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subs17

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Posts posted by subs17


  1. That's interesting now if that were added to AI it could be more detailed, from my own experiences doing CAS in MP you could add such radio calls but not all of my ingresses are straight in attacks. eg with a popup attack the final attack heading is not until the last couple of seconds. In Falcon 4 Allied Forces you have an automatic radio call from the player eg Fox1/2/3, Bruiser, Rifle etc Perhaps in Arma3 something similar could be done so when the player is on the attack heading it automatically gives wings level call at the right vector and distance.


  2. The wings level may have been directed at his wing man to let him know that he is no longer circling. It is kind of unusual to me because I can think of no reason to tell a JTAC what my wings are doing unless they fell off(oh no my wings fell off, can you dudes pick me up) lol. (you maybe right it may have been a unit thing as well)

    At anyrate I don't think the jargon really matters so much as long as everything works properly. It would be neat to use voice commands and call in 9 Lines to AI pilots on a JTAC level using proper terminology but I kind of doubt that's going to happen anytime soon.

    From my experience with Arma over the years I would not be surprised if someone added AI JTACs and 9 liners to missions for AI and also in mp. In DCS we already have JTAC AI and the way they work is quite realistic as seen in the video(maybe not as realistic though as Barney style). From what I've seen of the capabilities of Arma JHCMS helmet displays are a possibility because we already sort of have that on the screen when using trakir all that's needed is the other stuff placed on the display. What would be good is to also have some of the features such as markpoints, waypoints, an HSD, some decent HUD modes in order to make the aircraft operate realistically and make it lethal not laughable to those on the ground.:yay:


  3. lol ingress means to go in egress is when you are flying away.

    CAS ok first know what the threats are if they are SAMs/AAA then I keep to a high altitude outside their umbrella. If its just small arms then you can fly much lower. Next thing is spot the tgt and if I'm flying as an FAC I'll pick an object that stands out and give that as a reference point. In some cases I'll mark with smoke or in some sims for the element of surprise use the data link to pass a steerpoint onto the tgt(DCS A-10C or BMS). With the CAS flight knowing the location of the reference point then I use direction north/south/east/west of that object or smoke and distance to the tgt and tgt type. If you want to get formal then you can also give the 9 liner. And another way to mark a tgt is to blow up a tgt in that convoy so I can also mark a convoy by straffing the first and last vehicle(or use mavericks or 2 mark points in the data link which appears on the digital map of the other aircraft).

    ---------- Post added at 13:03 ---------- Previous post was at 12:57 ----------

    One thing I do wish for though is for the HUD to be a little easier to see, seems like the HUD in BF3 is much easier to read.

    Does anyone know what the difference is between the HUD for jets in BF3 and the HUD in Arma 3? …Besides the layout, I mean.

    Do they just use bigger lines or do the put the view closer towards the dash?

    (I’m at work so I can’t look, I can only think back.)

    You don't want the devs to look at BF3s HUD that is the wrong direction ideally DCS A-10Cs HUD, F-15C or Falcon 4 BMS or FSX VRS F/A-18E are the most realistic Huds that are the best to model off than another FPS. Realistic huds give a pitch ladder and flight path marker plus waypoint data and weapons modes and sights. The devs should remove pitch, roll and yaw from the HUD and just use the pitch ladder in degrees as those entrys waste space on the HUD for more important information. As well as a HUD how about a JHCMS or helmet mounted sight and this could be as good as a horizontal situation display so then you can see tgts and steerpoints in your helmet. If they modelled an AWACs or JSTARs you could have the location of every tgt vehicle and unit in your view with the helmet.

    ---------- Post added at 13:05 ---------- Previous post was at 13:03 ----------

    In decent MP games you will have a slider to set your own viewdistance.

    IMO by default the player should not touch view distance but the sim should automatically go to aircraft sim mode and then give maximum realistic view distance(depending on weather) when in an aircraft.

    ---------- Post added at 13:18 ---------- Previous post was at 13:05 ----------

    A TGP is by far not carried by all aircraft. And even if they do carry it...there can still be problems with the system that prevents it from using it.

    Yes with CAS there is Always someone controlling the aircraft and talking him on to the target. However, there is no direct need to see the target it's self neither any means of marking or such. The controller can give the pilot a 'talk on' to the target. If the target is a group of guys or a soft target like a truck "The truck is in this and that treeline" would be sufficient. The pilots just strafes the treeline in the hopes to hit it. (Or drop a 1000pound bomb would do the trick aswell... ;)

    There are also 3 control types which dictate the need of seeing targets and the aircraft it self per see. But that's too much going into detail for now.

    No the A-10C and F-16 can both use their targeting pods for CAS in fact I would say for safety reasons they are most likely used all the time now days. For the A-10C you can with the targeting pod see the tgt and zoom right in to identify what you are attacking, for FPS purposes some people switch the TGP page to something else for straffing. For night straffing they are very effective. BTW attacking ground tgts is not always CAS you can do Battle Armour Interdiction behind enemy lines which does not allow you the use of a JTAC but they can use an FAC in another aircraft for that job. No you must always identify your target "the truck in the tree line is not enough" and spraying the tree line you might attack the wrong treeline wasting ammo and possibly hitting friendlys. The right way is to give a clear indication of the targets location so reference an object prominent and then distance from there to the tgt and direction.

    9-Line.png

    With a camouflaged tgt you still have to find exactly where it is located so if its in a tree line you would circle if you can and try to make out exactly where it is. If it were a soft armour tgt or APC for example then you would need to concentrate the burst into that small tiny area in order to destroy it. Straffing everything would not be enough so perhaps a distance to tgt on the tree line "100m North on tree line".

    ---------- Post added at 13:34 ---------- Previous post was at 13:18 ----------

    Basically just ask yourself, “What happens when I miss?†(Obviously all these weapons can kill the threats mentioned above but the key is to do it quickly and with the least amount of possible danger.)

    6. Don’t take unnecessary risk.

    As for actually spotting targets, yeah the view is a little stifling but you can still do it. Just stay pretty high up and keep one wing tilted down. (Fly on your side and use your rudder to help orbit.)

    Just like in real CAS Missions… The pilot circles and stares at the grid until he gets a positive ID on the target. He notes the land marks and other important information….and calls “Wings Level†to let troops on the ground know he’s starting his attack. (Sometimes they say that.)

    have all the fancy computers and junk that do everything for you. A-10 pilots still use maps and plot grids on their kneed boards, I know this is the upgraded version but the map will always be a valuable tool…especially one that tracks your position!

    Oh another thing I noticed….you can’t here rounds hitting your aircraft. :/

    I was flying along and suddenly noticed my screen turning fuzzy, I switched to third person and saw black smoke pouring from my engines…apparently I’d been shot a number of times yet my HULL indicator was still White.

    No they do not say "wings level" unless its to their wingman while flying formation(even then not really, they only generally say when they are turning). The correct term is "IP"(Initial Point) then "In Hot" when commencing the attack.

    "guns guns guns!" for guns.

    "Rifle" for maverick missile.

    "Bombs away" for bombs (in some countrys they may use other terms).

    After firing the aircraft egresses "egressing south west" or where ever. From there depending on the threat they may run in again if the JTAC requests it or if tgts destroyed be released to rtb or find another JTAC and check in.

    The process of the mission is first you have a briefing and work out the mission with threats and who is carrying what. Take off, form up(check in with AWACs) then external lights off"going dark" fly to the tgt area and check in with the JTAC or FAC if its a CAS mission. (for us sometimes a BAI will have one guy fly as FAC) and then carry out the mission on the tgts. After you are released then you rtb(return to base) and when over friendly territory, call AWACs and check out, lights on and then call ATC to land and depending on battle damage on some aircraft might effect the order in which we land. So if someone is flying on fumes then he might land first in some cases.

    It would be good if the devs checked out Falcon 4 Allied Forces briefing and mission planning screens as they are quite awesome particularly regarding editing of packages (more than one flight for a mission).

    ---------- Post added at 13:42 ---------- Previous post was at 13:34 ----------

    In one mission in DCS A-10C I can destroy over 40 ground targets with one load on a single A-10C and that's the beauty of the effectiveness of the A-10C and its real life weapons load out. These tgts include tanks and 2 shilkas as tgts along with 20 trucks and the rest are APCs. The maverick missile I use on the AAA(shilkas) and tanks and I also use CBU105s which a single bomb can take out a large number of armoured vehicles clustered together. For trucks I just straff them so that's how good a modern CAS aircraft should be capable of doing. It would be good if the arma 3 aircraft were capable of the same with the same type of weapons.


  4. Ideally though it would be awesome if both BMS/DCS and Arma were in the same sim maybe one day there could be a theatre which is in those sims which allows them to work together. Also in DCS you can get CA mod which allows people on the ground to ground laze targets and operate as JTAC for calling in CAS using the 9 liners etc.

    This is an AI JTAC with a human pilot flying an A-10C


  5. Lets hope the devs improve this so that CCRP and CCIP are possible and make things more realistic.

    BTW check this out:

    Ideally you want the sim to represent its aircraft support something like what you see here at 6min. So in arma you are dive bombing but in this video you see an entire group of tanks and SAMs wiped out by some A-10s. If you were to dive bomb them you would get shot down and also notice the effect of the CBU97s which is a modern cluster bomb and there is also a JDAM version which can only be delivered by CCRP mode only. And unguided LGBs IRL are very inaccurate if dropped in CCIP without lasing. The other thing is the 9 liner so in a CAS situation infantry on the ground want support from the CAS aircraft they give the CAS 9 liner on the radio. In the A-10C you can also get data as well from the JTAC. (they don't always use lasers)

    9-Line.png


  6. I have used a lot of the stuff in this manual for Falcon 4 Allied Forces and Falcon 4 BMS, it is really good for any F-16 sim and a lot of the stuff can be used for other aircraft types. To go along with that for those interested the Weapon Delivery Planner which you can get from here:

    http://www.weapondeliveryplanner.nl/

    This is quite handy for planning popup attack profiles for high drag and low drag bombs. I also see it connects to Falcon 4 BMSs data cartridge so you can upload the profile without having to enter all the values in the pit while ramp starting or enroute to tgt. It would be awesome if we could do this stuff in Arma.:cool:

    http://img.photobucket.com/albums/v452/SUBS17/USAFMANUAL-193.jpg (111 kB)

    http://img.photobucket.com/albums/v452/SUBS17/USAFMANUAL-196.jpg (104 kB)

    And this is what the WDP helps you do:

    scan.jpg


  7. Kind of a useless advice if your missions objective is to fly in such areas. Do you edit the AA out of missions you want to play?

    This: "Start your egress at 1km from the target, at ~500-600m AGL, and fly directly toward your target." (the_Demongod) makes you an easy target, but works.

    I don't recall using the word "orienting", it's about flying at it directly, as if you were to use your plane as the bomb. Even APCs are dangerous enemies if you are flying this low.

    I propose to employ unguided bombs in a way that reflects modern CAS. It's 2035 ingame, not 1935. CCIP or CCRP should be the way to go and if this isn't possible, then designating targets yourself, as LoneGhostOne proposed, would be at least a step in the right direction.

    You start your ingress from further away than 1km(egress is when you are leaving the tgt or airfield etc)

    A handy program for attack profiles is the Weapon Delivery planner:

    http://www.weapondeliveryplanner.nl/

    So using this planner you can calculate the path your aircraft should take for the weapons delivery. In the situation where you are doing a popup attack in a sim such as Falcon 4 AF or BMS or any other real F-16 sim you can enter in the values calculated which place cues in the HUD for such a attack. Perhaps later the devs could change the speed/altitude to knots/feet and maybe some of this planner could be used in Arma3. Ideally you want a data cartridge for the aircraft which holds key information on the flight such as waypoints, threat circles for the HSD(horizontal situation display) and countermeasures profiles.

    So download WDP 3.6.1 which is the latest version and check out the popup page and you'll find that you can enter the tgt location and it will calculate the profile for delivery(high drag or slick bombs) and then you can save that on a dtc (data cartridge) which is then transferred to the sim Falcon 4 BMS. And from there you fly your mission and HUD cues appear at certain times and altitudes as you do the mission.

    So this is advanced stuff but gives you an idea of what is possible, F-16s are quite an old aircraft so a modern aircraft or futuristic aircraft would have something similar.

    scan.jpg

    Typically you ingress from 5miles and you fly in a different direction to a defending tgt and then pullup and turn/roll onto the tgt release and then egress to OA2. Altitudes and speeds can vary according to what you're attacking and how well defended it is.

    ---------- Post added at 11:58 ---------- Previous post was at 11:37 ----------

    So how about we break this all down to stages I use for a strike and then see if at some point someone may add some of this stuff.

    1/ reccon so information is received on a tgt and this is used to plan the mission for this example a nuclear reactor.

    nav20cy.jpg

    We need additional information such as threats and then that needs to be added to the dtc. If the aircraft has an HSD then you can relate your aircrafts position to the tgt and to the threats.

    Noob1.jpg

    Below the yellow highlighted box is an HSD and as you see your aircraft is the center and the threat circles appear a different colour such as yellow.(the while circles a distances away from your aircraft which is in the centre) Modern HSDs also include map terrain and also show your route so you know exactly where you need to be.

    CCIP.jpg

    CCIP is like shooting a rifle IMO so you have to follow certain rules to hit the tgt(like the marksmanship principles only for an aircraft), depending on the sim and how realistic the bomb trajectorys, wind etc is modelled so how easy or difficult it is to hit a target. With Advanced flight modelling for a iron bomb then you need to ensure you place the pipper(circle thingy on the bottom of the line) exactly on the tgt with wings level etc. So even CCIP can be a challenge to hit a tgt that is large if you do not follow those rules in some sims which is why I am against manual dive bombing in a sim like this because it would be unrealistic for a modern fighter unless they suffered a critical failure in the avionics/weapons computers in which case they would either abort or have a backup sight of some sort.

    ---------- Post added at 12:14 ---------- Previous post was at 11:58 ----------

    ccip33zp.jpg

    The beauty of CCRP is if there is low cloud/fog and you cannot see the tgt you can still drop bombs on it with CCRP(or if the AAA is to intense for CCIP). So long as the devs model a CCRP HUD mode and waypoints then all weather is possible and with the addition of an HSD of some sort then you can much easier relate your position to the tgt.

    More advanced MP is to use team tactics such as single side offset and the split attack:

    http://img.photobucket.com/albums/v452/SUBS17/USAFMANUAL-193.jpg (111 kB)

    http://img.photobucket.com/albums/v452/SUBS17/USAFMANUAL-196.jpg (104 kB)

    With an HSD that shows the position of the wingmen and a counter for the waypoints showing eta then you can do stuff like this.


  8. The real way to aim GBUs:

    http://defense-update.com/wp-content/uploads/2011/10/serpent-M.jpg (145 kB)

    :D

    But in all seriousness, my best recommendation for freefall bombing is practice, practice, practice and practice. Use the editor and just place a few trucks and bomb them. It will come to you faster than you'd think, and your intuition is much easier to use in a pinch than calculation, etc.

    Start your egress at 1km from the target, at ~500-600m AGL, and fly directly toward your target. You should be aiming a little above the target. When you are ready, drop and pull up.

    Drop your bombs a little before you think you should. They fall slower than you think.

    If you do it enough, I can promise that you will be able to hit within 50m of a house (assuming you drop 2-3 bombs) almost every time, with hardly a thought.

    If you have a CCIP pipper dive bombing is way more accurate.:cool:


  9. That's exactly the opposite of what I was saying. Exactly that is almost not needed with a bit of practice. CCRP or CCIP are only necessary as long as you haven't put enough time into practising your target-hitrate. ;)

    With a CCRP mode what they can do is have a HUD or helmet indicator and then the pilot slews that onto the tgt with cursor keys. And this marker can then act as both markpoint and tgt point which is good for CAS. The CCRP mode allows the pilot to deliver ordnance from much higher altitude so then you can avoid the low level SAMs/AAA. So there is no need to dive at the tgt:rolleyes:

    You just follow the CCRP cues in the HUD. What is possible in other sims is to transmit the markpoint to other aircraft in multiplayer and then they can attack the tgts at the same point.

    So precision is the goal since this is a futuristic time period we would hope to have the ability to make full use of these aircraft in the CAS/Strike role and deliver weapons to tgt in a realistic manner.

    ---------- Post added at 10:50 ---------- Previous post was at 10:42 ----------

    Re-implement this again (san the guiding dumb bomb issue) is a quick and easy way to get some CCRP-like functionality when you don't have a laser guidance.

    Just to elaborate a bit more on what he said. CCRP in real life is that when you tell the computer a point you want your bomb to hit, and it will calculate when you should release. But rather than having the pilot to struggle to press the release button at that split-second, the release button is more of a "consent button". You press and hold the button before you reach the release point, and say to the computer, "oh, right, please release when we are there. I'll get the popcorn". Not much hard work is needed from the pilot, except to keep the plane in the right heading, and keep that thumb on the button whilst going over his other businesses one-handed. :p

    You need a line in the centre to fly towards and you must keep that line centred with your flight path marker, the wings must be level for CCRP to be accurate its like the marksmanship principles for firing a rifle only you're using and aircraft. Same applys for manual and CCIP/DTOS modes the wings must be level before during and after(for a second) release of the bombs. Something even more interesting is some aircraft like the SU25T can fly CCRP on autopilot so all the pilot has to do is push the bomb release button and hold.

    ---------- Post added at 10:55 ---------- Previous post was at 10:50 ----------

    I just fly above my target and dive bomb them, works every time

    Whats ideal though is to have more done to the HUD so that you can do more than dive bomb tgts such as flying realistic attack profiles in multiplayer such as popup attacks etc. Does dive bombing work for you if the tgt is defended? Ideally you want to be hitting the tgt without being hit by AAA/SAMs and rtb safely. You want to be able to hit the right tgt in CAS to support the troops.

    One more thing how about a horizontal situation display? That would be a big help for pilots as well as using waypoints in the HUD.


  10. Combine that with this guide and you'll never miss a target again. :)

    No you'll still miss tgts doing it like that unless you are lucky, whats needed is a CCRP mode for the HUD that counts down to the tgt and you hold the bomb release button and when its over the tgt the bombs drop automatically. IMO CCIP mode is also needed to make CAS and strike capabilities meet their full potential and a realistic view distance.


  11. So after a few minutes with Slim, I came to a conclusion that in order for a bomb to hit on the mark you need to be below a certain airspeed, below a certain altitude, and have a solid lock onto the target. BIS, what are these numbers? What's the max altitude and airspeed I can fly the jets in order to hit a target being lazed? To me, 500-600m in order to accurately hit a target is just nonsense, this isn't WWI. Today's bombs are dropped from 50-60,000ft....Why do I have to fly so low to hit stuff with a laze? If i'm wrong please let me know, but I' really like to know the capabilities of the jets a bit better.

    Thanks!

    PS Neptune where did you get that PDF? If you made it how did you come up with those #'s?

    -SS

    No 50-60000ft is quite incorrect because the LGB IRL would not see the laser spot. LGBs are dropped from much lower altitudes IRL because of the sensor that tracks the laser.

    Optimum altitude for an effective LGB attack is from medium altitude (20,000 - 30,000 ft), increasing the aircraft's vulnerability to surface-to-air missile (SAM) attacks.

    http://en.wikipedia.org/wiki/Laser-guided_bomb

    Although it states 20-30k ft it is I believe below 20 000ft is optimal for LGBs. The question has to be asked of the devs first if this is a futuristic weapons system then it should have the same or better capabilities of a modern JDAM. So the effective range should be max range 15NM for such a weapon and perhaps better targeting system for such a weapon so ideally the pilots should have an HSD of some sort(horizontal situation display) and this would help the pilot know exactly where they are in relation to the tgt, a decent targeting pod to pick up the tgts with perhaps with some features such as slew to steerpoint automatically that way the pilot as he approaches the steerpoint just flicks on the pod view and already its looking at the tgt area from there just move the cross hairs onto the tgt and lock.

    Other things about Laser guided bombs is the actual guidance is not until the last few seconds(8seconds) before impact so when the weapon is released it should already be heading in the direction of the tgt like a normal freefall bomb would so for that we need decent HUD cues and for that you want a CCRP type setup in the HUD. You could use all the above for missiles to with the same mode although HUD modes and a targeting pod mode are always different from CCRP modes. Lastly to the devs please change the speed/height to imperial readings for the height/speed to be in ft/knots so we can use similar attack profiles to real life aircraft. And also with decent modelling of such things will greatly improve the effectiveness of the aircraft in the CAS role.

    ---------- Post added at 16:05 ---------- Previous post was at 15:53 ----------

    To confirm your findings using math...

    At 3km view distance the theoretical maximum altitude for release is 2121 meters. But you'll have 1.0 second respond time at the most to find lock and release(flying 450km/h).

    Bringing it down to 1500 meters gives you 5 seconds to find and lock the target and another 5 seconds in what I like to call the 'release cone'.

    Addition:

    You can also try to setup a 5 degree dive angle at will keep you in the 'cone' a little bit longer wich makes it easier aswell. (Or allows you to fly faster with the same 'response time'. To be more exact...

    It gives you about 100 meters extra room in the 'release cone' thus you will be able to fly an extra 100km/h for the same response time.

    Utilizing these numbers even futher you could get a better standoff by flying at 2000 meters with 10 degree dive angle.

    And watta you know...! These are numbers that should be VERY familliar IF you have carefully read my manual bombing guide

    http://www.armaholic.com/page.php?id=24728

    Your aimpoint is then 6km behind the target. So put a personal waypoint there (shift click on map)

    Start at 2700 meters in altitude, turn on your final attack heading 4000 metes from the target (putting your self 10km away from the aimpoint) and put your flight path marker on your waypoint. Your aircraft will now slice through the 'cone' at optimal range and altitude.

    *disclaimer** the waypoint elevates with terrain!

    ;)

    Manual bombing will make CAS very unrealistic so hopefully the devs will make more realistic and accurate delivery cues for the HUD such as CCRP/CCIP/DTOSS. BTW you cannot use tables for manual bombing in an aircraft with metric values for tables in imperial.(you would have to convert) The other thing is the effect of wind on the bomb so that's why the manual sight in aircraft has pipper depression/elevation/left and right.

    ---------- Post added at 16:27 ---------- Previous post was at 16:05 ----------

    I made it my self based on my earlier level-manual release table (https://dl.dropboxusercontent.com/u/11221288/3Cdo/Manual%20level%20Bombing.pdf) some calculations and several hours of testing.

    Wait for a video to prove the numbers work. ;-)

    ---------- Post added at 07:51 ---------- Previous post was at 06:55 ----------

    And...

    Here is the video

    Little over 5000m with a slant range of about 7.5km Which gives us a release angle of about 45 degrees.

    Nice video but notice how you have no HUD cues to release the bomb so this is what we need.

    So you have a line in the HUD to fly towards and a count down in distance and in time. You push the bomb release button and hold and when it reaches the best point to release the bomb the bombs drop automatically. If the devs added a flight planner which added steerpoints to the aircrafts nav or the ability to place them on the map you could hit buildings with just normal free fall/JDAMs bombs in CCRP without the need for a laser just using GPS from the aircraft.

    To make the aircraft even fancier and more fun the CCIP sight could have the same ability so you dive at the tgt, place the CCIP pipper on the tgt, hold the weapon release button, keep everything centred and the bombs would come off automatically at the right time to hit the tgt. And flying outside the right conditions would result in the bomb not being released. This mode is handy for low level retarded bomb delivery because you don't need to dive at the tgt at all just fly over it. And this would work without requiring the devs model Air-Ground radar although it assumes the aircraft has one as that is how these modes work or they use a laser range finder or radar altimeter. Dropping bombs in these modes is fun but it is like firing a rifle since you have to have the wings level etc to be accurate.(even worse if you are using a manual delivery mode of some sort).


  12. What? You mean that "fake CCIP" that merely drew a line from the center of the HUD to the little circle that estimates where your plane will fly to (don't know the technical term for it)?

    It does that in Arma 3 planes when bombs are selected too. Only proper implementation of CCIP in Arma 2, if I remember correctly, was by Nou.

    I agree and a CCRP mode for LGBs being buddy lased with HUD cues would help in this way there would be realistic CAS support modelled. There is a lot of potential for Arma3 with such basic Hud modes modelled.


  13. TMR has been discontinued.

    depends on what you value ACE for. a lot of features ACE implemented are already available in Arma 3 either out of the box or with some mods. the only thing I miss is a better wounding/medical system

    Not really infact IMO there is very little ACE features in Arma3, the stuff that makes ACE good is the realistic weapons and vehicles. Ideally what Arma3 needs is a similar mod to ACE with realistic weapons that actually exist and that perform realistically. ACE2 had range cards for sniper rifles, a ballistics/windage computer and other stuff Arma3 does not have. The other good thing was the missions such as Evolution for ACE, SF etc were excellent. It would be cool if the ACE guys did a version for Arma3. BTW is there any word if there is going to be an ACE mod for Arma3?

    ---------- Post added at 12:27 ---------- Previous post was at 12:26 ----------

    Perhaps have a look at Tactical Battlefield.

    How does that mod compare to ACE?


  14. You need the right tools for the job if you want jet aircraft to be useful at doing their job. So the F35 for example in Arma2 if it had a targetting pod and LGB capability it would be very useful. Without those its a flying paper weight you also want an RWR for SEAD and anti-radiation missiles. More detail in this area makes the capability more realistic and balanced. CCRP/CCIP modes for the bombs as well as decent radar.


  15. I updated ACE2 today and found the following problems:

    Addon acex_usnavy_a2_compat requires version 1.54 of application.

    and

    Include file x\cba\addons\ui_helper\script_dikCodec.hpps not found

    Does anyone know how to fix this as Ace2 is the most awesome mod and I'd like to get it working again. BTW my install is

    6 Updater

    @ACE(P,D)r547

    @ACEX(P,D)r362

    @ACEX_RU(P)r68

    @ACEX_SM(P)r104

    @ACEX_USNAVY(P)r71

    @CBA (P,D)r182

    @CBA_A2(D)r8

    @CBA_OA(D)r6

    I have Arma2 and operation arrowhead installed BTW any other mods like this worth getting for ACE?

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