

609_Relentov
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Everything posted by 609_Relentov
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I updated one kneeboard and added two JDAM related kneeboards. Minor update to the following kneeboard to incorporate the new coordinates pop-up dialog in the F10 menu: F-15ESE - USING UFC TO CREATE MARK POINTS FOR TPOD.png Added a new 2-page kneeboard for using GBU-38 JDAMS in weapon memory mode using the LANTIRN TPOD to obtain target coordinates: F-15ESE - GBU-38 WMM TPOD-LN-1.png F-15ESE - GBU-38 WMM TPOD-LN-2.png Added a new 2-page kneeboard for using GBU-38 JDAMS in weapon memory mode using the UFC to enter target coordinates: F-15ESE - GBU-38 WMM UFC COORDS-1.png F-15ESE - GBU-38 WMM UFC COORDS-2.png
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After reviewing all of my JDAM-related employment procedures, I've revised all of my JDAM-related kneeboards, some with minor updates, some more significant. Here's the summary: Replaced the following kneeboard: FA-18C - GBU-38 JDAM TOO TPOD-A.png with these two kneeboard pages: FA-18C - GBU-38 JDAM TOO TPOD-A-1.png FA-18C - GBU-38 JDAM TOO TPOD-A-2.png These now incorporate either dropping JDAMs individually while observing in the ATFLIR TPOD (8 bombs max), or rippling multiple JDAMS (4 bombs max) with a single press/hold. NOTE: Please replace the single page above with the two new pages. Replaced the following kneeboard: FA-18C - GBU-38 JDAM TOO TPOD-L.png with these two kneeboard pages: FA-18C - GBU-38 JDAM TOO TPOD-L-1.png FA-18C - GBU-38 JDAM TOO TPOD-L-2.png These now incorporate either dropping JDAMs individually while observing in the LITENING TPOD (8 bombs max), or rippling multiple JDAMS (4 bombs max) with a single press/hold. NOTE: Please replace the single page above with the two new pages. Replaced the following kneeboard: FA-18C - GBU-38 JDAM PRE-PLANNED.png with these two kneeboard pages: FA-18C - GBU-38 JDAM PRE-PLANNED-1.png FA-18C - GBU-38 JDAM PRE-PLANNED-2.png These now incorporate either dropping JDAMs individually or rippling multiple JDAMS (4 bombs max) with a single press/hold. NOTE: Please replace the single page above with the two new pages. Updated the following kneeboards: FA-18C - SEMI-RIPPLE GBU-38 JDAM TOO TPOD-A.png FA-18C - SEMI-RIPPLE GBU-38 JDAM TOO TPOD-L.png Very minor update, adding "w/Mark Points" to the title/heading to indicate that this method of individually employing JDAMS is via creating/selecting mark points for each target (up to 8 bombs max)
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Thanks again @Phantom711 for pointing out the updated TOO target designation via TDC depress. After reviewing all of my JDAM-related employment procedures, I've revised all of my JDAM-related kneeboards, some with minor updates, some more significant. Here's the summary: Replaced the following kneeboard: FA-18C - GBU-38 JDAM TOO TPOD-A.png with these two kneeboard pages: FA-18C - GBU-38 JDAM TOO TPOD-A-1.png FA-18C - GBU-38 JDAM TOO TPOD-A-2.png These now incorporate either dropping JDAMs individually while observing in the ATFLIR TPOD (8 bombs max), or rippling multiple JDAMS (4 bombs max) with a single press/hold. NOTE: Please replace the single page above with the two new pages. Replaced the following kneeboard: FA-18C - GBU-38 JDAM TOO TPOD-L.png with these two kneeboard pages: FA-18C - GBU-38 JDAM TOO TPOD-L-1.png FA-18C - GBU-38 JDAM TOO TPOD-L-2.png These now incorporate either dropping JDAMs individually while observing in the LITENING TPOD (8 bombs max), or rippling multiple JDAMS (4 bombs max) with a single press/hold. NOTE: Please replace the single page above with the two new pages. Replaced the following kneeboard: FA-18C - GBU-38 JDAM PRE-PLANNED.png with these two kneeboard pages: FA-18C - GBU-38 JDAM PRE-PLANNED-1.png FA-18C - GBU-38 JDAM PRE-PLANNED-2.png These now incorporate either dropping JDAMs individually or rippling multiple JDAMS (4 bombs max) with a single press/hold. NOTE: Please replace the single page above with the two new pages. Updated the following kneeboards: FA-18C - SEMI-RIPPLE GBU-38 JDAM TOO TPOD-A.png FA-18C - SEMI-RIPPLE GBU-38 JDAM TOO TPOD-L.png Very minor update, adding "w/Mark Points" to the title/heading to indicate that this method of individually employing JDAMS is via creating/selecting mark points for each target (up to 8 bombs max)
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@Phantom711 - I tried my semi-ripple procedures (i.e. FA-18C - SEMI-RIPPLE GBU-38 JDAM TOO TPOD-A.png, FA-18C - SEMI-RIPPLE GBU-38 JDAM TOO TPOD-L.png), and they still work OK, using mark points. While a little more tedious to set up, and employ (i.e. switching mark points), I like that I can assign targets to all 8 bombs all at once if I use double-rack pylons. I also tried the approach you mentioned, mainly using TDC depress on the TPOD (Litening pod in this case) to designate each target and then click STEP on the stores page (also setting mode to TOO first for each), and then repeating TDC depress/STEP up to a max of four targets; then from the JDAM display page clicking QTY and selecting all four stations. One thing I had a challenge with is for the next set of four bombs (i.e. I was using 4 double-rack pylons for a total of 8 GBU-38 JDAMS), when I repeated the procedure, all bombs hit the same target. I'll have to revisit. In any case, I agree the method you describe is easier, as you can just press and hold the weapon release to ripple up to 4 at a time. Once I figure out my challenges with the second set of four bombs, maybe I'll create new kneeboards for true rippling of JDAMs (4 max at a time).
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OpForAC - Opposing Force AI Aircraft script
609_Relentov replied to 609_Relentov's topic in Scripting Tips, Tricks & Issues
Hey Phantom, I’m always open to suggestions, I like the idea of adding an option for random aircraft per category, etc. Not sure about adding friendlies, as they (I.e. blue and red AI) would immediately start attacking each other, lol. I have pondered seeing if I could spawn a friendly wingman as part of my group, so I have help against the OpFor AI, but haven’t done enough testing yet to see if it’s possible dynamically. The “Repeat” option sounds interesting, too…. I’ll give them some thought, thanks for the suggestions. -
Added the following kneeboard: F-16C - 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.
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OpForAC - Opposing Force AI Aircraft script
609_Relentov replied to 609_Relentov's topic in Scripting Tips, Tricks & Issues
I re-uploaded a new Zip, now version 1.3.3 I fixed the issue where opposing AI aircraft were not spawning if the mission loading the script is a single player mission with one Player and no Clients. The AI aircraft should now spawn upon request. Also fixed an issue where the MiG-19P was not loading IR missiles based on the scenario; now it loads them correctly. -
OpForAC - Opposing Force AI Aircraft script
609_Relentov replied to 609_Relentov's topic in Scripting Tips, Tricks & Issues
@Phantom711 Actually, I ran some tests and there seems to be a bug with running the script in SP missions where you have one Player aircraft. It's working if you have one or more Client aircraft, so I apparently didn't do full regression testing with SP "Player" missions with my last bunch of changes (sorry about that). For now, if you can just change the aircraft you use to Client instead of Player, it should work. I'll need to spend some time debugging where this stopped working for SP "Player" missions. I tried an older version of the script and it worked, but there were significant changes, so it will take me a while. Thanks in advance for your patience. -
OpForAC - Opposing Force AI Aircraft script
609_Relentov replied to 609_Relentov's topic in Scripting Tips, Tricks & Issues
@Phantom711 no, once you select the number of aircraft, the AI should spawn. Did you try again with a different AI aircraft type? Did it work then? What was the aircraft type and scenario chosen where you had this happen, I can try to replicate. I have had this happen in the past during development if I messed up somewhere in method used to build the AI aircraft group, but I tried to test all aircraft type/scenarios. Can you share how you set up the trigger to load the script? i.e. trigger, condition, action. You said this is a SP mission, does this mean it has one Player and no Clients? Or does it have one or more Clients, but you are playing it in SP mode (i.e. launch mission, not "Launch Multiplayer Server")? -
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.
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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.
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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.
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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)
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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)
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Get current plane I am flying
609_Relentov replied to Mikla's topic in Scripting Tips, Tricks & Issues
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. -
OpForAC - Opposing Force AI Aircraft script
609_Relentov replied to 609_Relentov's topic in Scripting Tips, Tricks & Issues
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. -
OpForAC - Opposing Force AI Aircraft script
609_Relentov replied to 609_Relentov's topic in Scripting Tips, Tricks & Issues
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. -
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 1.52 AI OpFor aircraft coalition will be opposing the coalition of the aircraft or helicopter the client (MP) or player (SP) spawns in. OpForAC script now works for dynamic spawn slots in MP missions 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.
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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.