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609_Relentov

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Everything posted by 609_Relentov

  1. Thanks for the info Phantom711, I will have to check it out. Yes, sometimes the procedures change, so I need to re-test my kneeboard steps from time to time. If I change that kneeboard I’ll be sure to upload an updated kneeboards file.
  2. Added the following kneeboard: FA-18C - GBU-38 JDAM PRE-PLANNED.png Given the new F10 map feature (i.e. left-Alt / left-mouse-click) which brings up a coordinates dialog box for that map position just clicked (and remains when you shift back to cockpit view), it's now even easier to use pre-planned mode for JDAM and JSOW weapons. This kneeboard is for JDAMs, but the procedure is basically identical for using JSOWS in pre-planned mode.
  3. Added the following kneeboard: FA-18C - GBU-38 JDAM PRE-PLANNED.png Given the new F10 map feature (i.e. left-Alt / left-mouse-click) which brings up a coordinates dialog box for that map position just clicked (and remains when you shift back to cockpit view), it's now even easier to use pre-planned mode for JDAM and JSOW weapons. This kneeboard is for JDAMs, but the procedure is basically identical for using JSOWS in pre-planned mode.
  4. Not sure if this would fit your needs, but I made my OpForAC script available that could save you some time, re: adding unlimited spawning of opposing force AI aircraft. I wrote it as a way to incorporate air-to-air training in any mission I create, without having to create enemy AI aircraft groups and triggers - via the F10 menu. Also as sort of a way to continue to learn Lua and the SSE.
  5. I put together some simple procedural kneeboards for the UH-1H, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3332469/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ unguided rockets and guns on the UH-1H (after not flying it for a while). Kneeboards included: UH-1H - USING UNGUIDED ROCKETS AND GUNS-1.png UH-1H - USING UNGUIDED ROCKETS AND GUNS-2.png The UH-1H kneeboards need to be placed in the UH-1H Kneeboard folder, for example: C:\Users\<your name>\Saved Games\DCS.openbeta\Kneeboard\Uh-1H Enjoy! AKA_Relent (ED forums: 609_Relentov)
  6. Not really a tutorial, closer to a guide, but hopefully helpful to anyone new to the UH-1H or rusty with employing its weapons. I put together some simple procedural kneeboards for the UH-1H, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3332469/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ unguided rockets and guns on the UH-1H (after not flying it for a while). Kneeboards included: UH-1H - USING UNGUIDED ROCKETS AND GUNS-1.png UH-1H - USING UNGUIDED ROCKETS AND GUNS-2.png The UH-1H kneeboards need to be placed in the UH-1H Kneeboard folder, for example: C:\Users\<your name>\Saved Games\DCS.openbeta\Kneeboard\Uh-1H Enjoy! AKA_Relent (ED forums: 609_Relentov)
  7. The syntax looks correct, i.e. local actype = Unit.getByName('myUnit'):getTypeName() The question is, how is "myUnit" populated. Not sure if there's a Mist method that gives you the name of the unit you (Player or Client) are currently flying/spawned in. Otherwise, you would need to add an onEvent method to track when a client spawned (e.g. world.event.S_EVENT_BIRTH), and then use the event's initiator to get the unit name.
  8. I re-uploaded a new Zip, now version 1.3.2 I was play-testing and noticed that there were two identical scenario menu items for the Su-24M bomber AI spawning, which was causing neither to work. I fixed it and now you have two scenario options: F1. Intercept w/IR Missiles (90 mi) F2. ACM w/IR Missiles (25 mi) For some easy gunnery practice, etc.
  9. Just checking in, as it’s been a few days since release. Wondering if anyone’s having issues with the script, and if it’s performing as expected.
  10. Hey mission creators, I made my OpForAC script available to use in missions that allows for dynamic spawning of OpFor AI aircraft. I don’t want to duplicate the post here, so below is the thread in the Scripting Tips, Tricks and Issues forum, in case this sounds interesting to you.
  11. Greetings script writers and users. I've made available my OpForAC lua script in the User Files downloads section. This script will spawn 1-4 opposing force AI aircraft (repeatable), which can be fighter, attack, bomber, trainer aircraft, or helicopter types. AI aircraft types, engagement scenarios (i.e. BVR, ACM) and pre-set spawn distances are selectable from the F10 menu, under the F10 menu item: "Spawn AI OpFor Aircraft At Will". See the image below to see some of the F10 menu items. Basically, I wrote this script to simplify creating training/practice missions with opposing aircraft to fly and fight against. I wanted to avoid having to create multiple sets of late activation opposing AI aircraft types, with various loadouts, and all the triggers to spawn them. So this script was written to allow a Player (for single mission) or Client (for single or multiplayer mission) to call up opposing AI aircraft at will, without having to create any in the mission. Also, it has some options that will persist as long as the mission is active (i.e. it does not write to a file, but to tables), including: - AI aircraft skill (default = random) - AI aircraft altitude AGL (default = random) - AI aircraft direction towards your player/client aircraft (default = 180 degrees from you) I've had fun with it, and thought why not share, as some of you may find it fun as well for practicing against opposing AI aircraft. Here's the link to the script in user files: https://www.digitalcombatsimulator.com/en/files/3332275/ Good luck and have fun. AKA_Relent *** Features: *** Version 1.4 AI OpFor aircraft coalition will be opposing the coalition of the aircraft or helicopter the client (MP) or player (SP) spawns in. The same AI OpFor aircraft type can be re-spawned as many times as desired. One to four AI OpFor aircraft can be spawned at a time. AI OpFor aircraft load-out depends on engagement scenario (e.g. for jet fighters: BVR vs ACM) AI OpFor aircraft skill defaults to "Random" but can be changed via 'Options' menu. Note that the updated AI skill persists for the initiating player name, for the duration of the mission. AI OpFor aircraft altitude AGL defaults to "Random" but can be changed via 'Options' menu using pre-se t low/medium/high altitudes AGL. Note that the updated AI altitude AGL persists for the initiating player name, for the duration of the mission. AI OpFor aircraft spawn directly in front of client/player aircraft with a reverse heading towards the initiating client/player aircraft by default, but the starting point can be changed via Options menu. Note that the updated AI starting point setting persists for the initiating player name, for the duration of the mission. AI OpFor aircraft spawn at a random altitude ~3k-26k feet AGL by default but can be changed to pre-se t altitudes via Options menu; AI helicopters spawn at ~500 feet AGL. AI OpFor aircraft spawn at a distance fr om the initiating aircraft of ~90 miles for BVR engagements, ~25 miles for ACM, ~12 miles for helicopters and WW2 aircraft. Once an AI OpFor aircraft returns to a friendly/neutral base and lands, it will be de-spawned once the aircraft stops (there is a function that checks for this every 120 seconds). A maximum of 24 AI OpFor aircraft can be spawned and active (alive) at a time, as defined by the glbMaxOpForSpawnable variable; If you attempt to spawn AI OpFor aircraft and it would cause the total number of active (alive) AI OpFor aircraft to exceed this maximum number, you will see a message telling you they cannot be spawned, until the number of active AI OpFor aircraft is reduced by attrition or they land and de-spawn. You can prevent OpFor AI aircraft fr om spawning in or travelling through an exclusion zones, so they do not readily attack players focused on non air-to-air activities; Simply create one or more circular trigger zones that include "Exclusion Zone" or "exclusion zone" in the trigger name.
  12. This seems to be an issue since the update today. If you load the SA-342L with HOT3's, you don't have a gun/rocket or IR sight for the pilot (right) seat, which is fine, as you have the periscope for the co-pilot (left) seat for deploying HOT3's. However, if you then re-arm and load either a gun(s) and/or rockets, or you load Mistrals, the gun/rocket or IR sight does not re-appear, so you basically have no sight. Attached a couple pic's to show the situation after I reloaded an SA-342L with a gun/rockets after I landed where I was previously loaded with HOT3's. EDIT: Furthermore, I also tried spawning in a clean SA-342L with no weapons loaded - it also did not have a gun/rocket or IR sight by default, so if you try to load a gun(s) and/or rockets, or you load Mistrals, the gun/rocket or IR sight does not appear, so you have no sight. The work around is apparently if you wish to load guns/rockets or Mistrals, they need to be pre-loaded from the mission editor. If you spawn with a clean configuration, it appears only loading HOT3's will allow you to have some sort of sight (periscope), otherwise you may be out of luck. I didn't see anything in the SA-342L special properties tab in the ME that mentioned anything about the sight. EDIT #2: Actually, it's a non-issue. I didn't notice that there's a mapping for "Pilot Sight Visibility ON/OFF". Once I mapped that, if I spawned clean, I was able to use that mapping to toggle the pilot sight visibility.
  13. Updated the following kneeboards: SA-342L - GUN ROCKET SA-342L - HOT3.png SA-342L - MISTRAL.png Changes include updating the procedure to include lasing the target (for employing HOT3's), as the laser range now shows in the SA-342L periscope as of DCS 2.8.7.42583 Open Beta. Also added a step to use "Pilot Sight Visibility ON/OFF" as needed, as the SA-342L may not show the sight when spawned clean. EDIT: Apologies, I made another quick edit to the GUN ROCKET and MISTRAL kneeboards on top of the initial edit of the HOT3 kneeboard, so please re-download if you already picked up just the HOT3 update.
  14. I made the following changes to the SA-342 kneeboards (from July 7th, 2023): Modifications to existing kneeboards: "SA-342L - GUN ROCKETS.png" was updated to account for key mapping changes, and expanded gun-pod options for the SA-342L, as of DCS 2.8.6.41066 Open Beta "SA-342M - HOT3.png" was updated to account for key mapping changes, as of DCS 2.8.6.41066 Open Beta Removed "SA-342Mistral MISTRAL.png", as this flyable SA-342 type was removed as of DCS 2.8.6.41066 Open Beta. Recommend you remove this non-applicable kneeboard and corresponding "SA342Mistral" folder. Added "SA-342L - HOT3.png" and "SA-342L - MISTRAL.png", to account for expanded weapon options for the SA-342L, as of DCS 2.8.6.41066 Open Beta Updated the following kneeboards (from today, July 24th, 2023: SA-342L - GUN ROCKET SA-342L - HOT3.png SA-342L - MISTRAL.png Changes include updating the procedure to include lasing the target (for employing HOT3's), as the laser range now shows in the SA-342L periscope as of DCS 2.8.7.42583 Open Beta. Also added a step to use "Pilot Sight Visibility ON/OFF" as needed, as the SA-342L may not show the sight when spawned clean. EDIT: Apologies, I made another quick edit to the GUN ROCKET and MISTRAL kneeboards on top of the initial edit of the HOT3 kneeboard, so please re-download if you already picked up just the HOT3 update.
  15. Also, for automatic lasing, recommend you don’t use continuous lasing (I.e. ALAS / CONT), but rather set a time for the lasing to begin so many seconds before expected impact (e.g. I use 15 seconds). This way the LGB doesn’t start moving its control fins right away which is very draggy, and may cause the bomb to fall short. For example: By default, lasing is auto, continuous (ALAS CONT) - to change: From the "ARMT" page, select "A/G DLVRY" (PB-10), then "PROG PAGE" (PB-1), then "ALAS/MLAS" (PB-11) for auto/manual lasing; Further, if"ALAS", on the UFC you can type in the number of seconds to start lasing from expected time GBU-12 hits the target (e.g. "15" seconds), then select "ALAS" (PB-11) to set it; Enter "SHF" "9" (for "C'») for continuous.
  16. I made the following changes: After expanding the RWS section to include DTT, and making a minor update to the TWS section, the following kneeboard: F-16C - AIR-TO-AIR BVR AIM-120.png has been replaced with the following two kneeboards: F-16C - AIR-TO-AIR BVR AIM-120-1.png F-16C - AIR-TO-AIR BVR AIM-120-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. Minor update to the following kneeboard, fixing some missing steps F-16C - Creating Steerpoints.png
  17. I made the following changes: After expanding the RWS section to include DTT, and making a minor update to the TWS section, the following kneeboard: F-16C - AIR-TO-AIR BVR AIM-120.png has been replaced with the following two kneeboards: F-16C - AIR-TO-AIR BVR AIM-120-1.png F-16C - AIR-TO-AIR BVR AIM-120-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. Minor update to the following kneeboard, fixing some missing steps F-16C - Creating Steerpoints.png
  18. I updated one kneeboard and added a new one. Minor update to the following kneeboard page (forgot to add a step to turn on the LANTIRN TPOD from the WSO position): F-15ESE - CBU-97 CDIP TPOD-LN-2.png After some challenges finding ground targets using the LANTIRN TPOD in snowplow mode, I added the following kneeboard, to create mark points using the UFC, to be used as steer points or as a cue source for the LANTIRN TPOD: F-15ESE - USING UFC TO CREATE MARK POINTS FOR TPOD.png
  19. I've also had mixed results, which made me re-read the user manual some more. Part of the issue is that there are so many TWS modes/sub-modes that can significantly change the azimuth and vertical (i.e. bars) scan. Given this, I've updated my F-15E BVR kneeboards to show more of the TWS modes, as I didn't show as many options in my first draft. For example, I've uploaded an excerpt from the updated kneeboard below (see this thread for more info: https://forum.dcs.world/topic/329552-kneeboards-for-f-15e-strike-eagle-for-air-to-air-missile-guided-bomb-employment/#comment-5260003 )
  20. I updated the following F-15E kneeboards: F-15ESE - AIR-TO-AIR BVR ACM AIM-120-1.png F-15ESE - AIR-TO-AIR BVR ACM AIM-120-2.png After reading more of the user manual, and doing some more testing, I made the following changes: - In the section "BVR with AIM-120, Track While Scan (TWS: Track multiple targets)": * One of the TWS mapping steps (AAS fwd long) was for the back seat stick, so I removed it * Expanded the TWS sub mode mapping steps from DTWS/2TWSH and HD TWS/3HDT, as a reminder of more TWS options
  21. When you say without a cross, do you mean you can’t bring up the periscope? FYI here’s one of my kneeboards, for using the HOT3 with the L version, if it helps:
  22. With the introduction of the AGM114L radar guided Hellfire, and the addition of the image auto-track feature for tracking moving targets, I needed to review a few kneeboards. Due to some added and (hopefully) clearer updated procedural steps, I made the following updates: 1) Replaced the following kneeboard: AH-64D - AGM114 HELLFIRE GEORGE.png With the following two kneeboards: AH-64D - AGM114 HELLFIRE GEORGE-1.png AH-64D - AGM114 HELLFIRE GEORGE-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 2) Replaced the following kneeboard: AH-64D CPG - AGM114 LZ HELLFIRE.png With the following two kneeboards: AH-64D CPG - AGM114 HELLFIRE-1.png AH-64D CPG - AGM114 HELLFIRE-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 3) Updated the following kneeboards: AH-64D CPG - M230 30MM AWS-1.png AH-64D CPG - M230 30MM AWS-2.png
  23. With the introduction of the AGM114L radar guided Hellfire, and the addition of the image auto-track feature for tracking moving targets, I needed to review a few kneeboards. Due to some added and (hopefully) clearer updated procedural steps, I made the following updates: 1) Replaced the following kneeboard: AH-64D - AGM114 HELLFIRE GEORGE.png With the following two kneeboards: AH-64D - AGM114 HELLFIRE GEORGE-1.png AH-64D - AGM114 HELLFIRE GEORGE-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 2) Replaced the following kneeboard: AH-64D CPG - AGM114 LZ HELLFIRE.png With the following two kneeboards: AH-64D CPG - AGM114 HELLFIRE-1.png AH-64D CPG - AGM114 HELLFIRE-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 3) Updated the following kneeboards: AH-64D CPG - M230 30MM AWS-1.png AH-64D CPG - M230 30MM AWS-2.png
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