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Everything posted by Draken35
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My flying skills with the Mosquito are lacking so I was using my beloved Harrier to the test my OBOE script... And couldn't figure out the issue with the script, since there was none... Turned out that the Harrier is by default or error display TRUE heading in The Channel Map. Very easy to reproduce: 1) Place Harrier, hot start from the ground facing 0° in the ME 2) Jump into it and see for yourself... Screenshots attached Am I missing something (always a strong possibility!) or is this a bug? Couldn't find any reports ... Granted, perhaps not to many people fly the Harrier in The Channel....
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@Retnek Thanks for that!!! The 5T (release signal) is only 3 seconds long currently)... I'll adjust it when I have a chance (have to change the sound and the duration in the script, since it is taken into account in the calculations) and will release v1.05 with that change. They really where extraordinaire! The closest I've gotten in the demo mission is about 800 feet from the target... bouncing from long to short of track all the way since the intercept point. This is gold: "five dots and a two-and-a-half-second-dash " !
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That would be cool... I've been thinking on how to make the AI (I'm a SP type of guy) target the place where I put the bombs...
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Thanks! I have this one in my reading queue: https://www.amazon.com/Night-Flyer-Mosquito-Pathfinder-Operations-ebook/dp/B01H7UJ5TM/ref=sr_1_1?dchild=1&keywords=Mosquito+Pathfinder&qid=1633222632&s=books&sr=1-1
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1.04 posted... Bug fixing, no new features (For some positions of Mouse, it was giving bomb release signals well outside the track)
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Updated to version 1.03. Details at the first post.
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Well... it seems to me that BIGNEWY (or somebody from the team) read the book and created a mission/teaser/article/whatever from it... I'm sure the ability to launch for ships is in their radar...
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@phillik747 from Chuck's guide: (which is what IIIcky posted) The way that the Marines use side numbers depends on the type of ship they are embarked. For aircraft carriers (CV's) they use 3 digits like you see in the Hornet... On LHA's, like the Tarawa, they use 2 digits. Why? I have no clue but in DCS, this is handled by module/aircraft and not based on the ship your are flying from... So the AV8B got the Marine/LHA method.
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AI Crew voice and text alerts about enemy fire script
Draken35 replied to Draken35's topic in Mission Editor
@NatoAviator The script was designed for multicrew aircraft but there are no coded restrictions. To add the Hornet to your mission, you need to either 1) add a ValidUnitType (The Hornet is 'FA-18C_hornet' I think. Capitalization is important) 2) add the unit name to the white list either way you choose, it will need a detection parameters profile. So you will either modify the "default" one (which is set to not detect anything by default) or add one for the Hornet type This is an example I use for a real two seater. It was "calculated" by seating in VR in both seats and looking around. The folders are not really important, since the ME will load the sound and script files into the mission file (which is a zip file with a different extension) every time the "open" button of the "do script file" and play sounds trigger is clicked. I use: <drive>:\Users\<user>\Saved Games\DCS.openbeta\Scripts <drive>:\Users\<user>\Saved Games\DCS.openbeta\Sounds -
@Yank, put the scripts and sounds in the folders that you normally do and "touch" then in the triggers that @ataribaby showed . I have my Scripts and Sounds in folders under <DRIVE>:\Users\<USER>\Saved Games\DCS.openbeta... Flying the Cat track is a lot harder that it seems... I bounce from short to long and back all the way to the target... I had to test the scrip with the Harrier (hey!, It was wearing RAF colours! And it kinda looks like a mosquito too ) since my flying skills with the Mosquito are lacking... The closest bomb drop,while testing, that I've got is a spread from 187ft to 354ft For your own mission, you need to add your targets in the configuration section of the script: If you add more than one target, the script will pick one during the trigger call to "Select Target" (which needs to be called, even if there is only one target)
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OBOE Blind Bombing System Script for DCS 2.7 by Draken35 Recommended reading and watching https://www.youtube.com/watch?v=hURdl91MCNQ http://www.rquirk.com/cdnradar/cor/chapter13.pdf Principles of operations & script usage The above links describe very well the principles of operation of OBOE, but in short, OBOE is a radar transponder based system used to measure distances from the plane to two ground stations: CAT and MOUSE. Cat station is use to project a bean that pass over the target that the pilot must follow. Signaling is done with different sounds for when the plane is on track and short or long of it. Mouse station is used to control bomb release and signaling is Morse code. All the distances and important points are calculated in the ground prior to mission start and assuming the planes will fly in at a specific altitude and speed. These calculations will not be adjusted or corrected while in-flight, so it is very important to follow the flight profile. In order to receive signals from the stations, the plane has to have line of sight with the stations. The altitude to maintain LOS is considered in the flight profile and LOS is modeled in this script. So, if you don’t hear anything from Cat or Mouse, flight higher! The script will pick a target (from an available list) and provide a briefing for the mission. The briefing consist of the target location and the flight profile used for the OBOE calculations and bomb release. The briefing also provides an attack direction (North -clockwise or South-counter clockwise in The Channel Map). In order to strike the target accurately, this flight profile and attack direction must be followed. The first task is to intercept the track provided by the Cat station (steady tone on track, short pulses while short of track and long pulses for long of track) and turn into it from the attack direction provided in the briefing. You will heard a Morse X at 20 miles from the track, then a Morse Y at 10 miles and a Z at 5 miles from the track. Follow the track and, at 10 minutes from the target, a Morse code warning will be heard: AAAA. At 8 minutes it will be BBBB. At 6 minutes, CCCC. Then, at 3 minutes away another signal will be give: DDDD. The signal for bomb release point is 5T, which is 5 dots followed by a dash. Bombs shroud be release at the end of the dash. The "OBOE: Sound 'tutorial'" in COMMS menu will provide examples of these signals. Release heading. At the time of this writing, it is not clear to the author when the pilot should turn into the release heading but as a best guess, since it is calculated from the release point to the target, is that the pilot should start turning into the release heading when the release signal starts. Morse Signals A = .- B = -... C = -.-. D = -.. 5T = …..- X = -..- Y = -.-- Z = –.. Use COMMS Menu (other) to access the OBOE Functions: “OBOE: Mission Briefing”: Shows target and flight profile information "OBOE: toggle on/off": Toggles the OBOE equipment On and Off. "OBOE: reset approach" : The script keeps track of the 10min, 3 min and release signals and they are give only once This option allows for them to be reseted and the track flown again. "OBOE: Report results" Reports distance and position, using a clock face of the bombs impact in relation to the target. 6 o’clock is short, 12 is long, 3 is right and 9 is left. "OBOE: Settings" Allows to change the units in which the briefing and results are given and the accuracy of the system. The more accurate, the narrower the Cat beam is and the closer you need to get to the warning points in order to receive the corresponding signals. "OBOE: Sound 'tutorial'" (Cat & Mouse) Gives you the option to listen to all the sounds used by the script. Mission editor: In case you want to open the missions in the ME, the scripts and sounds are included in the respective folders. Just make sure to copy them to the places you normally use for those types of files. Please use this thread for feedback and comments about this script. Version history 1.00 09/22/2021 Initial release. 1.01 09/26/2021 - Fixed 10 mins warning. - changed warnings to target instead of release. - oboe.SelectTarget() returns number of selected target - added bomb impact tracking 1.02 09/28/2021 - added new sounds - Modified distance to target signals - 4xA = 10 minutes - 4xB = 8 minutes - 4xC = 6 minutes - 4xD = 3 Minutes - Added distance to Cat track - X = 20 miles - Y = 10 Miles - Z = 5 miles - changed default accuracy to 8 meters (~ times 2 = wingspan of the Mosquito) - improved sound tutorial - improved accuracy and reliability of the signals - added optional parameter to SelectTarget to select specific target (if nill or greater than the number of targets in the list, then the target will be randomly selected) - added subtitles to the Morse sounds. Default is off 1.03 09/30/301 - replaced variable position polling frequency by a fixed one - reworked sound system - added default values for release altitude, ground speed and briefing in the target list. This means, that you only need to supply that target zone name. The script will generate the rest - Added track intercept mark 1.04 10/01/2021 - Restricted Mouse signals to the vicinity of the Cat track 1.05 10/05/2021 - Requires d35lib v1.01 - Added historically accurate 7.5 seconds release signal (new sound, file name 5t7.wav - triggers need to be updated) Thanks Retnek!!! - Added headings to the interception and warning points (perpendicular to CAT track) as reference to the briefing 1.06 10/08/2021 - Changed calculation of Cat track to make the release vector tangential to the track - Improve horizon LOS calculations - Added path guidance information for training (overrides sub titles). Can be disabled in the script XXX < YYYYm> ZZZ SIGNAL where XXX is the tangential heading to the path at current position YYYY is the distance in meters to the center of the path, max display is +/-999m ZZZ delta between current heading and tangential . 0 = on path SIGNAL = mouse or cat signal: miles 20 | 10 | 5 : Signal from CAT distance to path 10|8|6|3 mins : Signal from MOUSE, minutes to target Release : well...Guess...(remember, pickle at the end of the SOUND signal) Download here: https://www.digitalcombatsimulator.com/en/files/3318555/
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Can we please allow chocks to be removed with running engine?
Draken35 replied to iLOVEwindmills's topic in AV-8B N/A
It was fixed last May and there is video evidence (posted here, somewhere) that of marines removing the chokes of Harriers with the Pegasus running, during, what appears to be, normal operations... But, iirc, it was not posted in the change log back then, and yes, it was like that for several months (since January, I think) -
AI Crew voice and text alerts about enemy fire script
Draken35 replied to Draken35's topic in Mission Editor
You are very welcome! I'm also holding out for the Mosquito.... And by that time, I should have another version of the script out, under a different name since the scope changed quite a bit -
AI Crew voice and text alerts about enemy fire script
Draken35 replied to Draken35's topic in Mission Editor
V1.04 is uploaded. Perhaps the last version except for bug fixing. It has new sound files. -
AI Crew voice and text alerts about enemy fire script
Draken35 replied to Draken35's topic in Mission Editor
Version 1.03 is live. Details in the OP Special thanks for @cfrag for the mentoring, code and ideas! Next releases will include a customizable missile probabilities model per aircraft type and the ability to detect missiles in fly (currently the script only detects the launches). Please, let me know if you find any bug and if somebody test v1.03 in multiplayer and let me know of the results, I would appreciate it. -
After reading a couple of books about the Huey in Vietnam and gaining (finally!) some proficiency in flying it, I started enjoying the Huey and flying some combat mission... In one of them, I had a couple of close calls with SA-18 coming from my 9 o'clock and I thought that it would be nice if the copilot or gunners gave the pilot a heads up about incoming.... Well, this morning, I decided to make it happen and coded a script to do it. Also, I realized that it might be useful for other multicrew aircraft in Single Player, so I release it into the ME forum but thought about giving the Huey pilots a heads up. Be aware that it is fresh out of the oven and I already have ideas to improve it. Feedback is appreciated. Here is the thread for discussion:
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This script was developed to provide the capability to the AI crew in single player to alert about missile launches and the aircraft being shot at. It was originally developed for the UH-1H Huey, to make the AI gunners announce enemy fire, but it can be used in any other aircraft. Voice and text alert are enable by default but can be disabled. A rear blind spot angle and probabilities of detecting missiles and/or AAA can be configured to adapt the script to different aircrafts. Scripts and Sounds provided in separated folders. Move them were appropriate in your setup Requires MIST 4.4.90 <https://github.com/mrSkortch/MissionScriptingTools/tree/master> Download link is live: https://www.digitalcombatsimulator.com/en/files/3318314/ EDIT: Last update 9/11/21 v1.03 The demo mission is merger with the test mission to simplify my life ... But feel free to jump in the test slots if you want Version history 1.0 09/08/2021 Initial release. 1.01 09/08/2021 Added unit type, white list and blacklist filters 1.02 09/10/2021 - cws.getClockDirection rewriten by cfrag and some code reorg in prep for better things - fixed bug in blindspot detection - Max spotting distance for missile launch 6000m (configurable) - general code optimization/simplification 1.03 09/11/2021 >>> 20 years, Lest we forget <<< - allow to switch slots - default probabilities of detection change to 100% (to facilitate testing) - default read blind spot change to 0 degrees (to facilitate testing) 1.04 09/12/2011 - Added missile tracking - detection profiles - Taking Fire alert per shooter suppression timer - use mist.message.add for alerts ---- New sound files.
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Well... I don't deal with the matter and I won't since I have zero interest in non functional eye candy ...
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Probably a different mod or something done at the skin level (not sure if possible)... Perhaps even Razbam screenshoots????
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Suggestion: Add ATGM Infantry / TOW Systems
Draken35 replied to Sapper31's topic in DCS: Combined Arms
Well... Well... Well... Open Beta 2.7.5, not sure if its a bug or it is an intended feature but the M4 Soldier is capable of lasing targets!!! I set up a mission with an M4 Soldier and a target at 3000 feet, to test the range of WP and decided to try laser designation (since it was not greyed out in the menu) and it did work!!! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Draken35 replied to Admiral189's topic in Static/AI Mods for DCS World
I'm gonna have to read it again... Last time was like 30 years ago -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Draken35 replied to Admiral189's topic in Static/AI Mods for DCS World
Found this.... -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Draken35 replied to Admiral189's topic in Static/AI Mods for DCS World
ARG (Amphibious Ready Group): LHA + LPD + LSD plus escorts https://en.wikipedia.org/wiki/Amphibious_ready_group