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Everything posted by Ripcord
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Exactly!!
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Gotta say I like where this is going -- we do need some more/different configurations of FARP bases. I am trying to think of another world conflict in which AV-8Bs were used, and other than maybe the gulf war, I cannot think of any. And I'm really not that sure if they were used actively in the gulf war -- maybe they don't cope well with sand, so they kept them out on the ships. Just wondering how the USMC uses their harriers IRL....
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VERGEEV Group campaign RELEASED!
Ripcord replied to FGSchtuzer's topic in User Created Missions General
Same is true for those that would build a good in-depth payware compaign. First I think the reason we see so few campaigns (like none) for DCSW is that there is no way to protect against redistruction of the files. It is not stand-alone software that can be installed in conjunction with some keygen installer software, it is just a bunch of files that are placed in a folder. Some developers recognize this and they don't think it is a huge problem, others aren't so sure. -
Damn, where is the 'like' button? way to go Razbam, keep up the good work!!
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I am a fan of the EA-6B and so far RAZBAM has the best version out there --Virtavia is OK but cockpit is ugly, and I won't even comment on the Abacus offering. Can't comment on the other aircraft because I don't own them and I don't own other version to compare them against, but as far as the EA-6B goes, RAZBAM has earned a good name with me.
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Perhaps none -- it is just the only way I've done it so far, and I was considering possible theories as to why this is not working for you.
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I am all over this -- hopefully this generates some extra revenue that will help keep the DCS projects moving forward. This is going to be really cool on AJ Weber's LHA.
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Damn, this is one helluva a good question for a first post!! :thumbup: Welcome. I would have gone at this with some form of F10 added a series of radio messages -- move units: (a) south of river (b) over river © thru woods to grandma's house, etc. And of course use flags to make the units move, etc., something similar to Druid's trick for making the tanker reposition itself. As the player, spot it however you like but realistically the TGP is going to be pretty critical to doing this.
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Alright, here is one way of doing this -- I haven't tried it in MP but it worked in SP. I'd like for some folks to try it out in MP, just to ensure that it behaves as expected. Simply put, the Player/Client flights are deactivated when the enemy forces get within a certain radius of the airbase. They are NOT deactivated, however, provided that the flight is able to start up and get moving at a minimal speed (10 mph). This way our players that do spawn and take off in time are not deactivated. AFAIK this should prevent somebody from joining as a pilot leading any of these flights - alfa, bravo or charlie -- once the base has been overrrun -- or really, just one the enemy forces get close enough to really do damage. Please PM me or post here if something does not quite work as expected. Again, since this is just for testing purposes, I did not build in the triggers for the red FARP, just for the Blue flights at Senaki. The reason I added so many units is that I've been testing other features and who knows, maybe this thing will develop into a worthy MP mission. Another simpler way to do this same thing is to run a timer -- basically do not allow anybody to join these flights (deactivate them) after some period of time, probably 20-30 minutes. This would allow players/clients a reasonable amount of time to run thru the startup procedures and get rolling before any enemy forces would be physically able to crash thru the front lines and reach the base. If the player is rolling (at a minimum speed) within the 20-30 minute start up window, then that flight would not be deactivated, and they flight the mission as normal. Otherwise, all player/client flights get deactivated when the timer runs out. The down side is that players have to start/spawn at more or less the same time, but I don't really view that as a negative -- others might. MPbasespawn_test.miz
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Can't place aircraft inside the existing concrete shelters.
Ripcord replied to marcos's topic in Mission Editor
Still works like it did back in 1.1.0.9 It is a three step process. 1. Set your flight in a parked space, use the current mission start time (no delay). Be sure to check the UNCONTROLLED check box, which is right next to the HIDDEN ON MAP checkbox, right under the callsign dropdown menus. 2. Go the Triggered Actions menu (next in line after the weapons/payload menu) and select Add. You want to select PERFORM COMMAND, and then select START. 3. Create one-time trigger to activate the flight. The Action you want is the AI TASK. Then you just select your START action for whatever flight you want to trigger. Until you trigger it that way, you'll see the aircraft sitting there on the ramp, parked, with no pilot in it. Then when you trigger it, you'll the pilot appear in the cockpit and the taxi lights will come on. Magik! If you do not want the aircraft to take off ever, just sit on the ramp (or in a shelter), then skip steps 2 and 3 and just let it sit there with an the 'uncontrolled' box check. -
Can't place aircraft inside the existing concrete shelters.
Ripcord replied to marcos's topic in Mission Editor
Use 'start from ramp' and assign a parking spot using the dropdown menu. Some of parking spaces are on the ramp, some are in the shelters. Select a few until you get it where you want it. If you need the make the aircraft stay parked for a while before taxiing out for takeoff, there is a way to do that -- but I think it may have changed in DCS World since A-10C 1.1.1.1 so I would need to research a bit more before I could answer. EDIT: After checking I see that this info is still valid: http://forums.eagle.ru/showthread.php?p=1255593#post1255593 -
Try this out.... Cibit has a good guide here in PDF http://forums.eagle.ru/showpost.php?p=1161326&postcount=1 EDIT: I looked at your mission, nothing really I can add -- I would have gone with 30-80 on your FM dial for frequency, but I'm really not sure what you would not work fine as well.
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Do the Ural-375 PBU Command Post trucks actually have any function in terms of artillery fire control or communications/coordination with other units? I am guessing that they are just another kind of truck with it's own specific 3d model and all, really just for looks -- but figured I'd ask.
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This is really a very good comment/post here, and it illustrates much how much CA changes the game. A-10C missions, the way we knew them, were perhaps a bit limited in that you took off, destroyed your AI ground units and that was about all you could do. But really, that CAS mission should have been just one part of a larger operation going on, eg,. a war is happening down there, with a moving FLOT and objectives that are larger than just me flying this hop. I hate to invoke the F4 name here, but that was ever-present in almost any mission or TE that you flew. Now with CA, I think the mission builder HAS to be mindful of this -- is the mission won for the Player Flight A when he kills X, Y and Z? Or is the mission won for the BLUE side when they reach village ABC or capture some other objective? Maybe the hog flight kills it's targets but the enemy still overruns friendly positions? Interesting to consider, really.
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I think we are all saying the same thing -- sure it's not fun for the guy that connects and get's zapped before he can even adjust his googles. So why host a mission that allows that? One answer is that the ME won't support it -- but I think it will. Just takes some time to build a proper mission that we can test. Gotta travel this week so probably now this will be sorted by the time I get back, but I'm going to experiment with this in any case.
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I don't get it -- there is nothing wrong with a player succeeding and capturing his objective. Why is the answer 'prevent the ground player from succeeding'? If they cannot win, why play? We are 'blaming' the wrong party here.... Why should the mission allow more helos/aircraft to spawn once the FARP/airbase has fallen? If you are a client flying MP, then get in and takeoff and join the engagement BEFORE the base falls. The mission should be built to prevent that client from joining at that point. OK hold on, let me get into ME and whip up something to be tested.....
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The problem with what you describe here is that would need to know in advance which ground unit is the offending client. As mission builder, would it not be better/simpler to just explode new spawned units after X minutes of time into the mission? Just write it into the MP mission brief -- don't spawn into this mission after X minutes. That way it is highly unlikely, maybe even impossible, for the red side to capture the blue base and be in position to whack blue aircraft that spawn... or no, really what you would need to manage is the ability for clients to spawn at that airbase after X minutes into the start of a mission. Could you not simply DEACTIVATE the Client Flight at the airbase after X minutes/seconds, on the condition that it is (a) still on the ground and (b) has not departed a small trigger zone around the airport. Or better, DEACTIVATE the Client Flight at the base in the event that enemy units have entered that trigger zone -- eg., the base has been overrun. Would that not work?
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So if Russians don't have UAVs, what do they rely on for good battlefield recon? Is it all just ground spotters doing recon from their UAZ jeeps? Flying helicopters over the front line is one way -- but it is also a good way to get your helos shot out of the sky as well. I've been testing this in the ME with fog of war settings on, and they aren't real super effective. But they are a HELLUVA lot more effective than the AN-30... which found nothing at all. I guess we need to rely more on the su-24mr and other fast mover recce aircraft to get a decent picture of the battlefield?
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heh heh, sorry mate I wasn't referring to your question, just popping off with a bit of levity. :lol: Didn't even notice it in fact, so sorry if you took it as a response. Your question is valid, certainly. I would have quoted your comment if I were responding to it.
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Not true -- real 'dynamic weather' thread to learn more. Inputting the weather setting parameters to get a desired effect just requires some knowledge of meteo and so it's kinda complicated for regular blokes (like me). But read what others have done and you get some great ideas. EDIT -- here is the link to that dynamic weather overview thread. http://forums.eagle.ru/showthread.php?t=69481 Here is another very good thread.... http://forums.eagle.ru/showthread.php?t=82610 It gives several sample .miz files to show how they managed to accomplish some effects.
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Will it simulate Elvis impersonators on the strip? Can I hop in a hummer and go play some slot machines?
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Aha -- this is a pretty important detail. Thanks Speed!
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Hey, I like it. Thanks Speed! I have, for instance, 200 or so units in around Tbilisi, at airfields, at FARPs, at various posts and camps and locations and another 100-200 units up in Russia proper - again, many of them are SAM sites and SHORAD units - that simply WOULD NOT get involved whatsoever in a mission where the battle is in an around the central valley south of Tskhinvali or the Pankisi Gorge or Abkhazia or someplace. I want them there in case some nut MP pilot goes off on a wild tangent just to see what happens. I suppose there would be no trouble ACTIVATING them again should some flight get within range, eg,. enter a big trigger zone. EDIT: If I really do not require the random aspect of selecting which units need to be deactivated, would I even need to use a trigger at mission start to deactivate them? Any reason why I would not simply just deactivate them from the beginning and use the trigger zones to activate them later during the mission if somebody gets close enough?
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DCS: Combined Arms Pre-Purchase / Open Beta Available
Ripcord replied to Wags's topic in DCS: Combined Arms
well, no, you GET to the buy the beta if you want to -- this way you get it sooner and (sometimes) you get a bit of a discount. Not sure what the final product will cost in this case with CA, so don't hold me to that, but generally that is the idea in many cases. -
Poor mission design is all that is. Or are you saying that you are joining a missions that is essentially 'over' and there should be some mechanism to prevent that, eg., only allow players to join missions that just started?