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Ripcord

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  1. Might be that you need some pretty good standoff range. My simple little test wasn't successful either, Grimes. EDIT: What did they have in mind here when they list range as 3.000 KM? Oftentimes Russians use , with numbers when we use . and vice versa. Does this suggest that this thing has a range of 3,000 klicks? Damn. Name: Kh-65 (AS-15B 'Kent') Type: Long-range, inertial-guided, nuclear cruise missile Developed: Raduga NPO, Russia TNT equivalent, kT: 200 Guidance: inertial and terrain comparison Weight, kg: 1700 G limit: 16 Length, m: 6.04 Body diameter, m: 0.770 Range, km: 3.000 Maximum Mach number: 0.77
  2. I've tried this every which way now and the trigger for "mission score" just does not seem to be very reliable. I wonder if you simply cannot achieve a score of exactly 100 -- in that case, there is nothing to worry about here. Would be good to see some ED folks confirm or invalid this. EDIT: Mission Score that is tracked by the trigger is evidently the total of points achieved by hitting MISSION GOALS. It is not the player debrief score. Nor is it a combination or sum of the two. The next Campaign mission, however, does seem to be taken ONLY from the "mission score" point total and NOT just the player score in the debrief. UNLESS there are no MISSION GOALS, then it seems to use the player score from the debrief. Would be more than happy for somebody else to test this, in order to prove it or disprove it. So far my hypothesis is holding up.
  3. Male 43 American -- also speak fluent Russian if you need that.
  4. Hmmm, I dunno. These are not mobile objects, they are structures. So not sure if you can activate them, the way you can a GROUP or a UNIT. In fact, I don't think you can, just looking at the ME.
  5. The forum is called DCS Wishlist -- let the man wish. Not like he derailed a thread or went way OT. For my part, I'm wishing the same thing. What you guy say is true, but damn there are plenty of threads stating all that ad naseum. It does seem like that Nevada terrain with the EDGE is a bit of a bottleneck for 3rd parties interested in doing other corners of the world. But in the meantime, at least we have our wishlist forum, right?
  6. Hmmm - this is proving to be harder than I thought. In order to add points on to a mission score, you have to use a Mission Objective. There isn't a trigger action that will adjust the score on it's own. Mission objectives don't seem to trigger by mission score or by a flag getting set -- they will add points for units getting killed, etc. Haven't quite got it sorted - yet. EDIT: Hey wait, maybe these Mission Goal adjustments simply will not work for a score of 100 or greater. It did seem to work OK for scores up to 100, but I'd need to test that further to be sure. I may have to RTFM briefly.... Edit #2: OK I read the freaking manual. Not that there was much to read. See page 91 under the Mission Goals section: "TYPE drop down field. Using this drop down, you can set the condition by which the Goal is accomplished." Back to testing my hypotheses....
  7. The first mission at the very start of a campaign seems to always start with one that has a previous mission score of 100. Did anybody else find this out, or is this already common knowledge? Or am I just insane (very plausible)...? At first I was thinking that the campaign engine would select a mission that has a previous score of 50, or one within a range that includes 50. That turned out to be wrong, but I kept getting the same mission as my starting mission each time -- this is because I only had 3 missions in my mini-test-campaign, with no overlap on the score range. OK, so then it must be Zero, I thought. So I set my campaign that way, with just one mission that would be called if the so-called 'previous score' is zero. Still kept getting the same result, another mission, every time. Then I tested the theory that it assumes the previous score to be 100 on the first mission. And that seems to be it. Each time I restart the campaign I get that same mission. So this is good, that means I can now plan on having a dedicated starting mission, or a series of them, by simply designating the desired first mission(s) in the range of 100 to 100. Then I can ensure that this mission -- or these missions -- never replay again, or at least I think I can. I should be able to accomplish that by using a mission objective or a trigger/flag of some sort, in all subsequent missions, in the campaign rounds above/below the initial round, that fires when the mission score = 100, and causing some other event to happen that adds another 1 or 2 points to the score. Still testing this but the idea is to get it so that it is literally impossible to ever have a score of exactly 100, but I think it's achievable. This way, we can have an initial mission that never gets replayed. And if you can manage that, then you have the ability to use at least one first mission to create an intro scenario -- maybe the final run-up to hostilities, whatever your mission/campaign creative imagination allows. I'm kinda fired up about this -- probably it is not a new idea, but so far I hadn't been able to figure it out. :joystick: Ripcord
  8. You know, I see that it was in FC2 as well. Never noticed it before. Very cool. And yes, this is going to VERY relevant in DCS: CA!! Well alrighty then! That is another ME application that I'd not considered! Just goes to you show what you can find when you really dig into this thing. Great stuff, thanks guys!
  9. I searched and didn't see any mention of this in other threads..... seems that we have functioning landmines in the mission editor! Kinda getting back into DCS A-10C again after a few months, and I've been perusing the mission editor, looking for new items that might have been added with the 1.1.1.1 patch. Lo and behold, I spot this fixed structure in the list, one that I didn't remember seeing from before -- a landmine! Is this indeed something new, or was it always there? So OK, I'll be honest, it did not even occur to me right away that it would be a functioning item that actually explodes... I'm thinking, wow, this would be cool, to use it with a trigger and make it explode when an enemy unit runs over - probably use a mini 2 meter area trigger or somthing like that. Then it occured to me that it might already work, just as is. Hmmm.... So I test it out and sure enough - boom. Smoking hole where the APC ran over it. No triggers or smoke or mirrors or slight of hand required. It just works! That is very cool.... definately would be an interesting wrinkle in a mission or campaign.
  10. And this is exactly why we don't have any serious campaigns to fly in DCS A-10C -- everytime some enterprising individual really starts to gain some traction, this happens. Maybe DCS World will change that... maybe.
  11. Sorry in advance for digging up this old post, but I have to disagree here. Read back thru this whole thread and I think you will see a number of good ideas that HAVE been implemented into the latest version of the mission editor. Does this mean that ED is reading this and paying attention? Maybe... Ripcord
  12. You mean like the P-51D? Sorry, couldn't help taking that shot. :D And hell, one could argue that they would be just creating skins for the RAF Harriers, because the USMC variants are alive and well. EDIT: some 3rd party dev group is planning to do the Harrier at some point anyway. but geez it would be cool to have the AI now.
  13. + 1. You already have all the former-soviet / Russian buildings and architecture all teed up and ready to use -- just plop it all onto a new terrain. Tedious work, I am sure, but not impossible for those with the skills, I would think. I'd love to work on that - I used to live over there for 11 years or so. China would probably need to be a separate map / theatre, just because it is so damn huge. Or OK, I guess you maybe had in mind the Primorsky border area there in Primorskiy Krai. Great place to fly your new free Su-25T, which by the way are based right there in Chernigovka, just about an hour drive south of Spassk. You know, I thought there was a group that was working on that...? I'd LOVE to see a Taiwan / China theatre. Ok not the best for the A-10C but great for FC2 and the F-15C, not to mention one of the many third party aircraft that has has been announced. I'd be all over this. I like the Georgia terrain, it is stunning and cool to fly over, but.... no need to beat that horse any further. Ripcord
  14. And the US navy no longer has S-3s or F-14s. Yet there they are -- right next to the E-2D that isn't even in service yet (or just entering service now). And that's just the Navy. How many F-5E squadrons do you see in operation these days? And you know, this is fine -- better to have too many aircraft than not enough. Give us our Harriers! EDIT: You commented on my post while I was editing it and moving that part of my wish-list topic to a separate reply. : )
  15. Let me add a few here of my own here. The first has to be damage tracking or some way of recording which units are dead/damage... AT least as pertains to Air Defenses and maybe logistics. As a MINIMUM we should be able to track FLAGs set or not set from the previous mission. Then as mission builders we could kinda/sorta rig up our own limited versions of damage tracking for Air Def or bridges or whatever we deem important as well as model some kinda of impact of logistics/resupply. Get me this and we'll totally change what can be done in terms of building a semi-dynamic campaign. What else? Maybe some nice to have items, such as a additional AI: 1. New naval units -- particularly for supporting amphib operations. I would love to see some TARAWA or WASP ro IWO JIMA class assault ships, capable of launching & recovering the Harrier jets and various helos (many of which we already have in the sim). Would also like to see some USS San Antonio class transport ships, as well as Royal Navy helicopter assault ships like HMS Illustrious and HMS Ocean, etc. And there are the Mistral class (France), Juan Carlos (Spain) and Canberra (Australia) that would be very interesting as well. Would also need to add LCACs and other landing craft. Imagine building those missions!! And no Arleigh Burke class DDG? Are you kidding me? Where are the NATO navies -- not even some frigates or destroyers from Spanish / French / Dutch / German / Italian or Canadian Navies? At least Turkey has the old Oliver Hazard Perry frigates, which is good. 2. New AI aircraft -- MV-22 Osprey is one I'd like to see added, also the AV-8B. And why no EA-6B? USMC aviation is really not well represented in this sim, so far... not to mention the RAF Harriers. The F-22 is noticeably absent. Let's not even get started on the lack of the superhornet. And it would also be cool to see the AC-130 Spectre added. Lastly, as a former aircrewman, the Mighty P-3C Orion should be added as a recon aircraft. It's not just for ASW (really it has hardly been used for that at all in the last 10-20 years). 3. New ground units -- probably only a few here, since this is really where this sim shines IMHO. Maybe the MRAP... I am sure others can think of more. Other items on my wish list..... ** I would also like the ability to drop special forces or paratroopers into an area and then have them land and move, shoot/fire, etc. ** I already mentioned the need for more callsigns. Get those voice actors back to work!! ** Where are the Aussies and the Kiwis? Looking forward to seeing what others have to add.... Ripcord
  16. Great topic. + 1 here I think most of us would agree here -- this would be a major improvement. We also really need more callsigns. We're pretty limited with just names of american firearms and car manufacturers. Not sure I really understood this. So if the SP altitude is set high enough, the TGP will slow to a spot on the ground? And when you build a mission, you go thru each SP to check/verify this? Another good one. This is really important -- could use some improvement here in terms of AI having a 'plan B' course of action in case they get stuck. I do see some improvement in the version released with 1.1.1.1 -- or maybe I just didn't notice them before. So I will save my critical evaluation until I know a little more what I am talking about : ) Overall I like your proposed additions and they would help, particularly the ability to put player and client on one flight in MP. That one we really need. Good stuff
  17. Some these mods, IIRC, can be done with the mission generator tool as well. I think figured out how to add triggers and goals. Never was able to figure out how to add existing units/objects on top of those being generated by the tool, but they could be copied/pasted afterwards, just as Grimes shows above. As far as merging two missions, probably it would be faster, as Druid suggests, to just copy units over manually -- maybe using the template function in the editor.
  18. This is a helluva lot of work, mate, great job and thanks. I will use this. Ripcord
  19. No need to be negative. Not like anybody paid any money for this yet. I am one of many that has prepaid for VRS Tacpack a good year ago now and that is still in closed beta - and most folks have really no problem with that. So this is nothing. Be nice to have it out by Christmas, but I got enough to fly for now.
  20. Hmmm, yeah I had a few days off too. Damn. Oh well, wouldn't have been a lot of fun with 'significant bugs' so it will wait. Guess I'll have to go finish cleaning up that garage afterall.
  21. You might be able to do a kind of message to coalition in-game text that triggers if/when the player returns to base, lands and parks. You could even require the player to land, park, shut down engines and open his canopy, in order to trigger it, in fact. OK, sure, not the same as a proper debriefing screen, I realize, but it might be something like a summary debrief, something short, just to say, "Tusk Flight, good job, you guys took out your primary target and prevent the enemy from advancing." or whatever the outcome was. Could be something to signal approximately what kind of score they amassed. Would need a series of triggers for this obviously. Ripcord
  22. This really does explain a lot. I was trying to build a MP mission, something that might eventually grow into a MP campaign, and I was struggling with this same question. Good gouge here, thanks. Ripcord
  23. Sorry man, didn't mean to hijack the thread. I am also watching this discussion to see what I can learn. Very much thinking along the same lines. Ripcord
  24. Speed, I should have just read this thread before I dug that old one. This is exactly what I am looking for. I would not be looking to recreate a full on mission, not trying to recreate a full-on Falcon DC. Gotta walk before we run, right? Really I would like to be able to some very simple 'checks' in a mission to see if certain units/groups were destroyed in previous missions before activating them -- eg, a SAM site was taken out in a previous mission, so I'd not want it showing up again in the very next mission. Ripcord
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