Neon67 Posted November 30, 2013 Posted November 30, 2013 Hi guys Anyone know how to get tomehawk fired from US ships ?
xxJohnxx Posted November 30, 2013 Posted November 30, 2013 Yes, just use the fire at point command. See attached example. Best regards, JohnShip.miz Check out my YouTube: xxJohnxx Intel i7 6800k watercooled | ASUS Rampage V Edition 10 | 32 GB RAM | Asus GTX1080 watercooled
Neon67 Posted November 30, 2013 Author Posted November 30, 2013 thanks does it works with multiple ships type ?
Grimes Posted November 30, 2013 Posted November 30, 2013 Yes it works for all ships that have a weapon capable of firing at a point. Specifically cruise missiles and onboard guns. If the ship is within range to use its onboard gun of the target it will use that instead of a tomahawk. So you have to place it far enough away. Also I believe the Ticonderoga is the only ship that can fire a tomahawk. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Wrecking Crew Posted November 30, 2013 Posted November 30, 2013 I believe the Ticonderoga is the only ship Decoder ring --> CV 60 Normandy The Oliver's fire Harpoons. 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.
Neon67 Posted November 30, 2013 Author Posted November 30, 2013 is there also any data about how far can a ship use his main canon for arty support ? For the Tomahawk, through my tests it seems than a naval group will only fire one by fire tomahawk until impact, and not several in the same time to fill the attack point radius
Grimes Posted December 1, 2013 Posted December 1, 2013 The range circles for the ships denote air defense range and I'm not entirely certain how close they can be to fire at targets with the guns. Its trial and error I think. The fire at point is meant more for artillery support and not precision cruise missiles. So it requires a little custom settings to make it launch on multiple targets. The best way to got about that is to simply set a stop condition for each fire at point. Setting a "duration" is your best bet with the value set to 30-60 seconds. That should give it enough time to fire the missile before ending that task and switching to the next task. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
nebuluski Posted December 1, 2013 Posted December 1, 2013 Gun ranges The following thread should help answer your question? http://forums.eagle.ru/showthread.php?t=18097&highlight=Naval+gun+range Rig: MSI Mag X570 Tomahawk| AMD 5600 | 32 GB DDR3 | M2 NVME Gen4 1TB SSD | Samsung EVo 850 2TB, 500 & 256 GB SSD | Gigabyte AORUS GTX 1080Ti | Samsung 24" (1920x1200) | 2 x Iiyama 22" T2250MTS touch screen (1920x1080) | 2 x 6.4" LCD | Cougar MFDs | Thrustmaster Warthog | CH Pro Pedals | Windows 10 [sIGPIC][/sIGPIC]
Neon67 Posted December 9, 2013 Author Posted December 9, 2013 ok i had several trigered action for multiple arty strike( just naval gun) I had problem to switch from one target to an other, regardless how long they fired on the first target I solved the problem by deactivating and then reactivating the ships AI after two seconds It might be a way to temporary fix the problem ?
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