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Everything posted by rmk80
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Thanks, I will have a look at it. Yes, I can define the time interval (which was set at 60 second previously). The problem is indeed the airbases that have no dedicated taxiways. It takes forever for planes to take off, creating all kind of issues when multiple planes spawn at the same location. A quick fix would be to exclude these airbases in the mission. Does this happen automatically? If so, this could be added quite easy.
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No, not that I am aware of. Could you take a look at your DCS.log to see if it is throwing any errors?
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The AI flights are behaving differently based on the way they spawn. I changed the way waypoints and tasks are given to fix this in latest version. Yes, I was running a clean up script as a last resort. Didn't know this would cause problems on a dedicated server. It has been removed in latest version. Curious if this would fix the issue you are describing when using Hot spawn. Could you please reference the script you are referring to? I implemented a limited amount of AI flights that is persistent in latest version. Yes and No. As long as I'm not adding or changing variables you can use your save data for future versions. Latest update has limited flights added. This means you need to manually add the following variables to PersianPowerUnitCount.lua to keep your data: flightsRED = 60 flightsBLUE = 60 I have not encountered this issue myself. You should at least get a message telling you the mission is generated or loading from save. This means the script is running. Flights are only starting to spawn after at least 30 seconds after mission start.
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Thank you for your feedback. I updated the first post with an updated mission file.
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Waypoints are not created for players, I cant get that to work (yet). You need to manually enter the waypoint in your CDU using the provided info. Waypoint data is in precise mode for the hornet SAMs use the MOOSE functionality. Skill level is default. I should be able to make an option for that. No JTAC's yet.
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Operation Persian Power is a scenario entirely made with help of the fantastic M.O.O.S.E framework (credits to FlightControl). At the first run of this mission, the defined airbases of both sides (RED & BLUE) get dynamically populated with ground units (SAM’s, Air Defenses, Armor, Artillery and Support). Which airbases belong to which side, can easily be changed in the mission editor for re-playability. The goal of the mission is to destroy all opposite (RED) units. If all targets at an airbase have been destroyed, the airbase is no longer operational and will no longer be used by the AI. Features: - Primarily intended as a SP mission, it also works in COOP. - AI SEAD, CAS and CAP sorties are dynamically generated while you play, for both sides! This means you are not only the aggressor, but also need to defend against enemy flights trying to take out your air defenses and airbases - All unit types (GROUND and AIR) are randomly selected. - AI flights will randomly use any of the operational airbases for that side. - The type of sortie generated depends on weight factors, the amount and type of targets available and the amount of operation airbases. - Destroying all units in the area of an airbase will disable it. This means AI flight will no longer spawn there and the amount of airborne AI flight will be limited, as more airbases are no longer operational. - All progress is constantly saved using the Simple Group Saving script by Pikey May (credits to Pikey, Speed & Grimes and FlightControl). The second time (and every time after that) you run this mission it simply continues where you left. This applies to all ground units and the operational airbases. The number of air units is also kept, however their positions are not maintained. - A user menu is available (F10 > Other) with the following features: Show mission progress (see whether RED of BLUE is winning) Show active flights (for your side) Disable messages option, in case you find the mission updates annoying Request a specific target (based on distance or randomly selected) Request updated target information Request a list of JDAM coordinates for your target Cancel the target mission - Tankers (Texaco at carrier, Shell) and AWACS are available - Carrier is available Note that the aim of this mission is to do as you please and enjoy. You can destroy targets, fly CAP missions, escort AI flights, anything you like that’s keeping RED from winning the game. Know that the AI flights of both sides will continue destroying targets until either side wins, whether you help or not. Requirements: Persian Gulf Map and F/A-18, A-10C, F-14B, M2000C, Viggen, Harrier or F-15C Module. For the saving function to work you need to comment out (put -- in front of it) these lines in the MissionScripting.lua file in the DCS World\Scripts folder: sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs'). This is how this section must look (otherwise the mission won't load/run): do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Mission settings: You can change some of the mission parameters in the Mission Editor under the 'set rules for trigger' menu and choose the (green) SETTINGS trigger: maxAirborne: option to set the maximum airborn groups for each side for performance reasons. totalAircraftRED: number of operational aircraft on RED side on mission start totalAircraftBLUE: number of operational aircraft on BLUE side on mission start AIskillRED: set the AI skill for RED units. Possible values are "Average", "Good", "High", "Excellent" or "Random". AIskillBLUE: set the AI skill for BLUE units. spawnType: set the way AI flights are spawn. Possible values are: SPAWN.Takeoff.Air, SPAWN.Takeoff.Runway, SPAWN.Takeoff.Hot and SPAWN.Takeoff.Cold. Default is Hot which is the most immersive. despawnType: set the way AI flights despawn. Possible values are: "LAND" and "SHUTDOWN". Default is "SHUTDOWN" which is most immersive. cleanupInterval: this options sets the time in seconds it takes before a unit is considered stuck and gets removed. You can add any Client plane (module) in Mission Editor yourself and all menu options should work. No special names or anything required. This also works for adding Clients on the RED side. Know issues: Because all units are dynamically generated (or loaded from save) the first time you enter a slot, the radar rings on the F/A-18 SA page are missing. Simply switching slots solves this issue. Restarting the mission can be done by deleting the PersianPowerSaveGame.lua and PersianPowerUnitCount.lua files from your root DCS folder. I hope you enjoy this a much as I do :thumbup: Update 0.80 Added Syrian Power Added A10-C II Updated Moose All versions use updated code Persian Power v080.miz Georgian Power v080.miz Vegas Power v080.miz Syrian Power v080.miz
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Thanks Miguel, that makes it easy to change the options
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I have two questions regarding the new Hornet over PG version: - labels no langer work, is this intended? - my framerate (I play in VR) is a lot worse compared to the previous version. Did something change in the prune script? Is there anything I can do?
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Operation Snowfox - Persian Gulf PvE Playground
rmk80 replied to Surrexen's topic in User Created Missions General
Great! Cant wait to try this version out. I have been really enjoying your mission so far. Thank you for your efforts -
Operation Snowfox - Persian Gulf PvE Playground
rmk80 replied to Surrexen's topic in User Created Missions General
Yes, that works. Great, thanks :thumbup: Another question, how do I know which sector is which? Do I need to look at the map (F10) for that? -
Operation Snowfox - Persian Gulf PvE Playground
rmk80 replied to Surrexen's topic in User Created Missions General
In DCE you need to put -- in front of the os and io module. Is it correct your mission needs -- in front of the io and lfs module? Just checking, because I'm not seeing any lua scripts in my root folder. -
It is in the DCS campaign folder. For example: Mods\aircraft\FA-18C\Missions\EN\Campaigns\Hornet over PG
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I appears I have a problem with INS alignment in Hornet over PG. Although its shows quality 0.5 OK it is not aligned. Also the moving map is not showing. After changing the mission date from 1993 to 2019 things work again. Anyone else seeing this bug?
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You need to install in the main DCS folder, not saved games.
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F/A 18 in Hornet over PG, version 11.07. Been playing this for quite some time without any issues. I just installed the latest beta and that seems to fix it. Must be something in the latest stable.
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I suddenly have an issue where the navigation data (waypoints) are totally off. The carrier/start position is suddenly in between the 1st and 2nd waypoint. Even after restarting the campaign the issue persists. Does anybody have a clue what might be wrong?
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WoW, Very cool!! Really enjoying your missions, thanks!
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I had the same issue on the PG version. Re-generating the first mission again, fixed the CTD.
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You need to install this mod
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Thank you guys, for the nice feedback! Good remarks, i guess i simply forgot both of them. It shouldn't take a lot of work to add these to the mission. I think your are right. I used the term CAP since it is strike against air units. Never heard of the term OCA, so learning every day. Yes. I noticed the ending conditions were never met when using group dead. Because groups are random, i have to check if all groups are dead, even the ones that didn't spawn/activate. When using 'group dead/unit dead' it didn't work. So i used group out of zone instead as as workaround. By trying simple tests. Just trial and error!
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No it doesn't. Not that i tried it, but it uses the 'start from runway' feature for the AI flights, which is only present since 1.1.0.9 I guess that is causing the crash error
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Hi all, I'm finally releasing my SP mission 'Operation Krasnodar', on which i've been working since patch 1.1.0.9 came out. I made this mostly for my own liking, but i might as well share it now that it's finished. In this mission you will select one of the available tasks in a multi-role air operation on the city of Krasnodar and its two airports. On mission start, the amount of enemy resistance, their type, position and skill is randomly set. You may encounter the following resistance: AAA: - 0/16 Groups [ZU-23 on Ural-375] - 0/12 Groups [ZSU-23-4 Shilka] SAM (SEAD): - 0/8 Groups [sA-9 Strela-1 9P31 or SA-13 Strela-10M3 9A35M3] - 0/2 Groups [sA-19 Tunguska 2S6 or SA-15 Tor 9A331 or SA-8 Osa 9A33] - 0/1 Groups [sA-6 Kub LN 2P25 or SA-11 Buk LN 9A310M1] Ground units (CAS): - 0/8 Groups [MBT T-72B] - 0/8 Groups [iFV BMP-3] - 0/4 Groups [sPH 2S1 Gvozdika] Air units (CAP): - 0/2 Groups [MiG-23MLD or Su-27 or MiG-31 or Su-33] Based on the enemy units that spawn at mission start you can select any of the following roles: SEAD/CAS/CAP/Free Flight. JTAC support is available for all SEAD/CAS tasks. Note that when Russian CAP flights spawn, they will stay inactive on the tarmac untill they randomly take off. This might happen anywhere between 0 and app. 60 minutes. If you selected the CAP role (or even when you didn't), you better take them out before they take off! The following support flights are available on your command for the remaining tasks (if there is a threat present): - 2x SEAD SA-9/SA-13 [F-16C bl.52d or F/A-18C] - 2x SEAD SA-8/SA-15/SA-19 [F-16C bl.52d or F/A-18C] - 1x SEAD SA-6/SA-11 [F-16C bl.52d or F/A-18C] - 2x CAS T-72 [A-10C or F-15E] - 2x CAS IFV [A-10C or F-15E] - 1x CAS ART [A-10C or F-15E] - 2x CAP [F-16C bl.52d or F/A-18C] You can also contact HQ (F10) anytime to: - Request a Sitrep - Repeat your briefing - Cancel your task COMMS: Mission HQ - Radio menu F10 ATC - 125.00 VHF AM AWACS/Support Flights - 124.00 VHF AM Tanker - 150.00 VHF AM (Tacan 40X) JTAC (SEAD/CAS) - 30.000 VHF FM Flight - 251.000 VHF UHF Note that when all support flights have spawned, your fps might drop at mission start (depending on your system). I might tweak some settings to make a 'light' version if this is too much. I made sure the min and max values of random enemy units can be set pretty easy in the ME. I hope you enjoy the mission!:joystick: OperationKrasnodar.miz
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I am having freezes/CTD as soon as I destroy a Smerch. Happened to me twice already! Don't know if this is related but there seems so be something wrong with this particular unit.
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Any X-Keys users having trouble with 1.1.0.9?
rmk80 replied to GregP's topic in PC Hardware and Related Software
Ok just a wild guess since im not a xkeys user but do you run run both the game as well as the software for xkeys as administrator? Cause I had a similar issue using trackir and that solved it! -
Separatist Aggression Mission Coop 8
rmk80 replied to graywo1fg's topic in User Created Missions General
Canthis be fixed? Although i can find the target through the UTM coordinates, it is still very handy to get the data link! Also, does anybody know how to find the tanker? (TCN?)