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ACS_Dev

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Everything posted by ACS_Dev

  1. Before reading any further, please understand that my current guess of weapons in DCS is that their impact point is calculated and they go towards it, not that they simply fall until they hit the ground. If it is the latter than this wouldn't be as useful. I would love to know which is the case. This request is in a similar vein to my AAR script function requests but I think it has even more potential to improve the DCS experience if used thoroughly and requires only one function, not several like my other request. Basically, I am asking for a function that one can call via script in the mission that will manually override whatever target the weapon is guiding on. For example, if a GBU-38 with an ID of 1234 is falling through the sky towards coordinates 5678 9101 at altitude 123, I want to be able to call a function that makes it now move towards coordinates 2131 4151 at altitude 345. In my mind, the function looks something like this: changeTarget(ycoord,xcoord,altitude) I don't need it to work for all weapons. The main application of this function would be for GPS or INS guided munitions, particularly GBU 31, 32, 38, 54, series, AGM-154, CBU-100 series, CBU-100 series and potentially others. It would be also be extremely useful for anti-radiation missiles like the AGM-88, KH-25MP, KH-25MPU, KH-31P, KH-58U etc. This one function would have huge implications for what mission builders can do with the game. With it I can model the effects of electronic warfare on various munitions as well as model more advanced ones. For example, re-assigning a new set of coordinates offset from the original for a "jammed" JDAM.
  2. My suggestion/request: Create AAR functions that mission editors can call via (ideally) the default triggered actions menu in the mission editor or if necessary, via raw lua scripting. From my (limited) understanding of how the backend of the AAR process works these would be the initial approach call, the ready precontact call and the transfer complete call. I am confident these functions already exist in the context of the AAR script but I am asking for them to be made available for manual triggering. The utility of this would be significant, particularly for scripted missions such as campaigns. Some like BD's R1DF have custom scripted comms leading up to the tanker but the player still has to make the final interactions via the generic and bland built-in radio items. Adding these functions would allow campaign creators to build their own seamless AAR events from start to finish with custom, unique voice lines, patterns and potentially other features. I know at some point there will be an AAR rework but I believe that if implemented and fully exploited by knowledgeable mission developers, the resulting product would consistently be higher fidelity than even ED's eventual AAR overhaul (namely in the variety and quality of voice lines). I am not asking for an overhaul or new 3D model. All I want are functions that simply move the specified client aircraft from one step to another in the existing AAR process without triggering the default voice lines or on-screen text. From a work load perspective I doubt adding these functions would take anywhere near the resources required for the AAR overhaul and would certainly help tide the player base over while we wait. Again, some implementations of custom AARs with these scripts could surpass ED's eventual AAR update. From a business perspective giving mission editors the tools to create higher fidelity simulations in these areas makes paid DLC campaigns more attractive to customers and would likely result in additional cash flow to ED. There are other areas where this approach could be useful, especially with the similarly simplistic ATC and JTAC interactions. Thanks for reading.
  3. I experienced the nozzle desync as well last week with another guy in an F-16. Clean IC, recent repair. Very annoying if you are trying to larp as a crew chief or just trying to teach someone SEC and EPU checks.
  4. What do these features actually do?
  5. Wag's Tutorial on F-16 Datalink Hello, As seen in Wag's tut on the F-16 Datalink system, there are multiple DED pages dedicated to the link 16 system. The one that most interests me is the 3d page, where it displays flight members. This page is covered extremely briefly in the manual on page 262 but I still don't really understand it. One major thing on the page that neither the manual or wag's YT tut cover is the T symbol shown to the left of the track numbers on the 3rd page. It can be moved to any of one of the tracks or removed but I don't know what it means. It seems like the link-16 DED pages, particularly p. 2 and 3, allow for a setup of up to 8 aircraft in a flight with associated information sharing and labeling on the HSD. Any one of these aircraft could supposedly be the lead and the flight positions would be customizable. Now, I know that not that many people, even squadrons, can routinely muster that many vipers for a single sortie, much less train their pilots to employ such systems, but it's still something that seems like a capability the jet has. A more likely use for this system would be for aircraft that spawn as their own one-ship group with pilots that want to team up. Allowing these pilots to get their flight created from the previously not connected groups would be very handy, especially with the coming target assignment radar updates. This is a big deal as the vast majority of MP servers have aircraft placed in single-ships. A friend and I tried to get this working on Hoggit Training the other day. We had MIDS on, matching link 16 station pages, we had the FL option configured as well as the callsign and OWN numbers. The datalink still wouldn't connect us. I can't find any further non-CUI documentation on how to use the thing but I suspect it's not implemented. At 2:10 in wag's tut he just says it holds the network IDs of the other flight members, that it doesn't need to be changed (unless you happen to be in single-group slots like the vast majority of MP servers) and that he will "keep it on as well" despite the fact that there doesn't seem to be any way to turn that individual page's contents on or off. The manual is similarly disappointing, explaining the OWN functionality but not how the network IDs are set, what T means, much less how to set up your custom flight. It, like the tutorial, just says the IDs are pre-set and do not need to be changed. You may not need to change them if your flight was synced up from the last mission, no different airframes were swapped in or out, or you aren't flying with any wingmen. However, if you happen to be playing multiplayer on basically any server with one or more buddies, this could be extremely useful. Even if this isn't something you have all the information for I think there is enough to make a workable simulation. The pages seem fairly intuitive and you likely won't need to simulate any of what makes link-16 so spicy. It seems like if the flight callsigns match, everyone has everyone elses network IDs put in in the right places, the MIDS is on, the right pilot has themselves set as FL and everyone has OWN set right, they should be able to work together. I know this would be a low-priority item and I won't pretend I know how difficult it would be to implement, but when you talk about adding the ability to assign targets via datalink and you don't (seemingly) allow aircraft not originally in a flight to connect like this it seems incomplete. TLDR: -What does T mean on page 3 of the DLINK DED pages? -Does this system as implemented allow for custom flight creation in the mission? If so, how do you set it up? -If not, are you going to add it? If yes, before or after EA? If not, why? -Can we also get text and possibly even picture or video messages via link-16 from other aircraft, ships or even ground units? -What are your plans for link-16 interoperability between different aircraft types or even ground units?
  6. Hello, I am curious about the current decision on whether or not to add the LAU-68 and/or LAU-131 rocket pods to the F-16's payload. Both the steam page and store page advertise the LAU-131 and LAU-68 pods as part of the jet's inventory (The steam page even says the jet had it at release) but it has been well over 3 years and we still only have LAU-3s. The LAU-3 is significantly larger and more draggy than the others, and I believe older as well. I am also interested in the development of failures, the PFLD and MFLs. I know that not many people use them but they are a key part of the jet; are there plans to implement them? Finally, I know CATM munitions are planned but they aren't on the roadmap. Any word on those? Thanks for reading, ACS Dev
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