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Everything posted by Grimm
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It inflicts damage at the intersection of the weapon trajectory and the ground, so yes some damage should pass through the trees. Though I haven't tested this specifically. I doubt it would be enough to kill a tank.
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A better way might be to use the import feature for larger FARPs. For example you can copy any of the import template FARPs or FOBs and then add or change the helicopters there. You can use them both together too. I'm working on mission right now where I'm using the 16 slot FOB, with a helo_farp in the middle. So there's 16 'stock' helicopter slots, and 4 that can be changed at mission generation time. Hot start will be better supported in the next release. http://dcs-helicopters.com/wp-content/uploads/2022/03/RotorOps_IMPORT_TEMPLATES-1.pdf
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Either a more difficult enemy forces template (ie including armor and anti air) or bumping up the 'groups per zone' for red should help increase the difficulty.
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The default generator settings put friendly forces in an offensive position. You are to support the BLUE convoy leaving the staging zone. If you wipe out the RED forces in the active conflict zone, it is captured. If your other settings allow for it, a captured conflict zone will establish a FARP near the center for refueling/rearming/spawning. If 'Blue on Defense' is checked, you start in the last conflict zone, and you have to try to defend against the RED convoy. If you wipe out the convoy, you win. If they destroy all BLUE ground forces in the conflict zones, you lose. If your settings allow for it, you will start with FARPs near the center of the BLUE conflict zones for refueling/rearming/spawning.
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- We don't have any reasonable way to determine unit placement at the moment. I highly recommend that you open the mission in the Mission Editor and tweak any unit placements...fully possible that something ended up on top of a building. -Infantry spawns are typically in trees, on or around buildings, by design in the mission template. This is to simulate troops appearing from cover. You can turn the infantry spawns to zero if you don't want this. -Troops in cover may be best dealt with by friendly troop transport and door gunners. If you don't have anyone in this role, consider turning Infantry Spawns to zero. Finding and killing them in an attack helicopter will be challenging. -Trees interfering with good hits with rockets or hellfire I don't think is unrealistic. The splash damage script helps a great deal with this... but in the Apache as pilot, the gun in combo with PNVS, properly adjusted FLIR, proper range settings, and a bit of practice will make you a god.
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RotorOps User guide: https://github.com/spencershepard/RotorOps/wiki/User-Guide RotorOps Mission/Scenario/Template Creator Guide: https://github.com/spencershepard/RotorOps/wiki/RotorOps:-Mission-Creator-Guide RotorOps Discord (fastest answers to any questions): https://discord.gg/axV72dZrvY
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No mods there. I find it important to adjust the gains for NVGs and the PNVS in the Apache.
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Thanks for the feedback guys! I'll be making some adjustments to address all of these points.: In the meantime, a few tips: Try to pay attention to the voiceovers for tracking the VBIED and insurgent camp VBIED: look for explosions (missed missile impacts from the drone) Insurgent camp: look for the drone laser in NVGs after Blackkite says sparkle on target Raven and Gunslinger should stick together until waypoint 3, then they can focus on their own tasks. Basically stick together until Dingo says he's popping smoke. The target/threat area is centered around waypoint 4
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If you give this a try, please let me know your feedback. If there are any issues or things that can be improved I'd like to do that right away. Thanks!
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I made a pretty unique Apache mission (I think). It PG at night, attacking an insurgent camp, trying to stop a VBIED from blowing up your buddies, and taking out an armor convoy. With voiceovers and music and atmosphere...I burnt myself out working on this one lol. It's single-player or coop with one Apache and one Blackhawk. Be warned this is not for the milsim crowd. It is just pure fun and does not take itself too seriously. I wanted to make a mission that could be good casual fun and highly replayable. What makes this unique is a radio menu choice near the beginning of the mission that decides a separate path for the Apache. It is also playable as the Blackhawk (UH-60L mod required) as a troop transport mission. And then, to top it off, this will be a template in RotorOps mission generator so that it can be generated with other parameters like enemy aircraft and ground forces options. Hope you enjoy! https://www.digitalcombatsimulator.com/en/files/3322036/ Edit: This has now been added to RotorOps as a template mission, so that you can change options as you like! https://dcs-helicopters.com/download/
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Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Anyone tested rockets with the new script above? Trying to make sure they're not too overpowered. Please let me know. -
Lots more info on the this in the Splash Damage 2 thread in my signature. My latest post there includes a helicopter mission where you can try it.
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Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Here's a helicopter mission with this updated script. Slots for most helos. Let me know what you think of the rockets. https://dcs-helicopters.com/downloads/Caucasus Conflict - Batumi to Kobuleti Sat101953.miz -
Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Updated with new weapons: ["AGM_114K"] = 10, ["HYDRA_70_M229"] = 8, ["AGM_65D"] = 130, ["AGM_65E"] = 300, ["AGM_65F"] = 300, ["HOT3"] = 15, ["AGR_20A"] = 8, ["GBU_54_V_1B"] = 118, Also added a new rocket_multiplier option for boosting effectiveness of all rockets. I tried with this value set at 5 and didn't think it was too 'arcade', but set the default to 3 to be safe? Play with it and let me know! Splash_Damage_2_0.lua -
Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Yes. Would you be interested in running a test and reporting your results here? -
Yes in the new beta 1.1.2 the slots are customizable for 'Multiple Slots' option. Double clicking it, or selecting from the dropdown will open the dialog for changing the player helicopters you would like.
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Right, that's exactly what I was trying to say. There are no 'single player only' missions right now. All of them work well for single or multiplayer. But before too long, there will be one or two mission exclusively designed for singleplayer/coop. That's what the filters in the menubar are for. Clear as mud right? Obviously some work to be done there. As far as the slots selection goes, I pretty much always choose the 'multiple slots' option when playing singleplayer so that I can slot into another helo when I die.
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Hmm there shouldn't be any missions with the single player tag right now so that's my error. Admittedly the filters aren't very clear...but here's some expanded explaination: Single-player only: Missions designed for a specific airframe, or with scripting that only works with one player. Co-OP only: Same as above, but for small groups. Multiplayer: Everything else...singleplayer to large scale multiplayer. There are currently no examples of the first two...but some on the way.
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With the latest update, it's easy to create single-player, co-op, small multiplayer, or large multiplayer missions!
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New update available, RotorOps v1.1. Many quality of life improvements like custom slots, loadouts, save directory and a lot more. Full details in the thread in my signature.
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A shiny new update for RotorOps is available! This includes a new auto updater. Download v1.1 here (click the beta link): https://dcs-helicopters.com/download/ Changelog: -New installer and updater -Multiplayer slots now with all DCS helicopters, any selection and quantity -Hot start option -Forces now unified -Selectable output directory -User created missions now available, with screenshots and rating system -Improvements to parking and player slots -Many UI improvements like statusbar text color, button hover state, wait cursor, etc. -Mission filters now active in menubar -Player loadouts miz that you can customize with loadout, liveries, and fuel levels to be the default for player helicopters For mission designers: -New easy to use scenario config file for control over generator options -Script: Multiple staging areas now possible -Script: New lua predicate functions for player altitude and players in triggerzones -Script: new function tallyZone for adding attacking units to the battle at any time
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@GrEaSeLiTeNiN output directory setting is one of many great new features in the next update. It's in testing now. If you want to try it out, just join our discord and tag yourself as a tester in the roles channel. https://discord.gg/axV72dZrvY
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If you are interested in learning about current features, or the new things coming to RotorOps soon, please join us on Discord: https://discord.gg/axV72dZrvY
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@EcosseFlyer Hey, this is actually a setting, and admittedly it isn't clear. The 'APCs Spawn Troops' option will disable troop pickups from defeated conflict zones. The idea is that you have to pick up troops that are already in the zone, rather than spawning new ones with the CTLD menu. In the next version this option will be called 'Dynamic Troops'.
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