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Posted (edited)
Here's my flag scheme and some other tips

 

With this method I can look at a flag and know which coalition it belongs to, which type of platform, which group, which unit (optional) and the state.

 

WC

 

That is a most excellent idea. I am going to incorporate this. Thank you, Wrecking Crew!

 

Thanks Yurgon .. that's good to know. I didn't know that was the way it worked.

I did it only so I could customize the initial loadout the way I wanted for each aircraft because I don't think you can do it otherwise. By that I mean, I think whatever loadout you give to the "Group Leader" or Aircraft #001 (out of however many), is the same loadout everone else in the Group gets.

It was a Guess Only but I hoped I was right.

 

Regardless, I realize that a Customized Loadout can be requested any time that you meet the criteria ... such as being on the ground. That too is why I did it this way.

 

I'll graciously accept all the tips and advice people are willing to offer !!

So again, thanks for that info/tip.

 

You are correct Snow... The wingmen you add AFTER setting up the loadout you want will take on the properties of the wing lead. Also handy if you want them to all fly for the same squadron colors. To do a custom loadout later you would use the radio command (or keyboard shortcut) for it. Bear in mind though, it ONLY affects your aircraft, not your entire flight. Criteria are: Be on the ground (parked at an airport, FARP, or on a carrier)... Engines off... Canopy open.

 

Sounds like you are catching on fast here!! :-D

Edited by Belgeode

[sIGPIC][/sIGPIC]



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Posted

I attached a mission to my earlier post as an example of my flags and naming.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted
To do a custom loadout later you would use the radio command (or keyboard shortcut) for it. Bear in mind though, it ONLY affects your aircraft, not your entire flight. Criteria are: Be on the ground (parked at an airport, FARP, or on a carrier)... Engines off... Canopy open.

 

Small correction: Engines are allowed to run while ground crew performs refuel and rearm (in DCS, that is). Also, helicopters can have the blades spinning; I imagine the invisible virtual ground crew will just make sure they keep their heads low. :)

 

The canopy open part is important, though. Actually, in most aircraft the ground crew can also be reached via Intercom, but depending on the aircraft this may require setting some additional switches on the comms panel, whereas opening the canopy always works; it's sort of the virtual equivalent of shouting louder than the engine noise. :D

Posted
I did it only so I could customize the initial loadout the way I wanted for each aircraft because I don't think you can do it otherwise. By that I mean, I think whatever loadout you give to the "Group Leader" or Aircraft #001 (out of however many), is the same loadout everone else in the Group gets.

 

I think every member of a group can have a different loadout.

 

The order of things matters, though.

 

If you want all of the group members to have the same loadout, the easiest way is to set up the group with only one aircraft (lead) and adjust his loadout, skin, fuel etcetera. Then just add more members to the group and they'll inherit lead's settings. Afterwards, it's easy to adjust individual flight members.

 

(The bad alternative would be to create a flight of, say, 4 aircraft and then set the same fuel, weapons and skins for each of them; a tedious and repetitive task that can easily be avoided :thumbup:)

Posted
Small correction: Engines are allowed to run while ground crew performs refuel and rearm (in DCS, that is). Also, helicopters can have the blades spinning; I imagine the invisible virtual ground crew will just make sure they keep their heads low. :)

 

The canopy open part is important, though. Actually, in most aircraft the ground crew can also be reached via Intercom, but depending on the aircraft this may require setting some additional switches on the comms panel, whereas opening the canopy always works; it's sort of the virtual equivalent of shouting louder than the engine noise. :D

 

Ok cool. Is this a recent change? I recall when I first started playing last year the ground crew would deny me if the engines were on in my Frogfoot.

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Posted

Thanks again for all the info friends. It's all helpful to me.

 

BTW - As far as I know, you can reload and/or refuel anything with your engines running.

As indicated you may or may not have to have the door or canopy open "for the Ground Crew to Hear You" ... OR have the right Radio Channel setting for that airport/farp etc.

 

On the other hand the engines Must be shut down and props no longer turning to request and receive any Repairs to a damaged aircraft. It's possible (maybe) that you can request the Repair with blades still turning, but the countdown (170 secs) definitely won't start until everything has stopped moving.

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Posted
Ok cool. Is this a recent change? I recall when I first started playing last year the ground crew would deny me if the engines were on in my Frogfoot.

 

I've only logged 20 minutes or so in the Su-25T and none in Su-25A. But in all the other modules I've flown including the Black Shark, rearming with engines running was never a problem as far as I can recall.

 

On the other hand the engines Must be shut down and props no longer turning to request and receive any Repairs to a damaged aircraft. It's possible (maybe) that you can request the Repair with blades still turning, but the countdown (170 secs) definitely won't start until everything has stopped moving.

 

My thoughts exactly. :)

 

I've sometimes sat on a FARP, cursing the moronic ground crew or the bugged AI behavior for denying my repair request, until I shut down out of frustration and then the message "Repairs start in 170 seconds" popped up. Stupid me. :music_whistling:

 

But as I said above, I think refuel and rearm have always been possible with engines running. If the ground crew says something like "Negative" or "Unable", maybe the FARP's resources are depleted (if it uses the warehouse feature) or there might be enemy ground forces nearby.

Posted
I've only logged 20 minutes or so in the Su-25T and none in Su-25A. But in all the other modules I've flown including the Black Shark, rearming with engines running was never a problem as far as I can recall.

 

 

 

My thoughts exactly. :)

 

I've sometimes sat on a FARP, cursing the moronic ground crew or the bugged AI behavior for denying my repair request, until I shut down out of frustration and then the message "Repairs start in 170 seconds" popped up. Stupid me. :music_whistling:

 

But as I said above, I think refuel and rearm have always been possible with engines running. If the ground crew says something like "Negative" or "Unable", maybe the FARP's resources are depleted (if it uses the warehouse feature) or there might be enemy ground forces nearby.

 

That's probably where I am getting confused in thinking the engines have to be off.

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