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Pantera93

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  1. WARZONES 0.3 IS OUT! Latest release: https://github.com/Pantera93/dcs-warzones/releases/latest Full documentation: https://github.com/Pantera93/dcs-warzones Remove radio status report and start ai units from parking, hot or cold CHANGELOG: ADDED: Radio command to toggle on / off the zone reports (works for group) ADDED: "Hot" and "Cold" starttype configurations. FIXED: Airbase recognition logic. Some Caucasus airfields were excluded from "nearest airfield" availability. Now they work as expected FIXED: RED AWACS now always starts in air to avoid blocking runways Fly safe and happy hunting!
  2. WARZONES 0.2 IS OUT! Latest release: https://github.com/Pantera93/dcs-warzones/releases/latest Full documentation: https://github.com/Pantera93/dcs-warzones Dead blue units (blue cap or clients!) will now decrease global money if the new "blueloss" configuration is set. Default value is "0" (no loss). CHANGELOG: ADDED: BLUELOSS global configuration value with "0" as default FIXED: MGRS format with lack of leading zeroes FIXED: Money gains configurations not working FIXED: SAM template names (added "A"s to "SA"s not having it. Old values will still function) Fly safe and happy hunting!
  3. Hi @dark_wood, glad the experience wasn't a disaster I already had on my list a "Deactivate / Activate zone report" function to call with the F10 radio to hide /display the message for the player group. This will help you out, just wait a bit to see it implemented. I will also add "Ramp" and "Hot" as available "starttype"s (same logic as "Runway"), this shouldn't be too hard. The "Detect and Intercept" feature sounds really cool! I think I can do it easily as "Player unit is inside zone and intercept" and push it in next releases, maybe building up from there for a "detect" feature. Thank you again for the precious feedbacks!
  4. @markom thanks, then I will be looking for an elegant solution . I will add a configurable "fee" for BLUE downed jets and maybe also for those that just takeoff, to simulate "maintenance cost". ,Maybe lock downed client slots for some time, I'll think about that. Should ED release a Warehouse LUA interface for mission scripts it will be perfect for this, and I will be the first one to jump in and use it, but I think it won't be out any time soon...
  5. Hi @dark_wood, thank you! I have to answer both of your questions with "nothing special" . There is no "client slot blocking" mechanic included in warzones, so following rounds will still allow players to use planes that were shot down before, both for SP and MP (player or client skill). Also, I didn't want to decrease the economic status when a blue unit was destroyed, even though i thought about. These concepts are surely something interesting and I will note them down for next releases, both as a new configuration parameter. Surely, progress made on the battlefield is persistent even beyond "death", so on next sortie you will still have the updated environment (yes, kamikaze runs are supported ). Just wait on spectator for a minute to make sure progress is saved before quitting the mission. Were you asking for something else in particular?
  6. WARZONES Are you searching for a dynamic, persistent, randomized, customizable, simple to install and simple to configure script for your missions? Then D.C.S. "WARZONES" may be what you are looking for! Full documentation: https://github.com/Pantera93/dcs-warzones Latest release: https://github.com/Pantera93/dcs-warzones/releases/latest Roadmap: https://github.com/Pantera93/dcs-warzones/issues What is "WARZONES"? WARZONES is a standalone mission script that works with trigger zones. The main goal of this script is to provide even the most basic mission designer with the ability to deploy a BLUE player group of choice and have a fully dynamic RED zone with random CAP, moving ground units and SAM Sites in under a couple of minutes. Starting from here, the mission can be customized further by creating more "warzones" to expand the battlefield or by configuring how these zones will behave in a global manner or individually. WARZONES is born with persistence in mind. BLUE forces main objective is to deplete RED resources for each zone or to strike vital targets to stop units respawning. The battle progression is automatically saved and restored at each sortie if the DCS "MissionScripting.lua" file is sanitized. WARZONES is multiplayer compatible, and runs both on dedicated and local servers even if not completely and properly tested. It focuses on a PvE BLUE Client vs. RED A.I. scenario, even though it can support RED Clients that can play a defense role. Being standalone, WARZONES doesn't need any additional framework, but it is fully compatible to be used along with others (Mist, Moose, CTLD,...). It is also compatible with DSMC to achieve random date or weather swapping (just DISABLE the option to keep spawned units on DSMC special page). How to use "WARZONES"? Grab the last warzones_x.x.lua release from HERE. It is a single LUA file. Enter DCS Mission Editor and create a new mission (or open an existing one). BEWARE! WARZONES uses a randomized function to select which country to assign the spawned groups to, based on the pools available for each coalition defined for the mission. Be sure to set for Blue and Red ONLY the countries you actually want to use, the others must go to NEUTRAL. Create a new TRIGGER ZONE and call it "WAR-WHATEVER_YOU_WANT". The important section is the first 4 characters, "WAR-", what comes after the "-" will be the actual name of the zone in game. Just don't call it "WAR-CONFIG", you'll see later why. !!!ONLY CIRCULAR ZONES ARE ALLOWED!!! Increase the zone size to cover the area where you want to operate (RED units will spawn and move inside the zone perimeter). Add a new TRIGGER ACTION in the editor to go ONCE, when TIME IS MORE than 1 SECOND, and it has to DO SCRIPT FILE warzones_x.x.lua, just like below: Place your Blue client/player group, even with AI Wingmen (starting from where and as you want), arm it up and play, that's it! WELCOME TO WARZONES! What will basic "WARZONES" configuration give me? The basic WARZONES configuration described above automatically gives you a BLUE (Player) vs. RED (Russian sided units) Cold War simulated scenario. The script will create the necessary configuration as soon as it starts (When mission TIME IS MORE...). After 10 seconds it will launch the first "Zone check" function and create the first batch of RED units for the zone. This first iteration may cause the only performance issue you should experience, since it will spawn a significant number of units in the mission. From now on: 1 CAP Group with 2 units will patrol the area and engage every (visible) BLUE air unit inside the zone. Their skill will be randomly picked for each unit from "Rookie" or "Good". The group will be of Mig-19s, Mig-21s, Mirage F-1s, Mig-23s or Mig-29s in a descending probability from first to last. They will be armed for A-A combat according to their arsenal. 2 Ground groups with 4 units each will start to move inside the zone in a patrolling fashion. Units will be a mix of light, medium and heavy armored targets, with the probability of having AAA units for self-defense. "Weaker" and "less capable" (trucks) units have higher probability of spawning. 2 SAM Nests will be placed in the zone. There's a remote probability to have a SA2 sam site active, or to have a RED ground EWR Radar that will guide red CAP to intercept you. Otherwise, you will face SA8 or SA9 or similar threats. 1 BLUE CAP Group on strike frequency 257.000 MHz with 2 units will be patrolling the zone. It will be a group of F4s or F14s. This group will be INVISIBLE and on WEAPONS HOLD until a unit is killed in the zone, or you issue them with the radio command to engage (See "HOW TO PLAY" section). 1 INVISIBLE BLUE MQ-9 reaper drone will automatically lase a ground target on laser frequency 1578. Some random black smoke effects will be placed in the area The red resource count is of 6 cap units and 12 ground units. As you destroy units, these numbers are updated accordingly. When an entire group is destroyed and if red resources are still available, a new one will be automatically spawned each minute. SAM groups will not respawn. Along with units, you will now have access to a "WARZONES" section in the "F10 Other" radio commands. Inside you will find commands to select the zone of interest, check the economic status of the mission (See "HOW TO PLAY" and "HOW TO CONFIGURE") and call functional supports on the zone selected. Once every minute you will see an HQ report of the selected zone, indicating RED CAP groups positions relative to your group and map coordinates for the first units of the first spawned ground group. If you added a BLUE Tanker or AWACS to your mission, should they land, they will automatically be replaced with same call signs, frequency, route and options you defined in the mission editor for them (This is intended for long-running multiplayer missions). If you have sanitized your DCS MissionScripting.lua, once every minute your progress will be saved in the DCS Saved games folder (On Missions -> WARZONES -> WARZONES.lua file). How should I play WARZONES? So... now you have a populated battlefield zone crowded with red forces. Your task is to destroy them! But what's the point of going out and destroying units (except it's fun)? WARZONES gives you the opportunity to enter a battlefield that you don't know anything or very little of and your main objective is to free that zone of enemy presence. Automatic persistence will allow you to, for example, plan a DEAD strike with your buddy with F-16s on a SAM site on Monday night and then go in for CAS in single player with your A-10 to clean the area two days later. With persistence enabled, RED CAPs and Ground Units are always random at each sortie, but SAM sites positions and killed units are saved. Each killed unit will decrease RED resources and give you an amount of money to spend on radio supports for the zone(s). With the basic WARZONES configuration, you will be able to: Permanently increase the amount of available BLUE CAP groups in the zone (saved for next sorties) Pop smoke on ground units and sam sites Let the BLUE CAP Groups go weapons free in the area. If you placed more than one "WAR-" zone you can select which one your group should have reports of and on which one to call supports. Radio commands and messages are multiplayer-synchronized. The reaper drone will also help you by constantly lasing one unit at a time on laser code 1578. Now, let's say you finished liberating a zone, and you just landed for a beer... What to do next? DELETE your persistence file and start over, the experience will always be different, I promise! Or try a new map, change the zone position and dimension, add more "WAR-" zones or do anything you want. Or else... go to the full documentation and see how to fully customize your next experience! Full documentation: https://github.com/Pantera93/dcs-warzones Latest release: https://github.com/Pantera93/dcs-warzones/releases/latest Roadmap: https://github.com/Pantera93/dcs-warzones/issues Fly safe and happy hunting!
  7. Try setting a ground wind speed greater than 7/8 opposite of active runway direction. Seems the only way to make ils/awls systems to work
  8. Happened to me a month ago. I heard the bingo warning going off too soon and realized I had a leak. Unfortunately I can't remember if I had a master warning light or if I read it from needles were the leak was located, but I was actually able to isolate it with the fuel management switches and preserve the last 3000 pounds to take her home. For me it was a FWD/AFT management problem. Again, it was an instinctive reflex, and I'm not at PC right now so I can't tell you my exact actions, but it seems to me it actually is possible to control it.
  9. It should always retrieve the correct ground ASL elevation with elevation "0" based on wp coordinates and internal map database / gps data, can't remember right now. Doesn't it work for you? I'm sure it works for A-10 and F-16, i thought it was an Hornet behavior too... can't test it rn
  10. Hsi -> data -> cycle to WP -> UFC -> ELEV -> FEET -> Input "0" -> ENTER?
  11. Pantera93

    VTOL

    Map? Temperature? Pressure? Ground altitude? Everything seems to come into play now. Higher temp lowers engine performance, I had your same parameters in the Gulf at 40 C°. While in caucasus at 15 C° I can reach up to 20500lbs
  12. Hi @Toni Carrera Sorry if it took me so long, but here is a simple version of a mission with a 6000 feet altitude control with message loops every 10 seconds for both lower and higher conditions. Trick here was to use 6 repetitive triggers and 6 flags. Let me know if it is what you were looking for (you can change the tomcat with whatever plane you like) Fly safe! TEST_ALTITUDE.miz
  13. Hi @Toni Carrera Yes, flag off should set a flag to false, flag on to true. Is it working? I could share a sample mission to you tomorrow, with the added "10 second" interval. Also, note that altitude value is read as meters, you should do the conversion by yourself should you need feets.
  14. I would use 2 flags and 2 triggers Trigger 1 activates when player is above 100 agl AND flag 1 is true. It shows a message, sets flag 1 to false and flag 2 to true. Trigger 2 activates when player is below 100 agl AND flag 2 is true. It shows a message, sets flag 2 to false and flag 1 to true. Set both as repetitive actions, it should show messages only once every altitude "switch"
  15. Seems groupId is optional and only used on ground groups. You should only use value EPLRS = { id = 'EPLRS', params = { value = 1 } }
  16. Same here, every radio comm towards AI "service" is broken, both in F-16 and F-18. I can see the radio transmission "blink" as if I'm transmitting, but no message appears from me and no response from Tanker / AWACS / Flight / ATC / JTAC / ...
  17. Flaps to Half and Gear Down. ATC engaged will keep on speed AOA for the glide slope you are at the moment you press the button. You can adjust slope by pulling or pushing the stick (trim does not work for me)
  18. Just started Dogfight instant mission and found out I couldn't pitch. Went to the axis and it is marked red. I tried to reassign everything but it won't work. Any hints?
  19. Dawn over Dubai
  20. Seems the same thing it happens to me every time I restart my PC. Pause game, Unplug device, wait the relative upper right prompt and plug it back. Do a full rotation on the axes and double check their functionality on the adjust control menu. Unplugging and pluggin back should solve the "stuck" roll. It could be related to what we asked for here
  21. You could use waypoints advanced actions to set ROE for the AI unit. You set ROE to "WEAPON HOLD" on WP 0 and "WEAPON FREE" on the WP you want them to enter the defined area. On that same WP, I usually place an "Engage Unit" action targeting my aircraft too.
  22. Syria will not destroy your rig when loading if you do that from an NVMe
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