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About nebuluski
- Birthday 06/25/1960
Personal Information
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Flight Simulators
Black Shark 2, FC3, A10C, Huey, FF5, Falcon 4 AF, OF4.7, BMS, FS9, FSX
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Location
Leatherhead, UK
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Occupation
Retired
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nebuluski started following My Custom 3d printed AH64 TEDAC MFD stl files. repeat. **MFD** , Found Some Map objects that are invincible , F16 DED with SSD1322 and DCS BIOS and 1 other
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The following: 1. Al Mounib Axis bridges N 29 59 22,33 E 031 13 35.66 2. Middle Ring Road bridges across Nile! N29 51 50.98 E 031 17 19.03 3. Probably affects other bridges across Nile. - cannot be "Assigned as:" in the mission editor; - cannot be detroyed! This prevents them being used as targets! The El Ferdan Railway bridge and Suez Canal bridge are OK. Cheers - love the map by the way!!!
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SUNTSAG - Lockdown Mods/Liveries Collection (New and Revised)
nebuluski replied to SUNTSAG's topic in DCS Modding
Hi SUNTSAG I am trying to use your Modern AM2 mat mod from the link provided above but it no longer appears to be working. Has it been removed or withdrawn? Thanks! -
[RESOLVED]2.5.5+ Mission editor static naming stuck on "Ammo"
nebuluski replied to Pikey's topic in Mission Editor Bugs
BUG Still present after todays update! BUG Still present after today's update! -
AI SEAD Flight Does not attack
nebuluski replied to nebuluski's topic in Aircraft AI Bugs (Non-Combined Arms)
Cheers that was it just needed to push the steer points out as you say for the wingman to join up. Its quite finicky to get them to continue to climb though. They also insisted on diving when entering weapons engagement area/zone, the way around this was to replace ROE = WEAPONS FREE at an early steer point with ROE = DESIGNATED TARGET ONLY at the attack steer point. -
AI SEAD Flight Does not attack
nebuluski replied to nebuluski's topic in Aircraft AI Bugs (Non-Combined Arms)
So if the SA10 is changed to an SA2 the flights do attack but at about 15 miles and from an altitude of about 4000 feet. So the AI SEAD flight is not flying at the altitudes set in the ME! Which appears to be a bug! Unless of course it is a feature. Considering the AGM88 has a range greater than this and especially at higher altitudes. -
AI SEAD Flight Does not attack
nebuluski replied to nebuluski's topic in Aircraft AI Bugs (Non-Combined Arms)
Hi Exorcet The test mission was setup as follows: Set Options : ROE = Weapon Free Reaction to Threat = PASSIVE DEFENCE Chaff - Flare = USE WHEN FLYING IN SAM WEZ ECM Using = USE IF DETECTED OR LOCK BY RADAR About 64 Miles from target SA10 WP action set to: Attack Group = SA10 group I have now tried options as you suggested, AI Flight behaviour same and ignores restrict Jettison option as well! Also tried F18 with AGM88s and AGM154s, same behaviour. Thanks for the suggestions though! -
If a flight is setup to attack an SA10 SAM site, the flight follows flight path ignoring set flight heights and fails to attack the site. Have tried this with F16c blk 52 and F18 lot 20 to no avail. Test mission and track attached! Thanks in advance In latest OpenBeta patch as of 19/11/19 SEAD AI Test.trk AI SEAD test.miz
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1. Ability to save kneepad files to individual aircraft groups (similiar to saving briefing files) not aircraft type! 2. Ability to change a groups coalition via trigger ie from Neutral to Red etc. 3. More callsigns. 4. Infantry for UK. 5. ATGM Infantry for US etc. 6. Landrover and Rapier vehicles for UK as they should have them as well as Iran! 7. Ability to rotate groups of units altogether, rather than individual units. 8. A radio load COMM 1 and COMM 2 UHF and VHF presets CH1-CH20 section for all aircraft in a formation. 9. Add a "Switch Waypoint" command for ships. 10. Additional Parameters for role-specific missions such as CAP or Antiship AG engagement range Preferred weapons to employ Fall back if enemy gets too close RTB is enemy gets too close 11.`Set Bingo Fuel Level 12. Allow bombers to fly in groups that have formations. 13. Launch decoy/drone at specific bearing/altitude The lack of this functionality is already a problem for the F-14B as the plane's AI will dive to the deck and shoot it like a rocket. 14. Paradrop capability both infantry and appropriate vehicles based on aircraft type. 15. Ability to copy triggers from one mission to another. 16. More fortifications like HESCO barriers, emplacements, fences and gates for building more realistic FOBs and FARPs 17. Trigger to determine if any static objects built into the map, like bridges or buildings, are damaged or destroyed in a zone. 18. Simple covered position (revetments from earth/sand) for Tanks and vehicles. 19. Neutral Coalition. 20. Data Cartridges similiar to Falcon BMS. PPTs etc 21. Ability to group and save statics as a template.
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Still bugged in latest release. If you leave weapons as spawned with seems to work as you say!
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The UH1-H AI door gunners (mini-guns) no longer seem to work in latest OpenBeta release. Co-Pilot works OK though with mini-guns.
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This is what I used to achieve what I needed: do ShipHit = {} function ShipHit:onEvent(event) if (event.id == world.event.S_EVENT_HIT) then env.info("Something has been hit") local wpnType = event.weapon:getTypeName() env.info("weapon used was:" .. wpnType) if wpnType == "KH-31A" then local tgtunit = event.target:getName() env.info("Target hit was:" .. tgtunit) if tgtunit == "Stennis" then local Stenniscounter = trigger.misc.getUserFlag('100') trigger.action.setUserFlag('100', Stenniscounter + 1) end if tgtunit == "Normandy" then local Normandycounter = trigger.misc.getUserFlag('101') trigger.action.setUserFlag('101', Normandycounter + 1) end if tgtunit == "FFG1" or "FFG2" or "FFG3" or "FFG4" then local FFGcounter = trigger.misc.getUserFlag('102') trigger.action.setUserFlag('102', FFGcounter + 1) end end end end world.addEventHandler(ShipHit) end;
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Thanks I will look into this approach.
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Hi I wonder if someone can help me, as I am trying to detect when a particular missile type hits a ship and add 1 to a counter (flag). I have tried doing this with triggers using the "unit hits" condition, but need to filter this due to CIWS round strikes on the ships from the surrounding supporting ships (being registered) trying to knock down the incoming missiles! Any help or pointers would be appreciated! Cheers
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It would be nice to be able to place troops on ships/boats. Examples for the use of this facility would be: a. for pickup by helis eg on LHA/Carriers/Subs by Huey etc b. to place Manpads on ships for unexpected AD cover on cargo ships. Would be nice for terrorist type scenarios.