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Everything posted by norman99
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Whilst I agree, It doesn't hurt to see what is done well in other platforms. Wingmen/AI control and comms are done particularly well over there, and leave DCS looking substantially sub-par in this area. We keep hearing there's lots of work being done in these area's so finger crossed improvements are on the way.
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The real reason for you problem is how the AI are coded to fly. Currently, any AI aircraft fly at a "DCS true altitude", (ie exactly 20,000ft above msl), regardless of air pressure/temp or altimeter setting. This means for instance, that if you assign a tanker altitude of 25,000ft in the ME, they may be +/-1,000ft (or worse) when flying the mission. Altimeter settings are basically irrelevant for all AI aircraft. Not ideal when playing single player, as you can imagine. I logged it as a bug here, but it hasn't got any response at all. I figure they know about it, but it's just too hard or they don't care.
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The "other F-16 sim", has a number of extremely useful radio commands to AI wingman , such as "Say Fuel", "Say Weapons", "Say Position" & "Say Status" (which basically combines the three previous into one call). These are basic comms functions that the lead element of a flight should have access too, to help make better tactical decisions. Currently, we have no way of knowing our wingmen's fuel state, to see what weapons they have remaining we have to cycle external views, to know their position, if not using datalink we have to use the F10 map, etc. All of this is extremely unrealistic, and immersive breaking. When rejoining after an engagement, it should be possible to ask all of the above mentioned items via radio.
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Would anyone from ED ( @BIGNEWY @NineLine perhaps?) be able to provide some insight as to the 2021 plans for any AI/ATC improvements related to the supercarrier?
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This is not a gimmick. It is vital to carrier ops, and should be included at some point. Whilst there are scripts and missions which use different methods to achieve turning into wind, they each have their problems. For example, MOOSE is one option, but as it includes its own ATC, this can conflict with the supercarrier ATC. Other scripts simply change the carrier direction when flight ops are detected, such as those in MBot's DCE missions. These however don't work with the super carrier CASE III recoveries because it uses aircraft distance and alt to detect flight ops, often too late, as the carrier changes directions after the initial marshal radial/final bearing call has already been issued. What is actually needed is a robust, working system, included within the core supercarrier module. Not some 3rd part scripts to band aid over missing functionality. I understand the supercarrier is currently early access, but I would expect this functionality in the completed module.
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Wow, thanks for the reply and script. I'll definitely have a look at adding that to my missions. To be honest however, I'm completely blown away that it requires writing custom scripts for something as simple and fundamental as a fuel check of your wigmen. If anyone from ED is paying attention, it's core functionality like this that's completely missing, which is really hurting the single player experience in DCS.
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correct as is cannot place aircraft anywhere else on the deck?
norman99 replied to coconutsballs's topic in Bugs and Problems
In the ME, all aircraft will appear either on a CAT, or in formation off to the side, for aircraft 2-4 in a group. As log as you have selected parking, ramp etc, they will start at the appropriate deck spawn point once the mission is started. -
As we all know, AI wingmen in DCS are atrocious, and need to be hand held throughout every mission. Because of this we, need to be able to identify their fuel state, to determine if any AAR is required, before they suddenly eject without warning. How can I get his information? The "other F-16 sim", has a number of extremely useful wingman radio commands, such as "Say Fuel", "Say Weapons", "Say Position" & "Say Status" (which basically combines the three previous into one call). Is there any similar function in DCS? If not, is the information available anywhere else, such as the F10 map? So far I can't find anything, and I'm sick to death of my wingmen spontaneously ejecting. Their general behavior is currently ruining the entire SP experience for me, but I guess that's an argument for another day...
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In general the push times seem appropriate to me. Usually with 10-15 min of holding by the time I arrive in the marshal, requiring 2 laps of the hold on average. This is also with anything from 5-10 other AI aircraft in the sequence, both in front and behind me. Occasionally I get an odd time, but not often. How it's actually calculated I haven't determined yet.
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That’s your problem right there. You are only scanning 40° either side of your nose, so as soon as your locked target moves beyond this, you’ll lose the lock. Basically you have 3 options if you want to crank to the limits, ie 50-70°. Widen the RWS scan to 140°. Secondly you could switch to TWS with auto scan centering selected. In this mode it will automatically shift the scan volume to ensure the locked target remains illuminated. Lastly, you can go STT. Personally I’d probably shift to TWS, but all the above solutions are viable options.
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Tacview, the ACMI for DCS World – Official Thread
norman99 replied to Vyrtuoz's topic in DCS Modding
Curious if anyone can help me with the following error. It occurs semi frequently (roughly once every 3 files opened), as I'm scrolling the time forwards and backwards. -
I'd imagine that the real benefit of OAPs would be in a non GPS environment,with proper INS drift simulated, and AG radar waypoint updating enabled. Hopefully this is where we eventually end up.
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How to live-load non-mission LUA files?
norman99 replied to DMarkwick's topic in How To Mod for DCS World
@DMarkwick Did you ever find a solution to this? I'm currently playing around with the spawn/parking positions on the Supercarrier, contained within the file USS_Nimitz_RunwaysAndRoutes.lua. Ideally I'd like to create 2-4 different "templates" so to speak, and activate the appropriate one during a mission. Unfortunately, as with your Firevehicle.lua, DCS needs to be entirely restarted for any changes to be recognised. If you have any info on how these unit/core .lua files can be refreshed/reloaded it would help greatly. I'm also on discord at Norman99#7277 if that's easier. -
Awesome liveries, I’d love to check them out. To help with a better installation, within the A-6E mod folder create a “liveries ” folder and an “A-6E” subfolder so it looks like this: “A-6E main mod folder\Liveries\A-6E\...” Then simply add each additional livery as a separate folder in the “Liveries\A-6E\” location. They should all be visible and selectable in game now. No lua file editing required, as the livery folder reference is actually already included in the entry.lua.
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@aviation360Sorry, I only use it for AI/statics so I can't help. I have however added some additional munitions to better match their 90s capabilities (lack of a TRAM system not withstanding). So far I have added GBU10s/12s, HARMs and Harpoons. I also changed the inner pylons to carry 6xMk82s like the outer pylons, allowing up to 30 in total! Walleyes and Mavericks still to go.
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WIP A-6 Intruder skin for CorsairCat's A-6 Intruder Mod
norman99 replied to Backy 51's topic in AI Aircraft
Anyone interested in using the CorsairCat's A-6 Intruder Mod my find this useful. To enable spawning and placing as a static object with the wings folded, make the following edit. Open the file "...Saved Games\DCS\Mods\tech\DCS-A-6E-Intruder-main\A-6E.lua" Edit line 176. Change from: " wing_type= 0," to "wing_type= FOLDED_WING," I hope that helps. -
Anyone interested in using the CorsairCat's A-6 Intruder Mod my find this useful. To enable spawning and placing as a static object with the wings folded, make the following edit. Open the file "...Saved Games\DCS\Mods\tech\DCS-A-6E-Intruder-main\A-6E.lua" Edit line 176. Change from: " wing_type= 0," to "wing_type= FOLDED_WING," I hope that helps.
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Anyone interested in using the CorsairCat's A-6 Intruder Mod mentioned above as as interim until the Heat Blur model is released, my find this usefull. To enable spawning and placing as a static object with the wings folded, make the following edit. Open the file "...Saved Games\DCS\Mods\tech\DCS-A-6E-Intruder-main\A-6E.lua" Edit line 176. Change from: " wing_type= 0," to "wing_type= FOLDED_WING," I hope that helps.
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Interesting. So what exactly is the purpose of the D/L on-off button on the UFC, if D/L is enabled with the MIDS system when the TCN is switched on? Genuine question as I’m interested to know.
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Any word from ED about this issue at all? My wingman constantly calling contacts 200nm away (I don't even know how he's seeing them in the first place?), for over 40 min, just kills the single player experience completely. Track attached, so someone can investigate further. Track.trk
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correct as is WPT and TCN Descent Guidance Different Distances
norman99 replied to Frederf's topic in Bugs and Problems
If this is "correct as is" can someone from ED please explain why? It's all great having something correct, but when we the "customer" questions things, it would actually be helpful if it was explained why it's correct, and how the function in question is supposed to operate. Personally, I'm getting a little tired of "correct as is" without so much as a sentence describing the correct behavior. Just a thought.... -
Currently, any AI aircraft fly at a "DCS true altitude", (ie exactly 20,000ft above msl), regardless of air pressure/temp or altimeter setting. This means for instance, that if you assign a tanker altitude of 25,000ft in the ME, they may be +/-1,000ft (or worse) when flying the mission. Any weather other than "none", means every aircraft is flying at an incorrect level. All AI aircraft need to make the correct adjustments for air pressure, and effectively set their altimeters properly. Now, whether DCS chooses to ignore transition layer procedures, use a generic level game wide, or theater specific transition layer, I'm not actually too fussed, as long as it's documented so players can apply the same procedure.
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Electronic War Jamming Script V2.0
norman99 replied to ESAc_matador's topic in Scripting Tips, Tricks & Issues
This script combined with the Skynet IADS would be game changing. Think full “Desert Storm opening night” kind of setups. Hopefully someone more capable then myself, has some time to try and get this working again. -
Use the Skynet IADS script. If located within the coverage of EW radars, SAM search and tracking radars will remain off until within kill range. They’ll also switch off if they detect a HARM inbound.
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correct as is Right DDI controls HUD & MPCD power
norman99 replied to norman99's topic in Bugs and Problems
Ahh, I didn't think to test switching off the DDIs in the other order, so I didn't know either currently powered the MPCD.