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cfrag

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Everything posted by cfrag

  1. Only if the goal would be to not deliver it - in which case any dumb bomb/cargo would do the trick for that mission. That being said, I'm sot sure that DCS's physics engine is set up to correctly handle an EMP, and the effects it has on units (ground, naval, air) in a high-alt ca. 1970's high yield blast (not to mention the plasma propagation and fallout clouds). It'll be fantasy central for the remainder of all mission action that follows a blast. Why would we want this kind of silliness in our missions? I'm not even sure that enough research (even classified) exists to model such a scenario (let's be honest: many of us, me included, would try to surf a nuclear blast wave in a jet), so let's hope that ED focus the meager resources that they have for core-related updates on things that more people can use (my hopes still lie with ATC). Modelling nuke blasts is very far down my list of priorities, but since is a wish list forum, sure, you be you.
  2. I doubt it, and should it be released anytime soon, it is likely to break compatibility with most (if not all) existing missions and campaigns: ED have insufficient control of the Lua interpreter which runs the myriads of scripts inside the missions, and therefore they have no way to stop, persist, and later continue those scripts. So in order to bring mid-game saves, they will have to get their own (or different) Lua interpreter that supports save-states, or ED simply define "mission save" in their own way -- which is likely to be very different from what you or I would call a "mid-mission save". Due to the way that DCS/ED are currently set up (they make money exclusively through new module sales and have no other fixed DCS income stream), there are none, or very little, funds available for core game development. A "real" save-game feature IMHO is simply too big, too costly and therefore out of reach for present-day ED. I'd love to be proven wrong, though, so here's to hoping that the kind people at ED surprise me.
  3. Although a really nice idea, we know that the student pilot/trainer aircraft concept does not translate well to games. In a game you don't risk your life, so you don't need trainer aircraft to learn the basics. Plus, as I have learned, most students -- even in a student/trainer setup with paid modules -- have no interest in doing the boring: 2 minute turns or shooting approach isn't exciting. They want to blow stuff up, and the trainer aircraft don't deliver that as well as the real McCoys can. So good-bye straight&level training, hello fuzed ardnance, skills be damned. So, IMHO adding such a feature, although probably well received by enthusiasts, will not translate into a significant uptick in sales. The two weeks trials will probably suffice in this regard. What color has the sky in your universe? Nothing gaming-related convinces wives in mine.
  4. That is strange indeed. Can you please check if the DML demo mission for that feature works for you? Maybe we can go from there and see what is different in your mission.
  5. Currently, DCS does not fully support spawned FARPs nor Airbases, and carriers are regarded as airbases.
  6. When the sun rises in the West and sets in the East. When the seas go dry and mountains blow in the wind like leaves.
  7. Boy, did I not expect that much feedback -- thank you all. I burned the midnight oil, and "Snows" has radically been enhanced: Feature-wise it now sports convoys that constantly strive to resupply their forward bases, marked yellow in the map as "Convoy Alley". You can hunt for ground targets there. Once a convoy reaches the forward base, it is repaired and reinforced. And yeah, convoys are defended, and can even be accompanied by helicopter escorts! And otherwise, a lot of fine-tuning and polishing has gone into Snows. Eye-candy , audio, and more. Here's the entire list of enhancements: activated persistence 1/min removed some typos heavily dramatized (visually) the forward base areas Beslan base eye candy Added Convoys blue Added Convoys red Convoy Alley Red and Blue complete, auto-spawn new "usher" service created, greets all players corrected some flight names Mineralnye Vody eye candy added Reworked RED paint schemes Added missing Mig-15 (FC and FF) Updated Spawnables (dynamic) Reworked Blue paint schemes Added more audio Enjoy, -ch
  8. Currently, no. I'm thinking about adding troops by loading more, and they all disembark at the same time, it's still a big change, though.
  9. There is something strange indeed going on. This is the second instance where I cannot reproduce an issue that you have. Please remove all mods from your mission, if possible PM it to me or post it here, with (very) exact (I'm a ham-fisted fool, so the more exact the better) instructions as to how I can reproduce the issue. If you are using any of the new DCS abilities (e.g. dynamic spawn from an airfield) please be sure to mention it.
  10. I did. The ASW modules are old, and very likely require an update -- meaning nothing that I can do between two coffees...
  11. check spelling in the config zone, if all fails, pm the miz to me
  12. ED (and @BIGNEWY in particular) do read these comments. We can even see that, occasionally, there is a tangible result. After a couple of years with DCS, reading the (too few) missives that do arrive from the Mothership, I tend to agree with Sidekick's assessment that ED attempts "Community Management", vis-à-vis "Community Engagement" [see the 09:30 mark in the linked video]: ED is intent to convince their community that what they do is right, rather than listening to them to hear what they have to say about DCS. In other words: I feel that most of our comments are tolerated, but not really welcome - unless they align with ED's own goals. For a simple, revealing example look no further that this page's welcome message: Note that the red coloration is ED's own. Ask anyone with experience in communications, and they agree what above statement screams: "stop bothering me, be brief, don't socialize". It's hardly surprising to me that we get the results that we do, and it's the main reason that I feel that ED can dramatically improve their engagement with the community. As long as ED seemingly regard most of us as a necessary evil rather than a resource for inspiration, the likelihood of our engagement with ED to be successful and/or rewarding stays miniscule. For reference, please find Sidekick's thoughts below, which to me (being a management type myself) ring true, and are an outsider's assessment (like mine). So, like mine, they may all be bull. I'm still hopeful that ED have mapped out their long-term strategy to better engage with us, their community, and are busy guarding against the obvious challenges that DCS is facing mid-term: a hollowed-out core, and accelerating slide in delivered quality. After so many years, DCS is approaching an inflection point, and I'd love to see 10 more years of DCS,
  13. Version 2.0.0 -- 20241127 - "Convoy Hunters" FEATURE UPDATE Download (please click here) Winter has come to Caucasus; unease lingers in the air. At Beslan, the cold warriors of the West have assembled, while Mineralnye Vody now hosts Eastern’s winged fury. On this January morning, frost mingles with snow from the ground as Wind Walkers, heads filled with fire, don wings of iron and rise to meet their challenge between the clouds. Are you ready to rise with them? Are you ready to fly? * "The Snows of Sorrow" is a cold war era sandbox, designed to help you and your friends get comfortable with the great machines of that time: this mission is cold war planes only, armed to their teeth, relying on your sheer skills to drive them. Things to do: Fixed wings: Air to Ground There is an enemy forward base to attack (see your map). The base will defend itself. And then there's "Convoy Alley": lots of trucks that re-supply the enemy forward base. Hunt along the alley and look for prey on the ground, and the occasional rotorwing escort. Both may be armed... Air-to-Air There is a 'CAP' area marked out for your faction. Inside this area, pilots can choose to call up and engage enemy fighters and heavies. Unlike enemy fighters. the heavies are undefended. Formation and Intercept/escort Note that these flights are entirely non-confrontational exercises. Call up a similar (i.e. same type as yours) or dissimilar plane to join their wing and fly in formation. Or call up a heavy to intercept and escort (but do not attack!). Helicopters Troop Insertion Load up your troops. There's a building (marked on the map) where you are tasked to deliver them to the roof. For the Huey, it's not that difficult, the RED version requires you to land on a high rise, requiring substantially more skill Air to Ground Just like fixed wings, you can harass the enemy forward base (marked "FWD" on your map), or hunt convoys that resupply the base. Be advised that convoys may be defended by helicopters. Sling Load Sling loads are ready for helicopters to pick up at the green smoke. You are tasked to transport these loads to the area marked "SLING" and also marked with green smoke Formation and Intercept/escort Call up a similar or dissimilar helicopter and join their wing to fly in formation. Or call up a heavy friendly helicopter to intercept and escort. PVP When you fly your plane outside your faction's zone, players from the other faction may (are allowed to) attack you. Of course, the rules of engagement may vary between servers, and requires that players are around. Outside the CAP lanes, no AI pilot will attack a player NEVER, EVER try to engage the other faction's airfield. That's the way to a quick, dusty death. Note to server owners: "Snows" uses stopGap for much better scenery. When run in multiplayer, you should install the tiny "stopGap GUI" script on your server for better protection against some nasty DCS synchronization bugs (player planes or helicopters 'fall to the ground' on slotting in) Note: "Snows" is my first attempt at cold war scenarios. I welcome all feedback - and hope to have that help me craft some more action-oriented cold war missions in the vein of "Expansion".
  14. Perhaps it could be interesting to learn how ED's own @Wags has overcome these challenges.
  15. For the life of me I can't reproduce the issue. I've now added bearing and range (ground track range) to the SALT report from the pilot. Below please find the updated script, and the miz I'm using to track down the issue (uses a Hornet) null reconMode.lua now you sea me, now you dont.miz Oh, and please remember that these reports are only visible if you are a member of the reporting pilot's faction
  16. It's not a module, it's one of DML's core capabilities that it provides to all units. DCS now also supports this through the 'link unit' checkbox (which DML transparently supports), so any time that you click into 'LINKUNIT' and choose the unit in ME, you are golden. DML's link unit attribute merely goes a step further by allowing to link by name to units that have not yet spawned (and thus aren't accessible with ME) [(blush) so, yeah, basically what @Gunslinger52 said ] Hmmm. That's probably it, lets me see if DCS forgets to propagate the 'drivable' attribute when DML queries the API. If so, the work-around would indeed be to spawn the unit with a spawner (or probably cloner)
  17. Thank you so much for your detective work on this. I'm being ordered away by better people than I, so I'll call it a day, and will look into this tomorrow.
  18. Here's an updated version that does not short-circuit detection calculation of naval groups. Can you see any improvement? reconMode.lua
  19. That's entirely possible, let me check the math... no, math checks out. Not exactly - at or above maxAlt, you have maxrange for GROUPS to be considered being spotted. And here may be the rub: Recon assumes that groups are bunched up close together (remember, recon mode did not cover naval units before). To check if a group is being spotted, the first unit of a group is picked, the distance measured, and if that unit's distance is greater than your current maxView, THE ENTIRE GROUP is discarded. So if your naval units are far apart in that group, it's very likely that recon won't spot a far-away unit yet you are close to one. Makes sense since a widely dispersed naval fleet still only gets one circle on the map. Lets say you are close enough to the first unit. Then, recon mode performs an LOS check if you can see the unit. I have no idea if DCS performs a curved earth LOS or flat earth LOS over water. If you arrange single-unit naval groups (just for testing), does it work? I'll see if I can change the code to iterate all units in a naval group. Will still only plot the first naval unit it sees, but maybe that's better?
  20. Um, up detectionMinRange? The actual is calculated as a value between the two, depending on height, limited by maxAlt (where planes achieve detectionMaxRange). detectionMinRange The detection range of a recon plane under worst conditions (low-level flying). Default is 3000 (3 km) detectionMaxRange The detection range of a recon plane under best conditions (high-altitude). Default is 12000 (12 km) maxAlt The altitude at which a plane achieves maxDetectionRange. Default is 9000 (9 km, 27’000 ft) And remember: meters, not feet
  21. So some progress - please try without the entire recon zone (no cloner, no recon). Then let's see if it's player-related (i.e. AI flights do detect the plane), Faction-related (only works for the wrong faction) or some other reason. If the miz remains stubborn, please remove all mods and PM it to me so I can beat recon into submission
  22. Hmmm. That looks very close to some of changer's functionality, except that for your proposed module you have not yet described how to close it, and what that means. Also, it's unclear what the output passThrough! should pass through. I suspect that once we define all that we will re-invent changer
  23. Let's try this step by step: - make sure that the units to spot are from the other faction (silly, I know. Gets me every time, though) - place ground units and ensure that the module's base functions work - Add the naval group and 'naval = yes" config. See if it still works - now place the cloner, and see if recon still works after cloning. The step that fails is the one we'll focus on. A GUI (well, in DCS terms. It's a comms->Other... menu for recon planes controlled by players No
  24. As promised, it now does. You need to enable it via the config zone: ground If set to true, scouts detect ground units Defaults to true (ground units are detected) naval If set to true scounts detect naval units Defaults to false (naval units are ignored) No detection of weapons (missiles etc.) at this point as that would completely blow the scope of the module. Here's the new module, and demo miz. Please test and provide feedback so I can be lazy demo - recon mode - reloaded.miz reconMode.lua
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