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Geskes

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Everything posted by Geskes

  1. Yes works in MP, you can add positions for JTACs in a mission. I just had a hell of an experience with JTAC again! I set a Kiowa as AFAC at night on a column of tanks while loaded with LGB's. It was totally amazing. After I was cleared hot I told him Laser On, He lased the targets and I only had to press the LSS button on the TGP to track it. When the first target was hit, he would say "SHIFT" and he would lase the next one, I'd press LSS again and kaboom! "SHIFT" KABOOM "SHIFT" KABOOM. Target destroyed! No further tasking, you may depart. Totally epic.
  2. Pretty easy, just set a trigger which activates a flag if the drone is killed. Then on the trigger which spawns the havoks you add the rule "flag is false" and set the same flag ID as you set at the drone kill trigger. Now the havoks should only spawn if the drone is still alive. You could even add to that by having a switch waypoint command with a condition. Set condition also at the same flag ID and set the waypoint it will switch to, to the land waypoint. Now they will RTB if the drone gets destroyed while they are enroute. You can set victory conditions in the menu below the trigger menu in the left side bar of the editor.
  3. If there is ever any hint of a I would go into cryostasis untill it releases. My vote goes to F/A-18! Multirole, carrierops and the only viable option in the poll.
  4. I dont think that is a good idea considering the engagement range of the battleships vs. mavericks. You need a dedicated anti-ship strike with long-range antiship missiles to do that. Last time i watched it the tomcat took out all the hinds and survived. But your choppers are all going suicide on the area where the battleship is and where the su-25's take off. You can't have them close like that on an area crawling with air defences especially since its only an apache, a cobra and a kiowa. You need way more assets to take down the battleship and the defences on that airfield. Dedicated SEAD strike is needed, maybe some F-18's from carrier :) would be nice in the total picture. The predator doesnt attack because it is set to attack map object, which is meant for attacking scenery objects on the map like buildings and bridges. Storyline is good idea I think and the setting with the bays is a good area, it looks really nice with water on high.
  5. This one works! Those hinds sure were kicking some ***! Tomcat altitude seems to be to low to effectively shoot missiles, he shoots them in the ground. Going to watch rest of your scenario now :P Nice action!
  6. I tried it three times and all times the mission crashed about 6 minutes in. Tried to delete the blacksharks spawning at 6:05h because I thought maybe they are the culprit but still crash at around 6 minutes into mission. I had something like this in a mission I made as well and in my case there was a predator taxying to take-off :huh: that made the mission crash when it reached the runway for some reason. Honestly wouldn't know what is causing the crash in your mission.
  7. I have downloaded it and will check. I can tell from experience that if you set a command or task in the advanced tab but forgot to finish the statement (it will read e.g. Engage group - (nil)) then the program will crash when the AI object tries to execute the incorrect command.
  8. I tried the record avi feature but it is sooooo slow on my system. I tried to record an AI take-off and I had it running for half an hour, at that point it was only that far into the AI take-off sequence that the heat blur at the exhausts just began appearing. I must be doing something wrong but couldn't get different results with different codec, resolution or fps settings. Would someone be able to shed some light on this? Many thanks in advance. Specs: i7 920 Asus P6T Deluxe V2 GTX 260 Win XP 32 bit 4 GB DDR3
  9. You can also control unit formation. It doesnt appear as a clickable button, but if you click the formation of the unit in the theater view, it will give a list of possible formations which you can select.
  10. Thats good stuff you found! Maybe we can get type 1 if we put friendlies really close. A line of sight tool could be interesting. You can turn on detection ranges once in the mission by going to theater view and then hit the button at the top with a radar symbol emitting yellow waves. Its not equal to line of sight especially not for ground forces but at least it shows the max range at which units can detect enemies.
  11. Tom, I put Predator in orbit mode just on a single waypoint. Didn't put it invincible because there weren't any threats for him and you don't need the predator GCS or Trojan spirit for the predator to spot targets. I haven't really experimented with it alot but I can give you the scenario I tried it in. In this scenario I have artillery spawning when player gets near a friendly position (WP 3). After spawning the artillery opens up on friendly position. If you contact JTAC once at waypoint he will give you the 9-line to arty position. When artillery is destroyed, next group spawns and the predator will spot it sending a tally message over the radio. You do have to check in with FAC again as he dismisses you after destruction of the first group. Also really cool, since there is a ZSU at the second position, the FAC will tell you it is there and at what range and direction from the target. EPIC. A third group spawns after that but it is out of spotting range of the predator so you will not get 9-line for the last group. Still have to improve that, there is a OH-58 that was supposed to spot that group but he is also out of range. (no tally message on radio) So given it works in this mission for 2 groups it should work for as many groups as you want. Just make sure they are spotted. Please post when you find out more :) As for the NVG's you cannot control gain or brightness. In real life they also have only one setting. And how cool what AvroLanc tried! JTACpredator.miz
  12. Many thanks for this great link. You truly are the master of manuals :) Grimes, interesting menu you made. So everyone in multiplayer could access it? Would be bad in public servers I guess yes. And indeed, player is not center of the universe, pilots aren't god, but when A-10 is in AFAC role it is bound to have control over some flights.
  13. I think OP saw this:
  14. In type 3's, they seem to skip some parts and usually you are cleared hot right after you read back the 9-line. I've also figured out, if you put the unit to just FAC and not FAC - engage group, the unit will lead you to any enemy unit the friendly AI is aware of. I tried with a Predator drone, had him circle the battlefield. As soon as he spotted something, I got a 9-line from the JTAC which was on the ground at friendly FARP. That way you can have the JTAC function as some kind of a theater air attack controller (or whatever fancy term you'd like to give it) It seems if they are far of the target they don't drop smoke markers which is pretty cool. All in all JTAC is really cool feature.
  15. Downloading your vid now :) Music can be nice, if it has a purpose. I got it all working with sound and in HD. So going to try and compile and upload a video where you can actually see something. I was playing sound trough a crappy USB sound adapter and thats why fraps didnt capture it. EDIT: Watched your video, EPIC landing!!
  16. Point taken, I am a complete noob with the capturing stuff and I just don't get fraps to record sound. But I got some tips and will try it out today to make a decent video.
  17. The current commands like attack units in zone are accurate indeed, but it misses the dynamics of the player deciding where and what plane will attack. You'd always have to design every zone up front. I did a solution with 4 zones north east south and west and then have them skip to corresponding waypoint and "engage targets in zone" settings. Then give player the four zones as choice for each aircraft with different user flags. But I was just now thinking that maybe you can set as many engage target zones on one waypoint with different user flag conditions. Might be interesting. Then once they have cleared the zone, switch waypoint back to orbit waypoint and have a continuous radio trigger so you can keep control. I am going to see if that works :) So you are into submenus already, wow, I wasnt that far into radio triggers yet. What do you mean by "quick switching between related fields?". Fully with you regarding not building complicated stuff. It might never work again the day after you made it.. Insight in script yes, the manual says with the script command you can make as complex a command as you wish haha. So lets wait and see.
  18. And as such.... The quality is very bad. Made a video because my adrenaline levels went trough the roof while flying. EDIT: Updated video to HD and including in-game sound.
  19. It seems that some units hit fps more then others. I have had missions where I could just keep stuffing more and more AI but sometimes it will slow a lot by even looking in the direction of the units. Other downside of lots of units is lots of smokes and smokes are also bad for fps. My mission doesnt have much detail just lots of stuff shooting at you :). its not really a serious attempt since I am kind of affraid they will stop working somewhere down the line and you have to start over again anyway. EDIT: Suggesting everyone just post his missions, crappy or not, in this thread. Might be interesting stuff. Whatever you have concocted just put it up for grabs I'd say :)
  20. If you hover over the sadl button it says SADL (Future growth) so my guess is they might expand it later on. You do see AI SPI's though on the TADS though with a purple line extending from them. That is the point where the friendlies are attacking. Also friendlies you can see.
  21. I was checking out this awesome awesome video: Time and time again.... And I thought wow that 9-line stuff is all in the game, having played the game you can understand the communication of the pilots really well. So then I figured well lets make a scenario in DCS A10 where you are the AFAC and control wingman and AI flights like in that video. For wingman and second flight element you can do it. But not for AI flights as far as I can figure out. You can set radio triggers so player has some control but you can only have them attack on radio trigger activation at a predetermined point or area, predetermined group or engage at will. How nice would it be if there was a trigger option in the mission editor to have them engage targets at player SPI. This would make it possible to put the player in a scenario where he has multiple assets, like flight of apaches, flight of f16 and a B1 and the player must decide based on what he sees happening on the ground which assets he wants to spend where exactly as in video. Also you could anchor them somewhere and with continuous triggers you could keep controlling them. So does anyone think this should be possible with the Do Command > script option for lua script in the editor? Because I reason, if wingmen can receive your SPI it must be out there somewhere in the lua magic :) and then maybe the flightpath of the AI is not written in stone but can be altered by a Do Command. I for one, don't have a clue :joystick: Maybe someday we can do it with the SADL :) Sorry for taking your time, was just drooling about some of the possibilities we might see someday :music_whistling:
  22. Oh lol, saw A-10, figured A10C. Nevermind...:music_whistling:
  23. Your voice is really clear and pleasant to listen to. Really clear language too. These vids could easily be official training vids. Excellent!
  24. Personally I didnt change anything to default profile settings, except for increasing the yaw axis a bit so looking around takes less head motion. I wouldn't set deadzones as it means you need to move more and keep your eyes at awkward angles to look 180 degrees behind you for example. It think it is normal it takes some time to get used to TIR and then you will not have problems anymore with closing up on certain parts of the cockpit. I also like to switch off tracking while i am in such a close up so I don't have to frantically keep my head still. (F9) As for the buttons I have them mapped on Ctrl + F7,F9,F12. Only CTRL + F12 is mapped in game for civil traffic view but who needs civil traffic view :) For the A10 profile I think you need to update compatible games, go to TRACKIR software and top right you will see an exclamation mark, click it and it will update. Once you get used to it I swear you'll never fly without it again.
  25. Yes you can specify parking spots. Select takeoff from ramp option and then under Parking, you can select a number which defines which parking slot the plane will be in at startup. It might take some fiddling to get the right numbers for 8 airplanes but it will work.
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