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Everything posted by Friar
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Hi Crash, that is my intention, unless once it is released to the Dogz it collapses! Would be great if you could join us. There are roles for all sorts. We will even have the option for a player to act as JTAC. He will be helicoptered near the front line and then position himself in line of sight to the targets and then lase for bombers / attack helicopters to use. Any player could do this and would not even need to have flight controls set up, just as long as they have Combined Arms.
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UPDATE 7TH JANUARY 2025 Changed JTAC unit to Soldier stinger Added 2 deployed JTACS (one overlooking the hostage town, the other, the enemy positions just north of the base) that can be occupied by a player who has Combined Arms. Just select the Tactical Commander slot and position, go to F10 map and take control. You can then re position them (W=forward/A=Left/D=Right/S=Back) and using the binocular function (B) you can lase targets for other players. I am hoping to have functionality where the AI JTAC which is picked up from the base and then deployed (which is still available) may eventually be also able to be occupied by a player after being dropped off by a helicopter. This is DML functionality which CFRAG is currently looking into.
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If you have signed up to our channel I will make you an admin.
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Hello Roger Can you look to add a Discord display to the server please Also are people still using TS, I think we have moved to discord completely now? Do box guys still use TS? DCS guys only use discord
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I am working on ground vehicles having a role - scout with laser targeting which I thought you might enjoy
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Can we tempt you in FT? New Year, get back on the DCS bike so to speak?
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UPDATE 3RD JANUARY 2025 Missing carrier TCAN reinstated JTAC now added. It is now possible to pick up a JTAC unit and drop off near enemy targets for him to lase for your laser guided weapons. Operates on 1688 up to a maximum range of 8000m with line of sight. Only 1 JTAC at a time can operate. Added Gazelle to list of troop transports (for sneaky JTAC deployment) TU-142 now invisible to AI so carrier fleet will not attack.
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Start date scheduled for Thursday 16th January.
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UPDATE 31ST DECEMBER 2024 Added more AI enemy flights. There are now 10 possibilities including a potential carrier attack. Added Destroyer and Cruiser escort to the carrier. Moved some of the flights around to change the flight paths Added special TU23 intercept mission. Get within 1000 feet to force the "bear" to turn around and go home and stop the information gathering flight on the carrier fleet. Adjusted the "Stop AI Flights" logic to pick up flights that were waiting in the time delay buffer. "Stop flights" should now stop all flights. Enjoy and Happy New Year to all our DCS pilots and the IL2 ones as well.
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Full Briefing - Release V1 Scenario Red forces have pushed out of Syria from Jarabulus in the eastern side of Syria and taken control of the regional airfield of Gaziantep in Turkey. There are also signs that they are planning to push in and take the Forward Operating Base located West of Rayhanli, code named "Alpha". These actions must be countered. Having negated these incursions Blue forces should then commence the push back into Syria and take over airfields, towns and FOBs all the way down to Damascus. Blue forces will start their fight back from Incirlik, Hatay, Adana and Akrotiri airfields as well as a small output FOB at Nurdagi. There is also a Carrier fleet in the locality. Game Play Other than the Carrier, FOBs and Adana all bases will use the Dynamic Spawn capability and hot start will be an option. These missions will track your scores and the impact from any encounters will be carried forward from mission to mission. You should make sure you land safely back at a Blue occupied base to bank your points. The results from each session must be saved via a menu option at the end of play. Menu options allow players to their view their own score and also the score for other players. Some of these menus are specific to certain plane types so depending on what you are flying means you may not see all the menu options. You will also be able to get an update on the status of airfields and towns as to which side is in control via the menu options. Once the controlling forces of an airfield or town have been negated the area can then be captured by the deployment of ground forces. Each new captured area provides the opportunity to pick-up new troops. Captured airfields will also provide new spawn points for aircraft and/or helicopters, thus assisting the move down the map. However should the red forces loose control of a base, they will probably mount an attack to recover any lost assets. Captured airfields will have very limited air defenses and it is strongly recommended that Hercules out of Adana bring in supplies once the airfield is safe and as early as possible after capture. Captured bases may also have limited number of spawns per plane type available so you will need to think about not just throwing away your air frame. Home bases have unlimited spawns and resources. Some bases once captured will not provide new spawns but will enable the option to land and repair, rearm or refuel. Some of these bases will require extra supplies to be brought in by the Hercules. Some captured FOBS will require ground resources to be sent in after capture to provide fuel and supplies before any RRR can take place. All captured bases will provide an opportunity to land and bank any kills you have to save your scores. Threats - Army The Red forces will have multiple ground units placed around the map defending key areas. You can expect to encounter many types of ground and air defenses. Some units may be held back and out of sight until required to take part in the engagement, so do not underestimate their strength. Threats - Air Force The Red air force is made up of an aging fleet of Migs and SU designated aircraft, but do not mistake this for being an easy fight. They will be deployed to patrol and attack where required to maximize their strengths. Threats - Navy There is a limited threat from the Red forces Navy. The only information we have is that there are three "Grisha" class corvettes currently located in Tartus port undergoing refits. Two of these three ships are awaiting sea trials before their weapons systems become fully operational. The other is believed to have completed the sea trials and now has all of its weapons systems functioning.
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UPDATE 11th December 2024 Two versions now available 05:30am and 01:10am (NVG's at the ready) Missions can be selected from Comms menu Both versions have menu controlled Fog settings Fog settings based on either Carrier or Shiraz
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This afternoon I will be adding new functionality to our new Persian Gulf server mission that will enable us to set the fog setting IN MISSION via the radio comms menu.
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@Perfesser - excellent - we just now need to get you synced up with us to play on a thursday - a new exciting syria campaign will be starting soon (hopefully) lots of work for helicopters to do as well
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I have just uploaded a new version which I hope will correct a couple of the issues. The crew chiefs should now all speak English I have removed the display of points / kills to stop the screen being obliterated when @PapaBear does what PapaBear does. Should also help VR users. You now only have to land at the airfield and stop for 10 seconds to bank your points. The whole airfield is a safe zone. I may be on this evening to check these out, but if you want to test it please do. The mission can be re-started via the comss F10 menu, where you will also find other features.
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Fruitbat told us last night about this feature he has found in DCS. I have posted in the DCS forum to see how many other people did not know about it. Do it, its a game changer. https://forum.dcs.world/topic/363521-amazing-feature-slipped-in-by-ed-thank-you-comms-menu-controlled-by-hat/
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If you find your self on our server mission "DangerDogz All Planes 0700v2" and take an F14 or F18 off the Carrier and find the landing area fully populated with static eye candy, you can remove it by going into the Comms menu and selecting "Carrier Commands" In there you can set the deck for take-off or for landing, or clear the deck completely, its new wizardry I have mastered with DML. It makes the Carrier look like a working ship. I thought I had better post these notes as Fenrir joined late last night and did not come to comes right away and was stuck not being able to take off as the deck was set for landing.
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Just goes to show that the Hook' is not slouch as well.
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4 separate mission objectives have been generated within the mission 1. Attack ground units 2. Attack Transport Units 3. Attack Air Units 4. Move Troops. I have modified the mission to move the Helicopter start points nearer the action. Date: 30/06/2000 Time: 10:00 Weather: High scattered clouds Wind: LightBreeze (2 m/s, S) Allies: USA Enemies: Russia Our men are in need of pickup. Collect them at the clearing and fly them to their drop zone. Without these men in position our flanks are unguarded. In concert with this operation a forthcoming bombing raid won't be possible without a direct path directly through the enemy defenses. Knowing this, The enemy scrambled fighter squadrons blocking this route. They will have to be destroyed to clear the route. recon units have learned the location of several enemy forces getting ready for an attack. Command estimates that they could pose a major risk to our ground forces when the ground war begins. To lessen the threat, Command has ordered the immediate elimination of these units. recon units have learned the location of several enemy forces and believe them to be part of an invasion force. These units could pose a major risk to our ground forces when the ground war begins. To prevent this, Command has demanded the elimination of these units. Tasks - Destroy all artillery designated objective GINZU. - Destroy all interceptors designated objective BOLLING. - Pick up Troops from waypoint GALE Pickup and transport to designated objective GALE. - Destroy all ballistic missiles designated objective KELT. Remarks - Air defense units protecting objective GINZU can be ignored. Your primary target remains the artillery. - Friendly units are danger close to enemy troops near waypoint GINZU. - Friendly units are danger close to enemy troops near waypoint BOLLING. - Troop drop off must be within 500m of objective. - Friendly units are danger close to enemy troops near waypoint GALE. - Air defense units protecting objective KELT can be ignored. Your primary target remains the ballistic missiles. - Friendly units are danger close to enemy troops near waypoint KELT.
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