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Zeno~SPARTA~

1-Gerousia
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Posts posted by Zeno~SPARTA~

  1. A lot has changed since the original Scramble at Batumi, firstly Batumi parking slots were overwhelmed so we are also at Kobuleti. There are a few planes/choppers also parked at Nalchick and Tbilisi-Lochini.

     

    I have added almost every plane and will add more as required.

     

    The F10 selection in the radio menu can spawn or despawn different units, including fighters, bombers naval units and a large anti air complex.

     

    There are 2 super carriers, the Stennis and the Roosevelt, I dont know if you can interact with the Roosevelt if you dont own the module, but the Stennis is part of the free DCS World. There is also a Tarawa for choppers and the Harrier

     

    There are 3 refuelling tankers, an S3B and 2 KC130s for refuelling practise, they all use the drogue method for refuelling which will not work for the F15 and F16. In the past the KC135 with the boom did not refuel planes with a probe, but I seem to remember seeing them with probes un ravelling from external wing tanks so this may have changed, I will check and change a KC130 to a KC135 if they can refuel with a drogue as well.

     

    In order to help you locate them, there are navigation aids for the tankers and carriers. These are listed below. This information is available in the mission briefing which can be accessed at any time by pressing escape and briefing.

     

    Refuelling

    Tanker 1 TKR1 "Texaco"
    252am
    TACAN 13Y

     

    Tanker 2 TKR2 "Arco"
    253am
    TACAN 14Y

     

    Tanker 3 TKR3 ""Shell"
    251am
    TACAN 15Y

     

    Carriers

    Stennis CVN1
    TACAN 11X
    ICLS 15
    127.5am

     

    Tarawa
    TACAN 14X
    128.5am

     

    Theodore Roodevelt
    TACAN 15X
    ICLS  16
    129.5am

     

    Main Airfields

    Batumi

    TACAN 16X
    ILS 110.3 Runway 13 (Sea Approach)

     

    Kobuleti
    TACAN 67X
    ILS 111.5 Runway 07

     

    Sukhumi-Babushara

    TACAN 10X

    No ILS

     

  2. My other planes in DCS

     

    MiG 29

     

    20210129160501_1.jpg

     

    SU25T

     

    20210129160704_1.jpg

     

    SU 27

     

    20210129160554_1.jpg

     

    SU33

     

    20210129160633_1.jpg

     

    KA50

     

    20210129160733_1.jpg

     

    Bell UH 1H 

     

    20210129160848_1.jpg

     

    A10a, A10c, A10cII, F15C, F16, F/A F18, Saab Viggen, Dassault Mirage 2000

     

    20210129160825_1.jpg

     

     

     

     

    Despite having all these planes I still want more.

     

     

     

     

     

     

     

     

     

     

     

  3. I bought the F5E and thought I would have a bash at the Top Gun inverted flight with the "MiG 28" but reversed, ie the MiG would be inverted. Unfortunately I am useless at formation flying, so although I got close I could stay in position long enough to invert.

     

    20210215141143_1.jpg

     

    I like the F5, It was one of the first models I built as a youth and in those days it was known as the Freedom Fighter. It is nice to fly as it can carry AIM 9 M and P missiles as well as bombs and has  a couple of guns in the nose. The F5 was used as the aggressor in dissimilar combat training by the US as it is a light agile fighter. In a documentary I watched recently I learnt the the F18 had its origins in the F5.

     

    Because it is an old, unsophisticated, steam gauge plane, the start up is very quick. It does need to be hooked up to an external air supply to start the engines, which is different.

     

    Later I practised flying inverted, but before long both engines shut down, I was able to restart them when I rolled back but encountered a tree. Maybe next time I will avoid flying low and inverted at the same time.

     

    I still want to get the F14 but I am not optimistic about getting the 50% discount, the current price is discounted by 15% and the newer planes like the F16 and 18 are 30% off.

     

    There is no hurry, as for now, I only know how to use the F18 properly, so I have to learn how to use the A10, Viggen, Harrier, F16, F5, Mirage, KA50, Huey, SU 25, SU27, SU 33, MiG 29 and the F15C.

     

     

     

     

     

  4. Cent and I had a bit of a fly around in the F/A 18 and struggled a bit with the cold start. I should have checked this page, it has been edited with the proper start procedure, especially the INS

     

    Quote

    10  RC 4th panel Right click INS to GND (CV for Carrier), See 23

    11 When the Centre MFD is active click on the button under STD HDG (second button from left, bottom row). Does not apply for CV

     

    23 At this point check INS on Centre MFD (will show QUAL 0.6 OK),  when OK switch INS to IFA if STD HDG (<2 mins) used otherwise NAV (+/- 8 Mins)

     

  5. The steam sale is on until Feb 15. Project cars 2 is 84% off and DCS modules are discounted as well. Some are 50% off, some are 30% off. The F14 and JF17 have smaller discounts.

     

    The Viggen is 50% off.

     

    I think I will buy the Mi8 and the F5E, both are 50% off.

     

     

  6. Eagle Dynamics are working on new clouds for their simulator see the video below. Also in the video is Heatblurs A6 Intruder. Heatblur is working on a Vietnam era AI pack and once it's complete I understand they will make a full fidelity version of the A6. 

     

     

    • Like 1
  7. I added the Huey to my DCS fleet and did a couple of circuits. It did disassemble on one landing but I managed to take off fly a circuit and land roughly where I wanted. I will have to test in on the Tarawa.

     

    The noise it makes is very evocative of the Vietnam era (based on documentaries and films I have watched), I hope they add some more planes from that conflict.

     

    20210106165814_1.jpg

     

    20210106165951_1.jpg

     

    • Thanks 1
  8. These are cool ideas. 

     

    Building a base as a trailer is interesting. When we built the detachable mobile bases they were reaching >600,000kg all in with 24 to 28 driven wheels. My tractor  only weighs 76,000 kg unladen. My objective is to be able to exit the lake and negotiate the flatter parts of the terrain with the trailer. The Tractor should be able to go anywhere.

     

    The trailer you describe can be created. but weight is a major consideration, I will have a go at it. These are definitely not the final prototypes.

     

    BTW here is the inspiration for my tractor.

     

     

  9. I have been working to develop the vehicle.

     

    I wanted to add a cargo trailer, This would carry the materials to build a rudimentary base.

     

    20201229103916_1.jpg

     

    The trailer has an articulated connector using hinges

     

    20201229103939_1.jpg

     

    This first attempt was successful as a proof of concept. The trailer has a battery for the connector and hinges but the wheels are unpowered when hitched to the main vehicle. The "tractor trailer" combination could drive and exit the lake. 

     

    20201229104304_1.jpg

     

    The connection needs to be longer as the rear tractor wheels interfere with the front trailer wheels in turns. I can add a programme block with the sub grid script to make all wheels driven.

     

    This is the latest prototype which can Dock with the base.

     

    20201229105535_1.jpg

     

  10. I saw a you tube video of a Russian ultra capable go anywhere vehicle called the Sherpa. Of course I immediately thought I could recreate it in Space Engineers

     

    Here it is, and it is going to climb to the mountain peak in the background 7.5 km away.

     

    896CF3281A5EC473B442CD07FDA92B9472E925BE

     

    Welcome to the top of the test mountain

     

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    CC30CC9ADC4937BCB4255FD2367FD79CD2C5FF42

     

     

    It has eight batteries and for the prototype I have added a nuclear reactor. On the way back it tumbled and ended up upside down, I simply set the ride height to the minimum and drove it upside down until it tumbled again. At one point I had a huge fall with a lot of hang time and I was sure it would break, but it always hit a tyre first. As you can see you would have to hit an edge or point to not hit he tyre. I just need to add a connector and some storage and this could be a pretty good base rover.

     

  11. This is continuation of my weapon range analysis, this time for the British. Again all weapons are unranked.

     

    Vickers HMG

     

    COH2 Brit Vickers HMG.jpg

     

    6 Pounder anti tank gun

     

    COH2 Brit 6 pdr.jpg

     

    17 Pounder anti tank gun

     

    COH2 Brit 17Pdr.jpg

     

    ML 3 Inch Mortar

     

    COH2 Brit ML 3 inch Mortar.jpg

     

    ML 3 Inch Mortar Pit

     

    COH2 Brit Mortar Pit.jpg

     

    Land Mattress

     

    COH2 Brit Land Mattress.jpg

     

    Sexton 

     

    COH2 Brit Sexton.jpg

     

    25 Pounder Artillery

     

    COH 2 Brit 25 pdr Howitzer.jpg

     

    My perception was that the german Arty had more range than the Brits, in reality they appear to be the same. It makes sense since the game has to balanced otherwise no one would play the weaker faction. I am not very good with the Brits as I prefer tanks, but I have been trying 3 tank squads made up of 2 Comets and a Firefly. Also I cant cap fuel points with the Brits so I struggle to build up a tank force. I have also done this with the Germans, 2 Panthers and a Tiger.

     

  12. Over the last couple of years I have been trying to develop a land vehicle that was capable of climbing to the top of the highest mountain on the earth like planet. It became apparent that the suspension in game was inadequate for the terrain so I worked on using rotors to create much more travel. The most successful had 4 6 wheel bogies on arms with 3 rotors Using large blocks. It was capable of carrying a base module and weighed 600,000 Kg with the base and 400,00kg without. I tried small block vehicles as well but the ravines are too big for them.

     

    Here are all my vehicle prototypes

     

     

    B3B4B148604D847DFAF7673B9817E1433137AC2B

     

    This is my latest prototype, inspired by the Juggernaut truck in the Mandolorian. The body is articulated between each wheel, the first attempt failed because I could not maintain enough wheel contact and there is not enough ground clearance. I will correct this by adding 2 sets of hinges for each wheel with a few blocks between them to increase ground clearance.

     

     

    4A98ED6F69A3578256B2C11020D75654A596B742

     

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