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Flying last night with Pipe and Crew in Grad Ex was very good.
Pipe and Crew took on the bunker encampment, and results varied - we ran into a bug with the Mi8 not triggering when dead
The only suggestion I have for now would be to space out the Sa-8 and MANPADs from each other slightly - running in with a heavy mav - G or K, and targeting the Sa-8...there's enough boom to wipe the MANPADs out aswell, removing the Sam threat a tad easily. However, the fact that it spawns when most will be RTB to re-arm is quit nasty, if you think it'll be a leisurely flight back.....you won't be making it!
Overall, I really like Grad Ex.
Myself and Pipe both ran into a bug where after landing to re-arm, the radio menu was inaccessible. Neither the keyboard command or HOTAS functions could bring it up. In fact, we had to go as far as shutting down and restarting our clients to get it back. This occurring in any other missions? Hopefully that Mi-8 Not Dead Yet condition/message is fixed. There has forever been an issue with aircraft not acting dead when they should be. I remember all the broken red a/c in Thunder Of Kojori that sat above the tarmac w/o wheels or wings and refused to die. Two versions ago I had an event trigger that deactivated the Mi-8 without accounting for the mission objective and that was corrected --- sooo --- if that message comes up again to say the Mi-8 needs to be destroyed when it is already blown up or gone then do let me know. I'll look at the positions of the IGLAs. In fact I moved the CONVOY away from the bunker because when the bunker goes up it would sometimes take out the CONVOY as well. GRAD EX is a great mission -- kudos to BeachAV8R for the mission scenario and objectives. I've seen other issues with the radio in this latest v127 release. The other day both me and Bix(?) had our radio menus lock up -- I was on approach to Vaz and nothing would happen when I pressed F1 to Request Landing -- the menu was stuck,,, nothing I did got the function keys working again (F1-F12). WC
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In regards to the aircraft not blowing up - if you see that it's just a husk left (fuselage, no wings etc...) you CAN still "Kill" it. It just requires excessive force - if the previous wasn't enough. Consider when we go down and crash land. The kill against us is not confirmed until the aircraft explodes (bad landing) or is de-spawned (good landing). Whenever I see a husk, usually a GBU-12 spot on will do. The BIGGEST issue with this, is if you are engaging a helicopter. Using all four AIM-9s may not even score you a "kill" because so long as the fuselage makes it down intact it's counted as alive. Either a direct bomb hit or all of the guns rounds are needed to "kill"..... Long story short, just vaporize it. 
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Smooth Operator Hotshot
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^^^ I shall make a wish. I'll put up Thunder soon and see if it's fixed. Wesley, you said you used Mav Hs for the Force Correlate. This conversation popped back up at DCS Forums and they are discussing only G and K models. http://forums.eagle.ru/showthread.php?t=68216&page=3Answer here -- all Mavs except D have FC capability -- ~~~ DCS A-10C Flight Manual, Page 353 -- Force Correlate Tracking When in force correlate mode, the Maverick seeker is not tracking the actual object but rather a fixed position according to an image of a scene it builds. This allows the Maverick to target a specified section of a larger object such as a building, bunker or ship. When slewing, the crosshairs will have a gap, but when slew is released and a lock/track is commanded, the gap will collapse to form a perfect cross with no gate. The center of the cross designates the missile impact point.
All Maverick versions except AGM/TGM-65D have force correlate mode.
Force correlate is always displayed with white symbols.
To enter force correlate mode, the Boat Switch must be in the center position and held there for greater than 1 second while no target is locked.WC
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Smooth Operator Hotshot
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The only suggestion I have for now would be to space out the Sa-8 and MANPADs from each other slightly
However, the fact that it spawns when most will be RTB to re-arm is quit nasty, if you think it'll be a leisurely flight back.....you won't be making it! I moved them back just a bit. I did not increase their spacing. Folks really hate IGLAs. I did add a warning in the ARTY message that IGLAs are there. WC
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Guys do hate IGLAs... but their presence does tend to add some intensity.
I'm looking through a script where vehicles that some vehicles in a convoy disperse for a certain amount of time and dismount MANPAD troops... (or other types- depending on the situation) Obviously to protect while dispersed. Some will deploy MANPADs, others will deploy RPG... MGs... whatever.
This makes sense to me- and if I can make it work I'll likely have at least 1 vehicle per convoy that is equipped like this (with MANPADS). Or not.
And clients should know- this isn't because I get some perverted thrill to see guys clubbed out of the sky like baby seals... it's to help encourage people to get the moust out of the sim. Fly smart, cooperate with the others...
When I do run this script in the missions I will advertise it in the briefing. (Actually, I've got to start doing that a bit more in the "situation" to give credit where it's due.)
I'm trying to run down a script that works alongside the medevac script where the location of the ejection becomes the closest recovery / capture teams first waypoint... Not sure exactly how to get that one off the ground but I think it has awesome potential.
Capture team returns to a "compound" where the prisoner is held... then huey with troops and support need to assault the compound to recover the prisoner... I mean... there's no end to the fun that could be had!
Just need to figure out how to add dynamic waypoints...
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Smooth Operator Hotshot
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Thunder Of Kojori is running -- it's been a while since we played it. Lots of eye candy in it once the Red targets are destroyed and the Blue air assault begins its attack on Williams Field (Tbilisi). Use F2 and F6 to see the action -- there will be messages when it starts.
Saw some things that I want to change. Let me know if you have suggestions...
WC
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Lifer
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Wesley - that's a good write-up on the Grad Ex mission. Pretty good technique using the force correlate mode to target the SA-6. It sure is fun dancing with that site..it is one of my favorite anti-aircraft units in the sim.
I always feel guilty for using GBU-31s against that bunker - it is pretty much a point and shoot weapon. I'm glad people feel that there are a variety of targets and types of attacks to be used in the mission..that was the intent of it. Like I've said before, I just put the skeleton of the mission there..Wrecking Crew really pounded it into shape and added a ton of great features to make it more challenging and immersive.
BeachAV8R
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Thunder was Okaay. I took out one or two IGLAs and moved them all out of the southern sites so they can be seen. Plus, made some Red Armor Visible Before Start. Other than that nothing else changed.
I've not used Visible Before Start for any vehicles. By making the vehicles visible, I am having them staged and waiting for supplies/etc until they are activated. I expect that these vehicles will not engage enemy, and that the enemy (us) will be able to kill them before they activate.
Talk about not liking IGLAs -- flew in Thunder for about an hour last night and all I could do was get shot at and by IGLAs around the Patriot Site.
WC
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Smooth Operator Hotshot
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Wesley - ... Pretty good technique using the force correlate mode to target the SA-6. It sure is fun dancing with that site..it is one of my favorite anti-aircraft units in the sim. BeachAV8R hmmmm May need to replace that SA-6 with an SA-10 
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Oh that's nasty!
On another note- working on a new mission within the campaign and technically designed as a standalone:
Vive Lost Vega.
Any guesses as to what it pertains?
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Crew: That would put the mission outside the scope of the A-10, unless mounds of fodder are an objective of our battle plan! Just like the four grouped Sa-15s in Air Southern Wind when I first came to Hollo Pointe....
---
Eno: Five seconds of research has me guessing special forces of the Russian variety....
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Smooth Operator Hotshot
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Vive Lost Vega.
Any guesses as to what it pertains? A missing 's'? 
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Type Aircraft shootdown Location Near Buđanovci, Serbia 44�54′N 19�52′ECoordinates: 44�54′N 19�52′E Objective USAF aircraft Date 27 March 1999 8:15 pm Executed by 250th Air Defence Missile Brigade, Army of Yugoslavia
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As it's being built- it will be as described earlier. The aircraft will be shot down and red forces will be mobilized for a pickup while blues scramble to rescue and support the rescue. If red gets there first, they'll pick up the pilot and bring him back to a compound where he will await rescue. Rescue forces will need to neutralize defenses sufficiently to land troops within the perimeter and rescue the hostage- then bring him home safely.
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Crew: That would put the mission outside the scope of the A-10 I'm pulling your chain Wesley. Next time you can join in the iShot The Shilka mission try that Force Correlate from a Blue A-10C. The objective at the Red base is guarded by a BUK. WC
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I just didn't anyone else to get any ideas from that suggestion!  I'll take that challenge too. So long as there is a warm start!  ---- Eno - guess it's time we all start practicing emergency speed cold starts!
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I'm going to work through some task push things to see if I can have other red forces doing other business converge on the area... but yes... forget about aligning your INS and hope you have some huey / MI8 guys around! Also, finally got the error report in that I wanted for a Long LONG time! http://forums.eagle.ru/showthread.php?p=2002123#post2002123
Last edited by eno75; 02/21/14 11:07 PM.
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I just went and watched the track from last night's Wartweasel mission and had a pretty good chuckle watching 4 choppers buzzing around a bunch of shooting tanks. At the beginning of the track around that time there was an A-10C doing gun runs with 1.5 wings... I came in for a few short lived runs trying to draw fire from the choppers and ate the green weiner on the third round. Pretty easy to forget all of the frustrating points about the sim when you get hooked into those intense moments.
We ended up getting through WW last night- first time I think since the mission has been made. We used to crash after the escape would begin once the 3 command posts were killed- this time the BTRs made a run for it as planned and we were able to cut them to pieces.
I do need to adjust the ground commander role a bit to require fewer vehicles / personnel in Gali- at least until the path finding logic is a bit less troublesome. Or figure out a way to get that infantry carrying aspect working so that you can carry 11 infantry into Gali... still having a bit of trouble with that.
Also, be forewarned as mentioned before when units "disperse" there's a good chance infantry will deploy and MAPADS be put into position. Right now their dispersal is like a turkey shoot- but I'm working at changing that to keep things honest.
I have the first few missions of the new Georgia Peach campaign nearing completion as well... just putting finishing touches. It is progressive in that the results will be different if missions are complete or not.
I'm working on a bit of an endurance mission now called "Hangars On" that involves doing a raid on Kutaisi to destroy 6 aircraft shelters with a new shipment of MiG29As. If you fail in that mission, the subsequent missions will all have a substantial Mig29 threat. If you win the mission, there will still be a threat but much less prevalent.
I know what you fighter jocks are thinking- "Well, hopefully we lose! Bring'em on!"
Gudauta / Suk-Bab may be short on AMRAAMs... just sayin.
The rescue mission- called Vive Lost Vega (Vega was the name of the F-117 that was shot down by the Serbs as crew mentioned) is pretty much done but I need to figure out a way to "turn off" the SAR script for pilots who are captured by enemy ground forces. Either that or not use the SAR script and try to figure out a way to engineer it myself. Once it's done it should provide some pretty intense mission opportunities during the campaign.
Once the pilot is put in the holding compound the assault force needs to be able to put troops on the ground within 5-10 minutes of the first defensive vehicle being destroyed... otherwise he'll get the hack.
Huey's / MI8s are going to need to swoop in drop troops get the troops into the compound and then back out again. Meanwhile once the word goes out, reinforcements will be inbound to deal with you so aircraft cover will be essential. Shouldn't be too much longer... I'm excited about it just standing here typing about it!
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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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