP HE, and the reflex. The problem is you can fire all of them within a second with fireing and switching to the next one, because the reload is calculated for ammo types and not for the gun. Also would be nice if you had th wait to remove the currently loadad type in order to load a new on. The other large bug I found that you cannot turn any of the tracked vehicle when you stand on the same spot. You always have to have some forward or backward speed in order to turn just like in the wheeled vehicles. I know that is an RC but this is what in talked about...
×
×
  • Create New...