pete_auau
Members-
Posts
800 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by pete_auau
-
please separate RE-ARM and REFUEL functions
pete_auau replied to SDsc0rch's topic in DCS Core Wish List
and why cant you -
working fine by me using latest ob version
-
First In Weasels Over Syria Install Issues
pete_auau replied to DrDetroit's topic in Bugs and Problems
Yes it is you need the open beta its written on the bottom of the requirement sections -
yep when it downloaded click on the install and choose which drive you want it, just like any other addon you downloaded no differance to dcs
-
reported DCS 2.9 Supercarrier Night Ops Deck Crew has no light wands
pete_auau replied to RogerRoadie's topic in Bugs and Problems
not a hallowen issue by any chance- 17 replies
-
- supercarrier
- light
-
(and 2 more)
Tagged with:
-
thx that worked drop 2 gbu12 than finished him off with a harpoon
-
Need some advice on how to sink these blighters so far havnt had any luck
-
mods conflict Cannot get super carrier to show up in a mission
pete_auau replied to Fman95's topic in General Bugs
thats why i never use mods at all -
Was watching a clip from utube where a former pilot wanted to know how fast the hornet could go, in the books he said the hornet could go as fast as 1.8 mach. Than he said he couldn't find out since the flight training was structured and couldn't find out. But when he went to the fleet squadron he found out one of his sortie he could go to a area and do what ever he liked to do. So he went out to 30 to 40 thousand feet and went as fast as 1.2 mach but couldnt get to 1.8. So he thought surely if i bullesyed the earth i could get to 1.8. But he said that the speed decreased and couldnt get to 1.8. Reason being he went into thicker air
-
lol but the f-18 aar is so much easier than the viper, tomcat, and the f15e
-
Was wondering is there a option like in the viper to have the fuel counter displayed in the hud as per the viper since its hard to look down to see if your really taking in fuel. Since the only way if your not taking in fuel if you hear the message re connect
-
yep so true using vr is so much easier to do in any aspect of flying especial fighting other aircraft in dog fights
-
depends on the mission maker if you change any setting it will most likely break the mission in some way
-
https://www.youtube.com/watch?v=oOTaKezxRdM
-
tried that but the missiles didnt even hit one c 17 so they must be good in evading the aim120c
-
50 miles every time i try that in tws, missiles dont even reach the target being c17 so they not actually evading them Lol
-
[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
pete_auau replied to shdwp's topic in User Created Missions General
Since the release of the f 15e trying to set up a flight using the f15e but every time i enter the mission it says i need the mod f15c? -
Thx for your quick reply yes i was dong your step all the time and every thing else i could think of, but as i said in my topic it was a simple error i made in the m.e i had set the wrong tanker i had put in the kc-135mprs tanker lol now everything is now working. Was going stir crazy there for a while
-
Ok i set a mission for aar training set radio for tanker 25100 as i had done with f16 and f18 missions etc. Go to mission set tacan located tanker than i set radio to 251 on the left hand radio, but no matter what i have tried i cannot get in contact with the tanker. Thought i set up the mission wrong so i swapped the f15e for the f-18 and of course had no issues contacting the tanker. So iam missing a step some where. I been following this guy on how to set up the radio for aar(doing a air start ) https://www.youtube.com/watch?v=CcluPB6MS2E&t=399s
-
thx for that the manual said right but it another thread it left
-
In air to air in rws mode if you press and hold the colllie s/w right the friendly will turn into a circle whilst the enemy should remain a square but when iam in tws mode i dont get this they both remain the same or iam probably not seeing the differance since they where fairly close to one another
-
have no issues in releasing chocks when the canopy is down or up so must be a issue in mp
-
found that you need 2 of these to destroy bunkers