Jump to content

ScopeDope

Members
  • Posts

    217
  • Joined

  • Last visited

Everything posted by ScopeDope

  1. I understand your requests but I think having the R77 is an adequate balance for the 54's. The ROE in place will likely (if they are smart) restrict the F-14 pilots from carrying a full load of 54s. I really don't envision them lobbing 6 54s at targets since they will not be allowed to engage on the other side of the river. I'm not adding any additional modules for this round. If there is enough participation, perhaps modifications for the next round. As it is, the scenario was designed primarily as F-5 vs Mig 21, with emphasis on helicopter work, and as of now, there are 0 F-5 or helicopters signed up.
  2. There arent standard limitations to Fox 3 if that's what you are asking. R77 and 54s will be in place. With unlimited numbers. However, the rearming of fox 3 will be 100nm away from the front line, so if you're willing to take a 200nm round trip for more, then be my guest. Also, beware of the special ROE in place. If you shoot fox 3 across the border for a kill, you are losing your team massive points.
  3. Yes please! Key being the select-able ammo expense too. As it is right now, they'd probably shoot non stop for 2 minutes then be out of ammo.
  4. When I load your miz, I don't see any aircraft units at all...
  5. Yes! I can only hope that some day when they make animated deck crew, they don't just slap that feature on and polish a turd. I hope they really put some thought into allowing a working, launch - recovery deck sequence. As is, putting multiple AI on the deck is a recipe for disaster, taxiing explosions etc.
  6. EVENT CANCELLED DUE TO SERVER HARDWARE LOSS STANDBY FOR A RE-ATTEMPT IN THE COMING WEEKS Enguri River Battle Date: Sat 6 Apr 2019 Time: 2100 Zulu (+2 hour playtime) Helo/Tac Com Brief 2030 Z Fixed Wing Brief 2045 Z Server: "REAPERs Saltmine" 94.208.196.246:10334 Briefing via Teamspeak: reaper.vfighterwing.com SRS REQUIRED - Server: SRS.ENEMYTERRITORY.ORG:5004 FEATURING: -5 Bridge zones of control -Real Helicopter Sling Loading (CTLD) -Combined arms -AI Airstrike based on recon -Some restricted ROE FULL RULES DOCUMENT HERE https://docs.google.com/document/d/1-0LEFz0RM3rgNo9AB04AM30YaGxLNRcxWw0Ylj7r-lM/edit?usp=sharing SLING LOAD PRACTICE MISSION HERE https://drive.google.com/open?id=1wVk_raasBapudMLlr7oyklkgtyLDCdV8 SLOTS & SIGNUP: REPLY TO THIS THREAD With Name - side - unit example: REAPER 23 | Rampage - RED - Mi8 note 1: RED side has been given more airframes due to lack of GBU (which are limited in number). I am willing to discuss balance issues before the event. note 2: any REAPERs signed up, will not have any pre-knowledge of mission locations and I will try my best to split them up on different teams a bit RED Tactical Commander 1 Tactical Commander 2 Mi8 Mi8 Mi8 Mi8 UH-1 UH-1 UH-1 UH-1 MiG-19 m5o5 MiG-19 MiG-19 MiG-19 MiG-21 JG-1_Jonne MiG-21 ROSS_Pups MiG-21 ROSS_LLIyMeP MiG-21 Baron von Myakin MiG-21 MiG-21 MiG-21 MiG-21 MiG-29S 718th =LnG= | Hellrequiem MiG-29S RuSh MiG-29S =2ndSS=Maestro MiG-29S Tactical Commander 1 Tactical Commander 2 Mi8 Mi8 Mi8 Mi8 UH-1 UH-1 UH-1 UH-1 F-5 F-5 F-5 F-5 F-5 F-5 F-5 F-5 F-14 PILOT REAPER 31 | Painter F-14 RIO F-14 PILOT Turtlelover3 F-14 RIO HVL
  7. Confirmed, once you type something into marker it locks you into the map. Only tested in F-14 module so far.
  8. We noticed this in our group yesterday too. Either needs real world (inside the what would be like an STT scan zone) implementing likely from ED, or just set to like how all other modules operate.
  9. I've had the same issue, and had one other squad mate say the same. The issue for me happened for the first time on a MP server with human RIO. All other 20+ starts I've done have been fine before that, with Jester.
  10. Seems the spawn points are a bit too close for the F-14 on the carrier. Spawning 2 players next to each other will often make them collide. Odd that they don't appear to be touching but it's happened multiple times in our little group server. Might be due to pitching deck/ jello tires physics.
  11. Mission trigger, RADIO TRANSMISSION. or AI TASK PUSH with task of TRANSMIT MESSAGE
  12. Why would there need to be a gentleman agreement? put 20 tunguskas at the farp, OR how about just not advertising where the farps are located. If in 90 minutes someone is able to find a farp, it deserves to die. If you're worries about the magic abris giving it away, scatter units so that it's anyone's guess which units are protecting the farp. There is so much more possibility for a fun tactical match where helicopters do what they're supposed to. If this is literally meant to be a helicopter dogfight match then advertise it as such.
  13. There were a few units that I didn't kill. Made sure the fuel and ammo trucks died first though.
  14. Please adjust the ability for large aircraft to park on spots 1-4 on the west side of the airport. As shown by google maps images, large aircraft can clearly fit there.
  15. +1 please fix, both outer edge runway stripes are like this
  16. AI performance is strange all around. I set up a hornet with the same loadout and while he climbs in burner, (with restrict burner enabled) I can follow him at mil power. Also, when was the last time you landed a hornet with full flaps at 197kt? That's the way the AI does it apparently even though a human would be landing at 145kt. Oh and the rapid sudden deceleration on a runway that can't be done by a player flown module. Agree that workarounds should be enabled if the AI aren't going to perform realistic
  17. When an AI aircraft (only tested with F/A-18 Lot 20 so far) attempts to rejoin and receive fuel from a tanker at a high aspect angle such as nose to nose, there is a near midair collision most of the time, and in once instance of my testing he did in fact hit the tanker. It appears as though the rejoin aims for a spot slightly behind the tanker but co-altitude, so they end up plowing into each other at anything other than an abeam, to aft rejoin. Suggest setting the initial aim point for the rejoin to at least 500 (real world uses 1000) feet below the tanker until he is established behind, then can climb into a position to make contact. Track attached. NMAC.trk
  18. Not sure how that specific mission is built, but in my missions the radio chatter will play over a frequency, so if it's too loud, turn your COMM1 (2) volume knob down.
  19. Dear ED, Please consider turning down the effect of the Radio transmission with regard to signal strength. It is a pretty great feature, simulating cutting out and static when low/far from the transmitter but as it is now, it is too strong. Example: Power set to 1W (minimum), I am simulating an ELT signal and it comes in loud and clear at over 200nm at 10,000ft. I am a professional ATC and from my experience an ELT is generally strong enough to break squelch at rougly a 40-50nm radius from about 30,000ft. Low altitude reports are significantly more localized. From my quick research it seems that ELTs transmit with a .1 to 5 W level. Please decrease the range at which a signal is full power, and implement a stronger "curve" to the Wattage and reception distance.
  20. Can you send a .miz of them doing an overhead? What aircraft? I would love to be able to make them do an overhead but all they do for me is straight in.
  21. This is just another case for needing a fuel state trigger. At x fuel, RTB.
  22. Yeah, I realize (in the U.S.) the altimeter changes to 29.92 at 18k.. AI don't seem to abide by that however. I set a bunch of AI aicraft at 1,000 ft intervals from 10,000 up to 21,000. They all seem to be between 150-200ft too low at 29.92 altimeter set in ME and on the gauge. Another mission I have set them to 20,000 and they are all at 18,400.
×
×
  • Create New...