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Everything posted by Grimm
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Thanks for the post! Website is here: https://dcs-helicopters.com
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AH-64D bug: If using the Apache and you start with external fuel tanks....quit the mission, open it in the mission editor and change your loadout there. There is a DCS Apache bug that retains the weight of the fuel tanks even after they are removed by the ground crew. You won't be able to takeoff when this happens. https://forum.dcs.world/topic/296138-external-fuel-tank-weight-still-present-after-tanks-removed-now-with-track-file/
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Please think of this mission generator as getting you 99% of the way there. You should really open the mission in the mission editor, and fine tune the unit placements at least...since we have no way to really determine good places to put units. Most of the time they end up in a good spot...but tanks on top of buildings is always a possibility. So I would highly recommend that you always open the generated missions from the mission editor, rather than placing the missions directly into your mission folder. Open it, spend like 30 seconds tweaking the unit positions, time of day, etc. Now you can take it further if you like, and add more AI flights, or an F-16 for your buddy, or whatever. The missions are hard to break and easy to modify. Of course you can also create your own mission templates for the generator too but that's another topic.
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@NineLine Please note torque indications. First I load 4 fuel tanks via mission editor, hot start from ground 1:30 - hover power test (insufficient power, high torque) 1:45 - remove external tanks with ground crew 2:50 - hover power test (insufficient power, high torque) 3:30 - remove tanks via mission editor 4:45 - hover power test (good power, normal torque)
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Yeah, it doesn't show the weight we're perceiving in the rearm menu. I can barely take off. It behaves just as if it was grossly overweight. Not enough power for vertical takeoff. If I remove the tanks via the mission editor instead of the ground crew menu, there is no issue. I'll have to see if I can get one of the other guys to produce a track file or make a video. Standby.
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An important update to RotorOps is available: https://dcs-helicopters.com/download/ (both stable/beta download links are the same for this update) Changelog: -New UI update with online update check and preparation for online user content - AH-64D Apache included in player slots -Fixes bugs after DCS open beta update: 'transportable' vehicle property, MIST script counting units in zones -Fixes bug with 'Zone protection SAMs' You will need this update in order for RotorOps missions to function properly after the recent DCS update!
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I think that's a good idea. I'll have a look!
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Hi @Hiob that's a known issue with the CTLD script if you have two player helicopters in the same group. Each player heli needs to be in its own group.
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Update March 1st 2022: RotorOps v0.6 (Creator Update) -New import feature for mission designers: allows extracting all statics and vehicles from a source .miz file and insertion at precise points and headings for any country -Scenario configuration file for mission designers (documentation on the way) -New FARPs, Staging Logistics area, and mission assets from @shagrat -New Forces templates from @Mr Nobody: Greece, Iran, Turkey, UK, US 1970s, Vietnam -New Scenarios from @Mr Nobody: Persian Gulf: Musandam Valley Syria: Mount Olympus Download: https://github.com/spencershepard/RotorOps/archive/refs/heads/develop.zip Github: https://github.com/spencershepard/RotorOps/tree/develop Discord: https://discord.gg/HFqjrZV9xD
- 104 replies
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Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Would you mind adding a logging statement to the condition where you remove the table entry? if (timer.getTime() > wpnData.launchTime + 1200) then env.warning("Removing old "..wpnData.name.." from weapon table.") tracked_weapons[wpn_id_] = nil end Something like this? That should give us all the information we need. -
Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Fair enough. I appreciate the time you've spent looking into it and the info you've provided. Can you confirm that you know for sure that the weapons table was growing undesirably? Just want to be sure there's an issue before I spend a lot of time trying to reproduce it. -
Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
It would be good to know under what circumstances this is happening. Since this is the primary method for triggering the extra damage attributes of the script. Are missiles landing softly in the grass somewhere or going off the map into space? How can I recreate the issues you saw? -
New beta update dropped: https://github.com/spencershepard/RotorOps/archive/refs/heads/develop.zip Changelog: -UH-60L troop capacity set to 11 -bugfix: AI enemy planes/helicopters attacked invisible FARPS -generator now produces an error log -Syria scenario FARP support units invulnerable -all red/blue coalition objects now swap sides for defense mode, including carriers and FARPs -forces templates can include air units with customization for loadout, livery, and skill -carrier and FARP parking for enemy helicopters -parking now supports multiple airports per side -improved AI flight orbits (now onside and perpendicular to closest enemy airport) -enemy transport helicopters! Random troop drops in enemy-occupied zones -'APCs spawn infantry' now disables conflict zones as infinite troop pickup zones -bug fix: add zone triggers can be added in wrong order -Combined Joint Task Forces now supported -disable pickup zone smoke option added -Scenario briefing now viewable in generator -defending vehicles disperse on attack (script option) -AWACs escorts now weapons-free and engage enemy air threats -briefing images added -new Persian Gulf scenario I know a lot of people were waiting for CJTF in forces templates. Personally I am the most excited for the new enemy AI transport helicopters, as this is a very cool way to populate the map with enemy infantry! https://discord.gg/pMawbSmjjB https://github.com/spencershepard/RotorOps/tree/develop Enjoy!
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reported Invisible FARPS as targets.
Grimm replied to pabletesoy's topic in Ground AI Bugs (Non-Combined Arms)
@NineLineYes, unfortunately AI will attack invisible FARPs if their ROE is Weapons Free. To recreate, just add a blue invisible FARP and a red air unit with ROE weapons free. -
Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Hi @Toumal, thanks for looking into this in such detail. Sorry I have been busy with my RotorOps project! Do you know how the tracked_weapons table is growing undesirably? From the existing code it looks like we remove the weapon object from the table when isExist() is false. -
Latest update: Options for FARP building after clearing a zone for rearming (game-changer for single player) 6 new voiceovers for enemy infantry spawn events New voiceovers for enemy attack plane/helicopter preparing for takeoff events Option for logistics zone at staging area for CTLD crates, and containers that can be carried to new areas (via native DCS sling loading) to become new CTLD logistics zones First post updated with fresh description and info.
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Just pushed out a new update. Mission Generator: UI changes and new options Inactive zone protection SAMs Enemy attack planes/helis now consistently attack RED forces armor enemy template added Now supports player placement on carriers and FARPs Script: Methods and voiceovers for spawning/respawning enemy attack flights UH-60L added to transport aircraft
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I would suggest starting with the default settings as they are. If you mean what types of troops to pickup and dropoff with CTLD, 'standard group' against infantry and 'anti-tank' against vehicles.
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Known issues: Enemy attack helicopters/planes have no loadout and/or won't attack Default "RED Default Mixed" enemy template doesn't work very well for Defensive Mode
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Splash Damage 2.0 script (make explosions better!)
Grimm replied to Grimm's topic in Scripting Tips, Tricks & Issues
Thanks for bringing this up...it's the first I've heard of it. If you could...would you mind sending me your DCS.log?