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Everything posted by markturner1960
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Cheers, yes was talking specifically about the AI ATC. Pretty sure as you say in real life, you can have 4 jets in 2 pairs at the same altitude, at opposite sides of the stack circle. This is a practice mission for me and my flight buddy, so just 2 of us…..so we need to rely on the AI for Marshall. It’s also part of wanting to understand exactly what and how you can achieve working with the DCS ai
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Cant really advise without some deeper knowledge of how your flight / mission is structured......
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Again, super helpful, thank you. In my particular training mission scenario, I have placed various statics and scheduled AI flights to take off and land for immersion. I can send you the mission if you needed to see it. its tweaked slightly from the layout shown in the OP I think I have the take off situation sorted, I have effectively blocked CAT1 using your suggestions and information as I have statics there and I also want me and my buddy when flying together, to be able to directed to the correct catapults for a covey launch - in this case, cats 2 & 4. I did not want to place a static on spawn spot 1 on the sixpack as I think that would get in the way of taxying and parking...so got around that by scheduling the AI flights to start a minute later, which means it spawns on the patio instead. Not managed to test in multiplayer yet, so it may need tweaking. So the idea is that we take off amid the immersive deck action, do our training and then recover, which should also be at the approximate time my AI flights ( 2 flights of 4) are recovering. What I dont know is how this will work with the parking and static placements. I would like to avoid being teleported to a parking spot which seems to happening currently.
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Thought that might be the case as it does not seem to be documented! Well thanks for sharing this information! Regarding the parking, will the carrier send jets down to the hanger using the elevator ? Or does it only park them on deck? Can you see any issues with my deck layout that might prevent proper function of the logic? I am having trouble with an AI flight Prowler that keeps being directed to take off from CAT1 even though there are statics there Do you also happen to know how the Carrier changes from launch to recovery mode and is this a state it has to be in to land on it? I guess if you check in as a player, it switches, but what about with AI flights ?
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Hi, as title, have made a mission with deck statics and period skins, the helos I used are the SH70 mod. Everything shows fine when I test the mission in single player, however when loaded on my server, the helos dont show........ What might cause this?
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Well, I ran the mission and the first AI flight of 4 to recover, simply dissappeared after they trapped.........so that generates more questions..... Does this happen only under particular circumstances? If so, which? And why? The AI deck crew will taxy them to take off properly but seem not to be programmed to taxy them to parking. .......why? Is it because of the statics?
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Thanks for the quick reply! I should clarify, that I dont WANT to spawn in the first 4 slots, I am just curious as to why they do not get used, when they are not blocked? Since the screenshot I attached in the OP, I have added another static on the slot 16 and just left 15 & 10 free at the rear, in an attempt to get the crew to direct us to CAT's 1 & 3 when we spawn ( as it should do for a covey launch) however, my AI flight of 2 Hornets, set to start from ramp at 5 minutes into the mission, now do not appear and start up....and this is in single player with me just using one of the 6 available spawn slots. I dont understand why, as there are plenty of slots? Would you mind sharing your mission for me to look in? Can share mine if you like, will need to make a copy without the sound samples as it is 56mb with....unless you want the chatter etc, in which case I will need to send you a wetransfer link. Edit: I made the AI flight taking off 4 jets and to start same time as the mission does, they all spawn in spots 1,2,3,&4 and take off as they should. So something stops them spawning if I set them to take off later....any ideas? I do need to try and work out what happens to AI flights when they recover and are parked using the new crew, especially as all the elevators have statics on them. Are they supposed to be marshalled to an elevator and taken down, or parked on the deck? Or a mix of the 2?
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Does the number of potential client slots in a mission affect where you will spawn? I have a training mission that has several spawn options ( However, its only used by myself and a friend at any time) such as 2 F18's hot, 2 cold, 2 Tomcats hot, 2 cold ... 12 in total The mission also has some AI flights taking off right at the start - a prowler and the rescue helo. There are also 2 AI F18's airborne. I have another 2 F18's set to start from cold ( start from ramp) 15 minutes after mission start. I enclose a screen grab of the deck layout I also have carefully placed various statics to enliven the deck, making sure not to block any taxi paths for the new directors and leaving spawn slots 1 - 4 in front of the front elevators free and the 2 slots on the starboard rear elevator plus one at the very back of the starboard side nearest the ramp. When we spawn in, its always on the rear elevator, not in the first slots....why is this? How does the logic work for spawn order ? And in my example , where will the AI park when landing and where will myself and my buddy be directed to when landing
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Thanks all, this information is very useful. If it's useful to anyone, I have made a basic kneeboard concerning JDAM useage, can someone check I have the information correct? HORNET JDAM.pdf
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Super Carrier with new deckcrew won't launch F-14A/B
markturner1960 replied to Mac D's topic in DCS: Supercarrier
yeah, AI flights spawning around your start do seem to mess things up, buty I have not yet been able to figure out exactly how and why and therefore be able to work around it. Its complicated also by the fact that what happens depends on how many AI you have spawning or taking off and indeed, how many players you have spawning and taking off. There does not see to be an order they follow. In a mission I am working on, for example, I have deliberately left spawn points 0,1,2,3 free of statics and other flights, yet the AI flights dont spawn there.....I cant figure it out..... -
Super Carrier with new deckcrew won't launch F-14A/B
markturner1960 replied to Mac D's topic in DCS: Supercarrier
I think you need to use the "catapult salute " keybind, rather than "salute" ....try that -
In my training mission today I have set an AI flight of 2 tomcats to recover before me. When I land, they appear to be stuck on deck, one parked in front of the island forward of the foul line, the other in front of the forward elevators witha director stuck with his hands in the air. This jet probably blocking my taxi path. As I was configuring my jet after landing for taxying clear, I teleported to a parking slot at the rear of the deck. Not sure if this is related to the parked Tomcats. The track seems to big to post, can provide a link if requested, here are some screengrabs As yu can see, there are no statics blocking any Taxi paths. So, 1) Whats happening & 2) Why was I teleported to parking on landing?
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Cheers, I thought that as well, but pretty sure that before the update, I had these skins installed and working - certainly showing on the model in the mission editor, which they dont now..... Actually, my query is answered here....I was not going mad, they did work before the update, and the update borked them
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OK, found a lua file in there, but none the wiser about the skins showing or if my install is good or not.....
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cheers, I found heavy metal core, but there is no aircraft folder in there..... Interestingly there is an S-3B.zip folder in "Textures" and an S-3B lua file in Heavymetalcore/Database/Aircraft Is this as it should be? Freshly updated and clean install BTW - the skins are all in my saved games. And do show up in the drop down in ME
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So previous to the update, I had some era and cruise relevant skins I was using on the Viking, which worked fine. These: https://www.digitalcombatsimulator.com/en/files/3334480/ However now, i noticed the skins are not applied and in mission editor, I am not able to select any skins for the jet. It just shows the default, whatever you choose.... Can anyone help? BTW, where is the folder for this aircraft in the game folders? I could not see it anywhere under S-3B....... Merry Christmas as well!
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I think the answers to all are in there mate, much appreciated! ( I was not able to designate BTW, apologies for my grammer!)
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Been working on using this with TOO JDAMS and found some strange behaviour. One was ( And I am not sure exactly what preceded it) that after designating a target, pressing the undesignate button did not seem to work, I still had the HUD indicator arrow pointing towards the target and did not seem unable to re designate another? What might cause that? Also, when in snowplow doing the initial ground stabilise, the target pointr seemed to be not where the velocity vector was pointing exactly....its in the general area, but offset down and to the right....again, any ideas what is happening and why? I dont have a track so appreciate this is a bit vague, but maybe someone can help? Is there a good definitive up to date guide? Chucks?
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Try deleting or delaying the E2 on CAT 1, as spawn point zero, the Hornet that is being blocked, should take off from there.
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JDAMS & TOO1 / TOO2 & multiple targets
markturner1960 replied to markturner1960's topic in DCS: F/A-18C
Excellent, glad to finally understand whats going and why. Thanks all, going to update my kneeboard page for this accordingly -
Actually, most of the document is from the authors work in producing it with Lex, a real life F18 pilot…….you got a better one?
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JDAMS & TOO1 / TOO2 & multiple targets
markturner1960 replied to markturner1960's topic in DCS: F/A-18C
Here is where it gets confusing, as I thought that was what I was doing in the process above at point 3 in the list? When I boxed TOO2, in the mission page, the co ordinates area was blank, and populated when I designated the next target. I assumed I was designating 4 targets for TOO1 and the last 4 for TOO2..........I will try again and double check -
JDAMS & TOO1 / TOO2 & multiple targets
markturner1960 replied to markturner1960's topic in DCS: F/A-18C
Excellent - between you both, thats my query answered perfectly! Many thanks, I have been racking my brains why all my bombs are not hitting the right targets ....I could do 4 no problem, but struggled with 8 my procedure for 8 was:(Procedure for 4 was just steps 1 & 2) 1) Set up the JDAMS (TOO, Inst fuze, manual release) 2) Designate 4 targets in a row for TOO1 (stepping to next station and a fresh designation for each target 3) Box TOO2, designate target 5, step, box TOO2 again, designate target 6, step, etc for the rest 4) Box all stations on QTY page 5) When in range, press pickle - 4 bombs come off. Press Pickle again..the remaining 4 come off However, they all seemed to go to targets 5,6,7 & 8.... What was my mistake in that procedure? And fair point about wether its ever going to come up in a mission, this was more about understanding the principles