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Posts posted by Friar
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Hi dave
i have found that you do not need to use the logitech profile. with my x56 loaded i click in "clear" so no profile is in place.
I can show you how to map all 3 modes to buttons within dcs if you like. (you add a modifier)
make sure you are in the correct column eg throttle or stick
me and kev are on line now (friday 9:50pm) if you wanted to jump on TS
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Salute
I suspect the experienced jockeys may already have this but I thought it might be useful to post just in case. If anyone want the original, I got it from here https://www.digitalcombatsimulator.com/en/files/3325467/
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Dont forget Siddy and his Viggen!
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I have just purchased the F16 and the Persian Gulf map in the current sale (30% and 50% off respectively). Would it be worth us compiling a list of what we all have so those that build missions could perhaps get together and produce a scenario where we could pull all DCS owning Dogz together for "one hell of a session!"
Here is mine (no doubt pails into insignificance to what he rest of you own, but its a start )
- F16-C
- A4-E
- Bronco
- SuperCarrier
- Combined Arms
- WWII Asset pack
- Normandy Map
- Persian Gulf Map
I was speaking to Fruitbat lat night and mentioned something perhaps on the Persian Gulf map?
Edit 21:00 I now realise that this post makes it a bit of a pi**ing contest, which people do not want to get into. My thoughts were that based on what people have it would give us an idea of the most common map / planeset.
I will leave it to the mission designers to come up with a scenario that could be tweaked if required.
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Salute
Stalingrad Test 2 map for campaign
NEW FEATURE
TANKS
I have added a new feature (thanks to @fruitbat for the idea), tanks must now retain control of a capture point for 2 minutes before it changes colour. When a side enters the capture zone they will receive a message that the position is now under capture. A time will be displayed on the map by way of 4 blocks (each representing 30 seconds have passed). If you are still in control of the CP at the end of the 2 minutes it will change colour plus your side will get the spawn point 2km in the rear. For the towns your side owns at the start of the mission the spawn point will be just 1km in the rear (the attackers remains at 2km).
Tanks DO NOT have to stay at the monument. They just have to stop the enemy capturing the cp back during the 2 minute period.
Please see the attached pictures which illustrate this new feature. I have not been able to test a proper sequence of perhaps a side losing control during the 2 minutes. If this happens the timer blocks should be re-set.
- Pic1 - Unoccupied Town
- Pic2 - Reds arrive
- Pic3 - Showing 90 seconds elapsed
- Pic4 - Full 2 minutes elapsed - town changes colour
- Pic5 - Reds get spawn point
- Pic6 - Blue arrive in town
- Pic7 - Showing 60 seconds passed
- Pic8 - Full 2 minutes for Blue - Town changes colour
- Pic9 - Blue get spawn point
Airfield
I have added an RRR station indicated by the usual bunker and camo net. It also has a small radio aerial to highlight its position. This can be attacked.
AI AAA has been increased to "HIGH" to see if it makes it more effective. Please test.
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Deacon has responded and agreed to the removal of the SU and the Tiger.
I am now going to press on with the planes and tank sets as stated minus the Su and Tiger.
Thanks for your input everyone.
I have added 2 anti-tank units plus changed the ai setting on the AAA so will put up a new test mission shortly.
Friar
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@Sid - Thanks - very good information. I will pass your comments back to Deacon and see what he says. They will still have the Stug as well.
Regards
Friar
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I sent Deacon the same information as I posted above and below is his reply
My guys think the Su-122 is over powered vs the stuff. We would rather have equal numbers of the Tiger vs the su122 in all places.CheersNickI think I will have to push back on this as the Tiger is far superior and we do not have a Stug equivilent.- 1
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The set is taken from the BOS Premium addition? So in the interests of game play should I leave them in or remove them?
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Ok, thanks Sid.
So the match-ups would be (and first go at numbers)
- PLANES
- Yak-1 Series 69 v Bf109 G2 12 / 12
- Lagg-3 Series 29 v Bf109 F4 12 / 12
- La-5 Series 8 v Fw190 A3 8 / 8
- IL-2 AM-38 v Bf110 E-2 6 / 6
- Pe-2 Series 87 v He-111 H-6 6 / 6
- C47a v Ju52 4 / 4
- TANKS 100% 50% 25%(+/-)
- T34-42 v Panzer iii-L 16 / 16 8 / 8 4 / 4
- T34-43 v Panzer iii-M 16 / 16 8 / 8 4 / 4
- Churchill / 10 5 3
- Kv-1s v Panzer iv 10 / 20 5 / 10 3 / 6
- Su-122 v Stug III 4 / 4 2/ 2 1 / 1
- Panzer vi (Tiger) 2 (only at certain locations)
Please let me know your thoughts....
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Salute,
Development of the map has been going well. Thank you to those of you that have done some testing of the log for me. It is now time to think about the plane set and tank units before I start duplicating the capture points out across the map.
Plane Set
I was thinking of basing the planes on the BoS Premium set plus transport planes for each side, which would be as follows;
Russian
- Lagg-3 Series 29
- Yak-1 Series 69
- IL-2 AM-38 (Model 1942)
- Pe-2 Series 87
- La-5 Series 8
- C47a
German
- Bf 109 F-4
- Bf 109 G-2
- Ju87 D-3
- Fw-190 A-3
- Ju52
- Bf110-E2 (not part of plane set but added for balance)
He 111 H-6 (Is part of game plane set but I have opted to remove it)
What do you you think about the balance of this set? Happy to take advice from those that know if any swaps for game play should be made.
I also need to think about how many of each plane I have available at each air base. As you may or may not be aware there will the opportunity to capture and utilize a lot more air fields than we had in North Africa. There is the potential to have may be 7 or 8 on top of the default 2 each side will get at the start.
So should we therefore set lower thresholds of numbers, thus forcing each side to go and get extra airfields, not only for the numbers but also to take the fight closer to the enemy?
Again would welcome your suggestions.
TANKS
Russian
- T34 - 42 model
- T34 - 43 model
- KV-1s
- Churchill
- SU-122
- Gaz AAA
German
- Panzer iii-L
- Panzer iii-m
- Panzer iv
- Stug iii
- Panzer vi ("Tiger" but in limited numbers)
- Sd.Kfz Flak 38
Should I make any changes to this set? I went for the SU-122 as that has more ammo.
For the tanks I have had the idea that based on the size of the town sides will either get 100% of the units, 50% or 25%.
What do you think the 100% splits should be for this campaign?
Friar.
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Sorted - I had mapped the key to Nvidia Experience which is running in he back ground - doh!
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...but works ok in my wifes account doh!
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So, had an issue (or so I thought with the 0 on the number pad of my pc keyboard not working, or so I thought...
Must be a duff keyboard I thought. So I bought a new one, only to find that this new one is doing the same.
I have a pin that I need to type to enter my windows 10 account on my pc. It has a 0 in it. The number pad will work for that.
If I open notepad for example and try hitting the 0 nothing happens (and before some smarty-pants comments the 0 in this post are entered via the the top row). The number pad 0 does nothing?
Joystick / throttle NOT plugged in so no binding override.
Any ideas?
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7 hours ago, Sid said:
I could hear him but his tank was invisible until he was almost next to me - that will need to be tested again I think.
That sounds really weird, and defiantly needs checking? Hopefully Mr Walker or Mr Daniels were not playing with you?
@Sid - I will look to move the monument to a more discrete position.
@Ben griffiths - As Sid described. In order to check things like cargo unloads and para drops I need to use a device called a "Complex Trigger". They are heavier on cpu cycles so should be used with caution. For the landing and unloading I can turn them on and off based on the airfield being captured. For a para drop they would need to be on all the time.
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Salute
Some you may have noticed a new Stalingrad map on the server. I have today just updated it to demonstrate the concepts I am hoping to use in the next campaign event.
The new features are as follows;
- I have done away with the "flag". I think this may have been a contributor to the multi-player overload messages and replaced it with just the monument we used in the Arras Campaign. All you have to do to capture a town is to drive up to the monument.
- Capture points will be indicated by a YELLOW marker when neutral. If captured by Russians it will turn RED, if captured by Germans will turn BLUE.
- Capture points are indicated by a circle, a square or a triangle. The circle will indicate 100% of units available once captured. the square 50% and the triangle 25%.
- Once a town has been captured the spawn point will be 2km in the rear. This means that each side will have its own spawn points and not a single one for both sides as before.
- Should a side loose a captured town, they will retain their spawn point for a limited time (in testing 20 minutes but may go to 30). This will give them an opportunity to re-attack. The defending side may choose to continue their advance and attack the spawn point.
- There will be a number of airfields that can be captured and used by either side. Ground forces can capture an airfield. Once captured the airfield will only become fully operational once a plane has landed and unloaded cargo within a zone 100m in front of a couple of hangers. Should opposition ground forces capture the airfield, the airplane spawn point will be disabled until they can land a cargo plane. There is no tank spawn available at the airfield.
- If you want to have a look for yourself there are a couple of towns and airfields with test tank spawns nearby to save time travelling.
I am planning to add a small number AAA units to the airfield and also some Anti-tank units to the spawn points.
Please let me know what you think of these features.
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"Look, you said you left it parked by the hanger, if its not here where has it gone?"
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"I thought you said you were going to stay in the plane..."
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Frustration Last Night With SteerPoint
in DCS Series
Posted
Apologies for my gruff demeanour last night chaps, I was getting very frustrated. I had given myself a scenario. I had been tasked with hitting a building that was an insurgent training HQ. (I picked a random large building out of the way of SAM sites on our server.) I had made a note of the co-ordinates and new that I could create a steer point for the laser guided bombs, however when ever I tried to plug the details in, my data was not being accepted. Checking YouTube this morning I found the below video which shows the DED not looking what I was getting when I pressed button 4 on the pad? On my screen the steer point stayed in the top right hand corner ? I was attempting this after the INS alignment had finished and I was still on the ground. I will have another go later today.