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Joined: Mar 2007
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Yes, the limit of the rockets is 100 for each type. Good to know. I was wondering if the limit would be reached -- I will bump it from 100 to 1,000.
Yes, the downed pilot's pickup zone is a cylinder. The plan is to switch that zone to spherical (and helos only) and make it pretty small, like radius = 50 or 100.
The AI Huey and LOCH have Bomb Here points defined but need to add more - I do think this is working with the latest update, but the few bombing points I have placed are in the areas where the Hueys enter the battle, and not so far along their flight paths.
I want to be careful adding more missiles to counter the A-10s, concerned any missiles close to the Red camp would also shoot at the helos. There are a couple Tunguskas halfway between Anapa and the Red camp, and a few away from the battle area that Red GCs can bring into play. These air defense groups are pretty far away to bring to bear within 30 minutes, so I will prolly move them in closer to Anapa to give Red the opportunity to win the mission, or at least harass the Hogs. But now that the A-10s do not have any Mavs, dancing with the Tungs is pretty dangerous. I have not seen any capability to restrict enemy air defense to airplanes only.
The Red fortifications that are shooting are the regular Armed Watchtowers and Armed Houses. I did drop in some ZSU-23s next to some of these to increase the firepower.
WC
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Joined: Sep 2012
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how bout Shilkas to counter the Hogs? I mean put them along their flight path to the battle zone. From what I saw of the mission the other day and flying the A-10A I was never more than 500 feet AGL even on my bomb runs (I used MK82AIR). Shilkas would force the A-10s UP... which is not where they want to be with no TGP or Mavs. Keep the shilka's away from the Huey's and 58s and Loaches though.
also an A-10 can duke it out with a Shilka a little better than a Tung.
Last edited by Molasses; 10/10/13 08:01 PM.
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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I'll think about that -- I'd had the idea a couple days ago to drop some Shilkas in, and surround them with objects so they would appear more like an emplacement rather than a tracked vehicle -- it is what led to my previous comment about having heavier AAA available.
WC
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If you dropped them in and they got some rounds in an A-10 then they would have to turn around for repair and on a short mission like this its essential for them to get ON TARGET immediately. SO you will have A-10s show up in the battle area already with smoking engines and hords of battle damage. 
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Gee- ^ that doesn't sound like any other mission I've ever seen crew design! Oh wait... Pretty much all of them. 
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Joined: Mar 2007
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allll riiight Shilkas it is -- geez, do a simple mission and then... it becomes an ugly monster. I think it was in an Abbott & Costello movie, "That's either a very ugly woman, or a beautiful monster!" WC
Last edited by Wrecking Crew; 10/11/13 02:14 AM.
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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Nope. I don't like it ^^^ not consistent with the depicted era. Look for Rev 2.
WC
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Smooth Operator Hotshot
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IGLAs are ugly. I think it's done -  BTW -- A-10Cs are back to Combat Mix  
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Joined: Sep 2013
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Well, I'll switch to HEI before takeoff anyway. Unless there is armour, I'll keep the extra firepower in my in avenger. I just like being efficient & effective. You can put my apologies to the Huey pilots in the briefing! 
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As I've said, "A mission designer has to know his limits..."
---
I am going to win this one for Red tonight.
WC
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Joined: Mar 2007
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Smooth Operator Hotshot
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Hmmm - 1 hour 23 minutes and Blue kept the base with one Vulcan and one HMMWV TOW.
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"Your ballroom days are over, baby"Find my DCS World missions at Wrecking Crew Projects. All released missions are free to download, modify and publicly host -- enjoy!
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Joined: Jan 2012
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Eh guys. I know a few of you are curious about getting some of your own missions going and one of the things I can say has helped expand on the potential of my missions has been MIST. The only thing that was really holding me back was the fact that I didn't understand the scripting and the .lua'ing. I called out to the community in one of the mission builders corner threads over in the ED forums here: http://forums.eagle.ru/showthread.php?t=114676On page 5 you'll see probably one of the most helpful links that I've yet found on the subject: http://wiki.hoggit.us/view/Category:MIST Looks like there is some commitment over there to help clean it up enough that even I can muddle through with scripts. It's nice to have actual examples because then you can copy and paste the example and adapt it to your group names etc. Every time I think I'm catching on, I try it and I fail miserably. Enough of that and you start to lose interest- but I think this resource will be key to keeping new features and new missions coming. I've more or less finished Georgia Peach and am now moving into Georgia Peach Phase 3... Basically this assumes that the invasion into Abkhazia has taken hold and ground forces have been pushed out of the "south sector." Insurgent forces (basically Abkhazian freedom fighters) will be populating various towns (randomized) in the south sector and Georgian rebel forces have gone into hiding in the forests and hills in that area. Mortar tubes and troops will be found in various hills (randomized) shelling various towns at various (random) intervals. Guys who want to fly longer style missions will be assigned to the southern sector, hunting down the mortar tubes and wiping them out. The idea is that the mission should never be the same way twice- with 30 random spawn points across the sector and random intervals of actual fighting. The guys who are more interested in knife fighting have a bit of a problem on their hands as well. Georgia's next objective is to secure Suk-Bar airbase... which happens to be your forward operating base as well. Choppers and A-10s will undoubtedly find themselves busy moving troops around to defensive staging areas and I will include a ground commander in this mission as well. The problem is a lot of the troop movements will be happening at night... they'll move into staging during the day and hide from view unless close enough to attack. I'm playing with the insertion of insurgent troops and occasional insertion of georgian troops within the towns to see how the gunfights play out. I'll be almost impossible for the A-10s to get effective fire into the cities so it'll be up to the choppers to get in as close as they can and deploy their troops. I'm going to expand their "hunt" radius so that they'll move around searching for enemy contact a bit more aggressively in hopes that engagements will be frequent and vicious. I'm trying to stagger unit spawns etc so that there aren't ever TOO MANY assets on the move at once- which tends to cause lag and FPS drops. With that being said- it's really shaping up into a neat little campaign I'm quite excited about deploying! I think Georgia Peach is probably ready for the initial "test". To add a little "fun" as I mentioned before, I've also added a dynamic weather element that crew has helped me out with... Anyway- have a good day guys... I have to go for shift change and get to bed!
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Joined: Nov 2004
Posts: 17,632
Skate Zilla Graphics Veteran
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Skate Zilla Graphics Veteran
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Someone Mentioned that Warping can also be a side effect of someone's low FPS.
Ie if a User Has Low (sub mid-20s) FPS, he will appear to warp to everyone else.
I'd like to test this some how, like Cap my FPS at 10 and see if I Warp Everywhere.
Or Purposely load up a CPU Stress test while running DCS to see if I Warp Everywhere.
I think the 2nd Option will prolly get better results.
Like Perhaps the CPU Core is Overloaded and Stops Processing and sending MP Packets or something.
HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro, Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133, 2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ., 3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
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If you cap your framerate, that shouldn't affect anything. The game is still updating your position etc, just your display is not. However, such a low FPS caused by weak (or over taxed) hardware, would lead to "warping" as the server isn't being sent updated data at the correct interval. When the next set of data finally arrives, it would be once the user has moved quite far and would result in a jump.
Other times jumps occur if no data is received, so the game tries to fill in the blanks - based on previous data (or sometimes not? stationary objects going flying......) and then the actual data is received.
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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Where I see warping is generally when a Client joins -- not all Clients, so I suspect that when I do see it, the new Client has a poor ping, like getting up around 200+. Smoke and fire will also drag things down, getting better though. --- A couple more thoughts on Huey Apocalypse to round it out. Obviously, the Red attack forces are too far away from Anapa Airbase  Also need to fill in the area east of the Red Camp with more watchtowers. (And increase the Valkyrie delay...) It looks like the AI helo attack assignments are working. The pickup zone for the downed pilots is really small now. Happy Friday -- hopefully the Internet will be in tip-top shape. Usually Friday nights are the laggiest. WC
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Yes when a client joins My frame rates to to 1... for about 15 or 20 seconds then resume at an average of 13 or so. LOL
I hate it but I won't be around until later tonight. School activities.
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oh FFS, i cant get the damn game to load now, it stops responding when I go thru the settings. Especially when I try to enter the "controls" tab.
i5 3570k ivy(4.5 OC), ASUS Maximus V Formula, 16gb GSkill RipJaws 2133mhz, 2xEVGA SuperClocked+ GTX 680 in SLI, 2x Kingston HyperX 240GB SSD's(1 for OS, 1 for Games), Corsair H100 Watercooler,ASUS Xonar Phoebus SC, Windows 7 x64, Razer BlackShark BF3 Headset. CoolerMaster Cosmos II, XFX Pro 1250w. Samsung 46" LED TV(7100 series) ASUS VG278HE 27"144Hz, Saitek Pro Flight pedals, Thrustmaster HOTAS Warthog, Razer Nostromo, Razer Naga, Razer Deathstalker Ultimate.
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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You could delete your keyboard, joystick, throttle .lua files...
Others say rename your Saved Games \ DCS folder,,, let it rebuild.
WC
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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Did something for Huey Apocalypse -- tied all the IGLA units together instead of making 2-3 unit groups of a COMM and MANPADS. This time I made 10-unit groups with the first five units as COMM units and the 6-10 units as MANPADS. They are paired in 2 unit squads in different areas -- but umm maybe since all the COMM units are the first ones, they will um communicate hmm with each other. Hmm.
I put the smaller early warning radar in a small group with a Tunguska,,, see if that does anything. The radar is the first unit -- there's a discussion at DCS Forums about the early warning radars.
WC
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WTF is goin on, nothing works, if I delete the default .lua files wont that screw my install up?
i5 3570k ivy(4.5 OC), ASUS Maximus V Formula, 16gb GSkill RipJaws 2133mhz, 2xEVGA SuperClocked+ GTX 680 in SLI, 2x Kingston HyperX 240GB SSD's(1 for OS, 1 for Games), Corsair H100 Watercooler,ASUS Xonar Phoebus SC, Windows 7 x64, Razer BlackShark BF3 Headset. CoolerMaster Cosmos II, XFX Pro 1250w. Samsung 46" LED TV(7100 series) ASUS VG278HE 27"144Hz, Saitek Pro Flight pedals, Thrustmaster HOTAS Warthog, Razer Nostromo, Razer Naga, Razer Deathstalker Ultimate.
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HOA's
by Terl9999 - 09/18/26 04:12 AM
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Football
by Terl9999 - 09/18/26 02:42 AM
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Flags
by Terl9999 - 09/15/26 10:03 PM
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