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Posted (edited)
10 hours ago, Zachrix said:

Oh no, this was definitely no mistake, the warehouse on the road base does not account for RB-74s (Same thing occurred with FARPs and Harriers taking AIM9M). Later (my last sortie) I got killed by head-on by an RB-74 so all that is to be done is to warehouse the road base.

The warehouse at a Farp is fully controllable by the game architect. I’m sure this will be amended. 

Edited by NELLUS

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Posted
12 hours ago, GeneralMav24 said:

maybe some BK-90s tucked away in there too could clean stuff out pretty good with those

maybe *thinking emoji*

Posted

Alpenwolf, I know it’s kinda early but do you already have some kind of concepts for the Mig23 in mind? Like roles, restrictions, count in general, replacing some of the others and so on?

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Posted
15 hours ago, Conker4 said:

I see no issue 🙂 

 

You really wanna keep pushing, huh?! You know it's rear aspect only in all missions! Obviously it's some bug and you just couldn't resist exploiting yet another one! You think I've got nothing better to do other than going back to the ME just to clean behind you every now and then?!

 

Banned for a week. If the automatic unbanning doesn't work let me know via pm.

 

1 hour ago, Atelophobia said:

Alpenwolf, I know it’s kinda early but do you already have some kind of concepts for the Mig23 in mind? Like roles, restrictions, count in general, replacing some of the others and so on?

 

Future plans are plans I basically keep to myself. That's all I can say.

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Posted

A couple of things I need to know about the Viggen, please:

 

1- How many waypoints can be stored in its navigation system?

2- If placed on a road base, does it feel different when taking off or landing? I keep testing that in the MiG-21 and... well, the MiG-21 is shaky as hell even on runways! How is it with the Viggen?

3- Say you take 4 x Mavericks and 2 x RB-24/J missiles. How long must that road be?

4- If there is no junction or side roads to use for turning around, is that a problem?

 

Thanks in advance!

 

Another issue is operation Ossetia. Was it difficult for Blue strikers yesterday to take out the TA's? What were the major challenges? SAM's? Too many MiG's?

 

Again, thanks for all the replies. Truly appreciated and very helpful!

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Posted (edited)
49 minutes ago, Alpenwolf said:

A couple of things I need to know about the Viggen, please:

 

1- How many waypoints can be stored in its navigation system?

2- If placed on a road base, does it feel different when taking off or landing? I keep testing that in the MiG-21 and... well, the MiG-21 is shaky as hell even on runways! How is it with the Viggen?

3- Say you take 4 x Mavericks and 2 x RB-24/J missiles. How long must that road be?

4- If there is no junction or side roads to use for turning around, is that a problem?

 

Thanks in advance!

 

Another issue is operation Ossetia. Was it difficult for Blue strikers yesterday to take out the TA's? What were the major challenges? SAM's? Too many MiG's?

 

Again, thanks for all the replies. Truly appreciated and very helpful!

 

1) 9 normal navigation points, and also has take off base, landing base and alternative landing base (there are more waypoints but these are the normal navigational ones)

2) It is pretty drama free apart from keeping it straight down the road.

3) Unsure in meters, but zone 3 with a brake start can be as short as 1/3 or 1/2 of your typical runway like Kutaisi with a lighter, undraggy loadout (a full set of bombs is a lot drag)

4) Nope.

Edited by Sideburns

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Posted (edited)

Believe its about 1600ft for a viggen is recommended length
Viggen is quite stable typically  its best if we got a 3 lane road or atleast two lanes with a shoulder for landing, taking off the two lanes is fine typically 

about the ossetia mission id say a 50% of it was too many MiGs, a bit of it was poor planning from the pilots, and the rest was front line was too far back, the F-5s were back at the mountains most the mission and theres not much support to pull MiGs away, and lastly EWR coverage was acting up it was showing all of them then suddenly bunch of people all over disappear almost as if it was bugging out

Edited by GeneralMav24
Posted (edited)

If there are no junctions you can literally just reverse, or do a 3-point turn. The only real challenge with road basing is making sure you stay on the road (narrow ones especially), and avoiding trees/streetlamps on approach. Despite the generally bumpy ground handling, the 21 can roadbase pretty competently too, you can stop it in ~500m if you really want to. You do need a turnaround point or wide road for it though.
 

The problems I had with Ossetia a few hours ago:

 

  • None of the objectives had been completed by the time I joined, and there was I think one other Viggen working at the same time as me.
  • I don't know where our fighters were. I occasionally merged with F-5s, but judging by comms, our guys were not keen on flying over the mountains with MiG-29s crawling in the valleys. I don't know if the F-14 really offsets the 29 in this environment, at least not until the 29's IRST is substantially more realistic. The safest bet for them would be to fly high in lookdown, but without a good human RIO, that isn't going to work well against small targets in the mountains.
  • With so few attackers, and I'm not sure if the other guy was on comms but they were very cluttered anyway, it's not too hard to intercept a lone intruder with no fighter cover. Red seemed to have their side of the mountains completely locked down. I only made it to the pumping station a handful of times and landed a single rocket strike on target, every other time I died to SHORAD or fighters. Attacking the targets covered by the Kub sites was pointless as I couldn't even get to the "safer" ones.

 

I feel like the bigger fighters are a bit overkill on this one, it might work better without them.

Edited by rossmum
Posted
10 hours ago, Alpenwolf said:

A couple of things I need to know about the Viggen, please:

 

1- How many waypoints can be stored in its navigation system?

2- If placed on a road base, does it feel different when taking off or landing? I keep testing that in the MiG-21 and... well, the MiG-21 is shaky as hell even on runways! How is it with the Viggen?

3- Say you take 4 x Mavericks and 2 x RB-24/J missiles. How long must that road be?

4- If there is no junction or side roads to use for turning around, is that a problem?

 

Thanks in advance!

 

Another issue is operation Ossetia. Was it difficult for Blue strikers yesterday to take out the TA's? What were the major challenges? SAM's? Too many MiG's?

 

Again, thanks for all the replies. Truly appreciated and very helpful!


Road ops:

The Viggen is one very capable road runner, as long as the wheels stay of the grass. Main problem are electricity poles, which are an issue for the wide winged plane. 
 

The road that you have made available for road operations on the Catch me if you can mission is sufficient for all load-outs. There is only need for a turnaround road junction, or another straight stretch after the Farp. This way the plane can land, stop for rearming, and continue straight ahead for takeoff.
 

Ossetia:

Great mission, still one of my favourites. 
I was that other Viggen working on waypoint 5 and 3. 
Yesterday was more of a learning curve on how to deploy bombs and rockets correctly. I’m sure that there will be a better result next time. 
It would be great if there was a roadbase half way, due to the distances. By distances I mean that one has to stay low in the valleys to avoid the 29’s, which makes the way to the target much longer than the assigned straight line.
I do also agree that this mission, and some other ones, should get rid of the F14 & Mig29, they are overkill. 

SAM’s were pretty active around the Kutaisi training airport, waypoint 3. Got at least 3 SA2 launches together with AAA’s ones I popped up for the bomb run, which is pretty realistic. I would keep the SAM’s as they are. 

Any chance on grouping the target 5 buildings bit closer together, or reduce by 2 buildings? 

 

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Posted

Server News:

 

* Operation Swedish Delivery:

- Warehouse at the road base - Fixed.

 

* Operation Ossetia:

- Removed 1 x SAM SA-6 site northeast of Senaki-Kolkhi airbase.

- Refinery Buildings are now closer to one another.

- Instead of 8 x MiG-29A's it's now 6.

- Instead of 8 x F-14A's it's now 10.

- Road base added.

- Electricity poles and streetlamps removed (the trigger for removing trees seems bugged -> reported to ED).

- Not many trees around the road base so no worries there.

- Road base marked for all Blue players on the F10 map. However, it's meant for Viggen pilots mainly.

- Viggen's waypoint-6 is the road base.

- Make sure you park next to the road base buildings to rearm and refuel.

- 1 x Avenger, 2 x Humvees and infantries at the road base.

- Mission goes online again tonight around 1730 zulu.

 

* I've tested the road base in the MiG-21 with a fuel tank, missiles and rockets onboard and it worked. Was tough but doable. I recon the AJS37 should have it easier.

* Again, thanks for all the replies and feedback. Very helpful!

 

 

road base 1.png

 

road base 2.png

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Posted
12 minutes ago, Alpenwolf said:

Server News:

 

* Operation Swedish Delivery:

- Warehouse at the road base - Fixed.

 

* Operation Ossetia:

- Removed 1 x SAM SA-6 site northeast of Senaki-Kolkhi airbase.

- Refinery Buildings are now closer to one another.

- Instead of 8 x MiG-29A's it's now 6.

- Instead of 8 x F-14A's it's now 10.

- Road base added.

- Electricity poles and streetlamps removed (the trigger for removing trees seems bugged -> reported to ED).

- Not many trees around the road base so no worries there.

- Road base marked for all Blue players on the F10 map. However, it's meant for Viggen pilots mainly.

- Viggen's waypoint-6 is the road base.

- Make sure you park next to the road base buildings to rearm and refuel.

- 1 x Avenger, 2 x Humvees and infantries at the road base.

- Mission goes online again tonight around 1730 zulu.

 

* I've tested the road base in the MiG-21 with a fuel tank, missiles and rockets onboard and it worked. Was tough but doable. I recon the AJS37 should have it easier.

* Again, thanks for all the replies and feedback. Very helpful!

 

 

road base 1.png

 

road base 2.png

Looking forward to it 🤩

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Posted
21 hours ago, Alpenwolf said:

 

You really wanna keep pushing, huh?! You know it's rear aspect only in all missions! Obviously it's some bug and you just couldn't resist exploiting yet another one! You think I've got nothing better to do other than going back to the ME just to clean behind you every now and then?!

 

Banned for a week. If the automatic unbanning doesn't work let me know via pm.

 

 

Future plans are plans I basically keep to myself. That's all I can say.

I would advice adding to the briefing the kinds of weapons that can be used so that its clear what can be used

 

Posted

@Alpenwolf

In a mission we are currently running, two people in an A-10A are deliberately destroying a number of friendly vehicles; I'll submit the Tacview file later, but two people, "Captain America" and "PEPE 1-1", are completely ignoring warnings and repeatedly machine gunning friendly UH-1Hs. The FARP was almost destroyed. I can't hide my frustration.

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Posted

Forgive me for being forced to shoot down his A-10A with a Stinger missile from a TacCommander. He did more than that, he caused tremendous damage to friendly forces...

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Posted
4 hours ago, Admiral_ZIPANGU said:

Forgive me for being forced to shoot down his A-10A with a Stinger missile from a TacCommander. He did more than that, he caused tremendous damage to friendly forces...

Don't feel like you need to be forgiven for that. As long as you tried to get them to stop first I think most of us would agree it's completely justified. On red we try to get them on SRS then the chat. If they don't respond and keep on hitting friendlies either damage/destroy them with the friendly air defences or get a friendly aircraft on comms to do the same. The idea is that if we damage them first they'll RTB and possibly read the chat on the runway, else its just taking them out of a position to keep attacking the ground units

On 6/17/2021 at 9:55 PM, Alpenwolf said:

 

True. On the other hand, there are always units and some structures at road bases for exactly that purpose apart from enabling rearming and refueling of course. And a truck driving around could also drag attention while driving around with clouds of dust behind him. I know the casual DCS player, mate. Besides, I always write in the briefing that pilots must RTB to an airbase rather than the road base, except for the Viggens and only in the mission When The Mountains Cry where briefing images are attached showing the whereabouts of that particular road base. If a player however chooses to RTB to the road base then I'd expect him to be experienced enough to do so.

Most of the time the RTB to the road base is second choice, we only really use it if someone got stuck up in a dog fight and no longer has enough fuel to RTB and we're trying to save the airframe. In that scenario there is a lot of pressure about getting the correct position first time as there may not be enough fuel to get turned around.

 

The point about driving around is fair, I'll see if there is any ability to do this from static units or if there is a way to prevent the vehicle moving.

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Posted
28 minutes ago, dcsil2pilot said:

Going over Mach 1.1 in the viggen forbidden? Saw some bluefor talking about a script causing the Viggen to explode if they travel too fast, is this true?

 

 

its realistic limits for speed across the deck atleast, warning at 1200kph (M1.14), i think it should actually destroy at 1400kph (M1.20) 

Posted

Osetia mission - Can we get info that RED won, if it happens. BLUE get message but RED needs to w8 for mission to end and most ppl have no clue if they won. Just rotate server 5min after message or something.

Posted (edited)
17 hours ago, Conker4 said:

I would advice adding to the briefing the kinds of weapons that can be used so that its clear what can be used

 

 

I would advice to simply not exploit anything. You're not a newbie so you know better than to take an all-aspect air to air missile from a road base when your spawn airbase, Vody, had none. Or do you want me to list all 500+ weapons, fuel tanks and pods to announce what is allowed and what is not when these change from time to time anyway?! Don't try to put the blame on me for not including such a list. Don't make it worse, mate. You're not a newbie and a newbie would maybe get warned for it but I wouldn't blame such player who's only starting to get familiarised with the server. Not you though. Not Server veterans and aces whom I'd rather expect to help me out detecting bugs, failures, provide feedback and players who break the rules and exploit things to their own advantage.

 

End of the story, mate, just let it go.

 

17 hours ago, Admiral_ZIPANGU said:

@Alpenwolf

In a mission we are currently running, two people in an A-10A are deliberately destroying a number of friendly vehicles; I'll submit the Tacview file later, but two people, "Captain America" and "PEPE 1-1", are completely ignoring warnings and repeatedly machine gunning friendly UH-1Hs. The FARP was almost destroyed. I can't hide my frustration.

 

I'd need the tacview file, please. I can't just kick/ban people without evidence.

 

9 hours ago, dcsil2pilot said:

Going over Mach 1.1 in the viggen forbidden? Saw some bluefor talking about a script causing the Viggen to explode if they travel too fast, is this true?

 

 

 

Unfortunately, it is true. This was necessary to stop players from exploiting the Viggen's bugged max. speed.

I might take than restriction away soon and simply warn players who exploit the bug, otherwise a kick or a ban would be initiated if they keep on doing it.

 

4 minutes ago, Apok said:

Osetia mission - Can we get info that RED won, if it happens. BLUE get message but RED needs to w8 for mission to end and most ppl have no clue if they won. Just rotate server 5min after message or something.

 

Red wins only if Blue fails to destroy all 5 TA's. If the server rotates after 5 hours (mission time) then it simply means Red managed to stop Blue from destroying all TA's within 5 hours => Red wins!

Edited by Alpenwolf

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Posted

@Alpenwolf 

 

just a couple of helicopter related things. 
 

I’m not sure if this is still current, but last I checked in Two Towns Hueys can’t pick ip troops at the FARP. Just comes up with “You are not in a loading zone”. Red helicopters work fine. 
 

troop numbers. Is there a way we can have it so the Mi-8 can take more than one standard squad (six men) To make up the capacity of the transport. Same with Huey. Can the limit be what the helicopter can lift rather than just one single squad. 
 

also, is there any chance MANPADs could be changed from a crate to an infantry unit? It seems like a more natural fit. Or is this in place as more of a balance thing? 
 

love the server mate. You do a great job, and these are humble requests and FYIs, not demands. Thanks for all you do for us. 

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