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Everything posted by 42jeff
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AI Aircraft. S-3B tanker has issues refuelling some AI aircraft in certain conditions - fixed. We'll see..... off to the editor...
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I have a mission that the AI just refuses to behave on. The points are set up with a carpet bombing order set up. The target is on a hill, which I think is effecting the AI logic. When the AI aircraft (A4s) hit the hill edge they shoot from 5700 MSL up to 7600 MSL as they begin their release which has....results. The snakeyes wind up hitting the aircraft and is otherwise unrealistic. I've tried ...many...different variances of altitudes and such on the waypoint but nothing works...they always rocket up to 7500 when they hit the geographic edge of the hill even though they're still 500 feet above the top of the hill. Using the Carpet Bomb option "Release above" makes them turn away from the target and climb up to 10K heading 180 degrees the wrong direction. Has anybody else seen buffoonery like this with the Editor lately? M14 - Alpha Strike - Wo Music.miz
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Having a problem with a few missions where AI aircraft either get right to the probe and won't connect or they seem to just refuel forever without finishing since the last patch. Am I special or is anybody else seeing this as well?
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I've been working on this for a couple years now. DCS AI mechanics broke me last spring and I quit for a while. I got a wild hair several months ago and tried out a couple missions that were perpetually broken and it worked so I got inspired to clean it up a bunch and get on with the second batch. I had gotten the first few done but with such little response to the first batch, again i just shelved it. First round of missions are all based in Western Turkey around Gazipasa. As for cheeky hints? What fun would THAT be? Thinking you're suiting up for a 40 minute run to the range and back and ending up needing to refuel, pause to go take a leak and then come back....well THAT is what you can expect Not on all of them though. They're mostly all just wringing out a player's A4 knowledge and operational skills....the first chapter is any way. Chapter Two is much more combat based....but having spent time in the USAF I know how mundane and monotonous contingency operations are so I try to bring that into the campaign as well. Lots of those combat sorties are combat in name only...four hours of flying circles...multiple refuelings...just to fly back and land. I mean...just as an example...not that I have THAT mission done. Yet...
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How to Set AI Flight in Orbit with 30° Bank Angle and 250 Kts Airspeed?
42jeff replied to Gideon312's topic in Mission Editor
Use the AEROBATICS action...never tried it with an orbit, but it works REALLY well for just basic turns and such. -
Thank you. I appreciate you working with me through the bugs. Some of them are a victim of troubleshooting other things...a couple were just me being a bonehead and trying to be too cute. I think i may have the problem with Holly on the last mission. During my testing, I would just reposition her to the coast and let her rip, but then I got to thinking that, in the mission, you had just come off the tanker so that belly tank would be FULL and therefore much heavier. I filled her up in the test and there she goes at waypoint 57 skipping the point and flying in circles. You're only one of three people that I've heard anything at all back on so I've been working on the issues as I fix them. The second part was actuallly in work until I started getting feedback so I put it on the back burner while I squash bugs. Chapter Two will be MUCH more combat...but also...not. I spent some time in the USAF and am quite familiar with the mundane boring life of contingency operations....so that will also be present. I am almost done with the intro video (some AI misbehavior I'm trying to sort out) ...if you like I can send you a preview.
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Thank you for finding that on 15. Did you have any issue with Holly en route? I've gotten a couple reports of her having a "navigation error" (trying to avoid a spoiler). I suspect it's because she missed a turn point while navigating through the valleys and made attempts to go back for it but could never do it. Stuck in an orbit loop. I'm still working on 14 to figure out that bomb thing. On my test it worked, but I haven't forgotten.
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I think I tracked down the issue with Mission 13. I was trying to be cute with the triggers and getting it to do too much. For mission 14, the scoring doesn't look at Sam destruction so much as getting the bongs in the target area... You need seven within the diameter and some extension of the Sam site
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I'm actively working on Chapter Two but am anxious for any feedback (positive or negative) anybody has on this first installment. Bug reports, suggestions...all will be entertained or looked in to. I had released this about a year ago but removed it and worked the other mods out of it. Also I did a crap ton of work cleaning up the triggers, etc as I learned a bunch from the beginning of the project to the end.
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ALPHA STATION - CHAPTER ONE UNITED STATIONS QUICK REACTION FORCE In 1978, the United Nations created a quick reaction force able to respond to crises around the world in minimal time. Though due to the large number of flare ups in the Middle East, this force was established to handle conflicts anywhere. Many countries donated equipment and manpower to the cause, but a few nations saw the opportunity to contribute to a cause able to potentially stop hostilities before they flared into regional affairs. These countries, the United States, United Kingdom, and Germany, donated the bulk of the larger equipment. The United States in particular, donated several smaller aircraft carriers and the aircraft to staff them as well as two full air transport units. The force was designated as the United Nations Quick Reaction Force and fell under control of the UN Secretary General and the Security Council. The force was assembled in Southern Turkey due in large part to the available training area, but also because there was a good chance that would be relatively close to their first action. A large influx of supplies and equipment has been flowing to the training centers at Incirlik and Gazipasa. Unfortunately, most of the donor nations haven’t had time to repaint their donations so the individual QRF units are working to repaint and remark their units as able. The personnel in the UN QRF are taken from military units among all UN members. Preference was given to aircrew, ship’s crew, maintenance, and other specialty skills. Pay is still handled by service members’ military branches. Your unit is the 2nd Tactical Strike Squadron. Currently you are split between Gazipasa and Incirlik but you and a handfull of others were selected to operate out of Gazipasa. As your unit develops its procedures, it was generally agreed that US Navy procedures would be a base as everybody is familiar with them. Ground crews and other agencies are filled out from member nations so you may experience a variety of different nationalities as you serve. Beginning your assignment, this will basically be a wring out as everybody gets used to operating together and checking out your equipment. Everybody in your unit has flown the A4 for a while, but you are the only one to be operating aircraft you were assigned to. ……….. Stage One of the campaign will be ramp up and getting your feet under you…for Stage Two. ALPHA STATION.ZIP may be unzipped directly into your DCS Saved Games Folder, it will extract itself correctly. At the bottom of this document are the links to download them directly if you wish. I chose not to include the mods in the Campaign zip as I understand some folks are anal about their installs and would rather handle it themselves via OVGME or whatever method you use. Honestly though, these are not difficult to install. null Mod requirements: Community A4C, 476th Range Targets There are several scripts enabled within each mission: MOOSE - ATIS and AIRBOSS, MIST for Target Information Tracking Script (TITS), splash damage script. There are reminders on each mission, but for all these scripts to run properly, when the role select screen is presented, press ESC to make the menu go away, then again to go ahead select your role. If you have never used TITS before, spend some time on Mission 5 getting acquainted with the menus before hitting the range your first time. You can specify targets for designation by the range controller. They will fire a smoke rocket, if requested, that will be near your requested target. You will also get target elevation information. Prior to engaging your target, select ROLLING IN off the range menu otherwise the controllers will be angry with you and you will not get drop results. You may select OFF TARGET after each pass to get results for each pass or when you are all done with your range time to get a full result list. If you have never used AIRBOSS before, do the same thing prior to Mission 13. There are a number of controls you can activate within the menus, but for basic pattern and landing you won’t be required to do anything. The F10 menu for AIRBOSS replaces the stock ATC menu. You can contact Marshall inside 50 miles. You will receive Marshall stack instructions from the Marshall controller. You will get advisories along the way from the controller on stack positioning as well as when the carrier is beginning recovery activities if they weren’t already. Once you have worked your way down the stack and are starting your initial, change frequencies to the LSO controller for final instructions and landing scores. When departing off the carrier be tuned to the MARSHALL controller who will notify you of radar contact after launch and will then release you from control as you depart the area. If you are staying in the pattern select EMERGENCY LANDING prior to launching and you will be automatically sequenced into the downwind pattern by the LSO controller. This is a Dropbox link for a .rar file containing the entire campaign and one accompanying skin. Uncompress to your saved games folder. https://www.dropbox.com/s/b7b2omx5j9volbe/Alpha Station Chapter One.rar?dl=0 476th VFS Range Targets Mod https://www.476vfightergroup.com/downloads.php?do=download&downloadid=482 A-4E-C https://github.com/heclak/community-a4e-c Special thanks to HighlandSpring for his detailed testing and feedback during development. Thank you to Plumsy for the voiceovers. “Hops” isn’t done yet.
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How to have SAR helicopter hover alongside Supercarrier
42jeff replied to AlpineGTA's topic in Mission Editor
There's also a great moose script called RESCUEHELO it will fly alongside the carrier during launches. Land and refuel. I may be misremembering but I think it will also effecta rescue if you go swimming within range of it -
Ok So I guess Mach 1 was overstating it, but they do not respect any speed or altitude command out to about 9 miles. Almost like it's hard coded to just do nothing but go to 1500 foot and get the heck away from the boat.
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No matter how many different combinations of airspeed and altitude commands, all I am able to get AI to do on departure from a carrier is 1500 feet and mach one out to the first way point. Has anybody figured out a way to make them fly it properly? 500ft to 7 miles then on to the first waypoint
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Sidekick made a great video about this exact topic a couple weeks ago. You guys both make excellent points.
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Thanks You rock the damn Casbah
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Is there a new location to download this mod? The links look like they're broken...my german is nonexistent though
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I'm available if anybody needs somebody with a Midwestern twang. I fly commercially (Airbus Captain) so if you need somebody to ramble off something incoherent or a "meow" for your Guard listening pleasure, I would be happy to help out. Also...the only accents I can pull off is Yooper or North Dakotan eh