

VAF [136] Striker
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Everything posted by VAF [136] Striker
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[FIXED IN 2.0] Flood light on A-10C
VAF [136] Striker replied to yeepee's topic in DCS: A-10C Warthog
Emergency Flood Cut Off Several of us started an older mission that I created recently in 1.2.16 just to test for MP issues. It's a very dark mission starting at 5 AM. 1. The emergency flood light controlled from the right rear light panel wasn't function correctly. It was cut off half way through the cockpit by a sharply defined cut off point instead of flooding the entire cockpit in a nice even fade to the front of the pit. I forgot to get a screen shot. 2. The front emergency flood switch on the electrical panel did not work at all. -
Disregard this post. I realized that each individual module has the "install" button enabled since I already own them and the ED server recognizes that. I was just hoping to do them all together but apparently that box won't show again. ***This morning when I started up World 1.5 and went to the module manager, a box popped up showing "Available Modules For Download". I've seen this screen before but I don't know how to get back to it. I only activated two of my modules and my intention was to activate the other ones later after doing more testing but now I can't get to that pop up box. Can someone tell me how to bring it back up?***
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Vehicles missing backgrounds in Encyclopedia
VAF [136] Striker posted a topic in Mission Editor Bugs
It looks like all of the new vehicles added to the encyclopedia are missing the background terrain and are just floating over a blue floor. You can also rotate below the water when you view ships. -
Mission Editor Features Request Wishlist
VAF [136] Striker replied to Grimes's topic in DCS Core Wish List
A couple other people have mentioned this but I agree completely that this needs to be put back into or added to the editor. It used to be or maybe still is for Lockon so I've never understood why not in DCS World. Even a small thumbnail view of the unit color scheme and loadout would be helpful and would be a huge time saver. Currently you have to go into the mission and cycle through all the units. -
Just a quick report on the mission last night. I put everything you all suggested into it and everything worked really well. I did some adjusting to the behaviors and I found that having the enemy aircraft spawn rather than persistent helped a lot. This kept the blue side AI from chasing after the wrong groups. The AI followed their routes and performed their duties like they should have.
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OK, thank you for sharing all that with me. I was using 12x acceleration so that explains a lot. Wanted to cover that long distance quickly so I could keep editing the mission. Guess I'll have to be more patient in the future. :smilewink:
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Yeah, I've noticed stuff like that too. I only load what they need for the specific task. The Su-25T's are loaded with the ELINT pod, 2 x Kh-58U's and 4 x Kh-25MPU's each and nothing else. They do have R-73's for self defense but I haven't added enemy fighters yet.
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This is great information so thank you for enlightening me on this! Yes, I've noticed in the documentation that there are some erroneous points but it is correct on this issue. The SA-10 or S-300PS uses the 5V55K missile which was used until 1982. I cross referenced it and it is correct in the specifications. It has a maximum effective range of 24 miles or 38 Km (29m & 47km by the book under ideal parameters). The later 5V55R has a longer range of 47 miles or 75 Km. If the S-300 in the sim were using the later 5V55R you would never be able to approach it with the Kh-58U. I've targeted S-300's within 25 miles so I know this to be correct. Also, the markings on the missile match the pictures I've seen. The "K" has a black nose cone and the "R" has a white or gray nose cone. How do I set priority or is that in the "Advanced Waypoint" windows?
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Yes, I did do it correctly according to your statement. I had actually tried it a bunch of different ways. I found out back awhile ago that if you set them to nothing they do nothing. I did not know this so from now on I will use the default evasion. And I have seen the AI just fly right into the SAM missiles. It's like they have "stupid" built into them even if you put them on "expert" setting. But just so you know, it's right in the specifications in the encyclopedia about the ranges. The SA10 with the 5V55 missile which is modeled in DCS World has a range of about 25 miles and the Kh58U has a range of 44, so technically the AI should be able to shoot the SA10's with 58's all day long without being anywhere near inside their envelope. The Kh25MPU has a range of about 16 miles. I fly SEAD quite frequently in the Su-25T and kill SA10's without any problem. Why does this give the AI more time to search? I'm not clear on what the logic is there. Also, I tried moving the action (search) waypoint inside the search zone and the AI just went home. When I left it outside the zone like you have it they did a perfect search and destroyed almost all the targets with one plane loss. Why is it that putting the waypoint inside the zone would cause this behavior? Yes, I'm starting to understand the problems with AI multitasking. It seems like you have to stick with giving them one specific task and leave it at that. It seems to be better to make multiple different flights with single tasks rather than the converse. Because the Kh58U has a range of 44 (70km) miles and the SA10 only 25, my logic was that the AI pilot should use the Kh58 first to engage the 64H6E BigBird radar system. I noticed in your edit that they went after the SA6 sites first and then went to the BigBird. I'm guessing that because of the position of the waypoints that the SEAD flight targets whatever is closer to them. Does that sound correct? Yes, I did see the SA10 shoot down several of the SEAD missiles. I thought that only the Tor had the ability to do that. I will keep that in mind for future designs. Point 5 I knew. I did try exactly what you stated but again the AI just turned and headed home. I still don't understand why your version works and mine doing almost the exact same thing (not the posted one) did not work. Is it possible that my system is causing the AI to behave differently? Just grasping at straws here but have you ever heard of that possibility? By the way, thank you for the clear explanations.
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I tried doing everything like you did and most of this I was doing before but they just turn at the waypoint and head home. They do absolutely nothing. Also, I have their altitude set at 8000 feet and for some reason they dive down to 800 feet about 10 miles from their first turn point. So I have no idea what's causing this to happen. I've attached the mission.
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OK, here are the files.
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OK, I will send you the file in the 3 different ways that I've been trying to make it work.
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I don't know what you mean by setting priorities. Can you give me an example? I already tried to give them specific targets and zones and neither worked.
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Yes, I give them complete waypoints just like any other flight. If I start it out as a SEAD flight when I place the aircraft on the map, they divert to a completely different area than where I want them to engage. I placed SA10's off in the distance to simulate the environment and they go towards them instead of the SA6 that I want them to target that's closer.
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I can't get the AI SEAD to do anything I task them with doing. If I place a Su-25T SEAD mission and give them waypoints to the target area the fly willy nilly all over the place and target stuff I don't want them to. I tried setting it up as a general mission with "nothing" and then set the waypoint before they get to their objective to "SEAD" and then set the "perform task" to "search and destroy in zone" but they fly right past the target area and do nothing. I've tried to give them individual targets and they fire on one target, dump their stores and fly away but most of the time they fly right over the SAM's and get destroyed. Even when I set them to passive defense their behavior is completely messed up. Can someone tell me how to set them up to perform correctly please?
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Mission Building and Destroyed Objects?
VAF [136] Striker replied to VAF [136] Striker's topic in Mission Editor
Cool, thank you. I've played on your server before and I know you make good missions. -
Mission Building and Destroyed Objects?
VAF [136] Striker replied to VAF [136] Striker's topic in Mission Editor
Yes, the destroyed bridges are synced correctly. I was just hoping that I could set the map with bridges we already destroyed for next mission. There's no way to use something like MIST or other scripting to set a world object as destroyed at the beginning of a mission? It doesn't have to be pre-destroyed in the map, so long as it's destroyed at the very start of the mission. That way the pilots who fly over the area see the damaged objects. -
Mission Building and Destroyed Objects?
VAF [136] Striker replied to VAF [136] Striker's topic in Mission Editor
Exactly for the reasons you stated, no. I have done that before for buildings though. But I want to learn how to register the destruction of map objects. Also, I want to be able to pre-destroy objects. -
OK, I've gained a lot of experience in mission building over the last year or so. I have a real good handle on triggers and flags and how best to use them. I want to move on to some more advanced methods. I do not know how to do coding but I've seen that editing LUA isn't really hard. I have not worked with MIST yet but I'm aware that it's powerful. What I would like to do is start the mission with destroyed objects. This is easy to do for vehicles but not available in the builder for static objects. I'm referring to built in objects on the map like bridges or buildings. We did a prior mission and destroyed the bridges so they need to show as destroyed in the following mission. I've done a little research and apparently this can be done in the scripting engine. I've read part of the WIKI but don't know where to go from there. Where can I find instructions on how to implement this idea?
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This is a weird problem that has happened to me a couple times now. I'll place an aircraft and make it "client" like Su25T and it will show up in the server list but when I or any of our squad mates try to hit "fly", you go straight to the F10 map view. The aircraft is there in the list and available but not flyable. I've tried to change the mission time to reset the clock and tried to change the coalition country but the problem still exists.
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The US based Virtual CVW-14 is looking for new members. We are currently starting up a brand new squadron based on the up-coming releases of either the ED F/A-18C or the Cortex F/A-18E model. The primary name of the squadron is based on the real world CVW-14 (decommissioned in 2013) to honor their long history of service aboard the CVN-70 USS Carl Vinson. We have a special land based attack squadron using the A-10C (which we are currently flying) along with the UH-1N Huey and the Ka-50 for ground attack support. We also hope to implement a small group to do Combined Arms in special missions alone with real time AWACS. We build our own missions from scratch and run them on our own dedicated squad server and have our own dedicated Teamspeak server. We are also looking for people that have some experience working with MIST. Please look at our website, www.vcvw-14.com and let us know if you are interested. Please drop us a line either by the contact form on the website or sign up to our forums and contact us there. Currently, we only have the one website for the VCVW-14. We are planning on keeping the A-10C squadron a fully functional part of our group but we haven't decided what actual squadron to model. We're also not sure if we're just going to add it to the current website as a separate ground attack squadron or create a complete separate website for it when we decide. We only have a handful of members at this time but we're looking to grow this year. Once the new module releases are available we will be starting our carrier operations. Thank you for your consideration. Scott "Striker" Hicks "Fortune Favors The Bold"
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OK, he had easy coms checked on his system so my only thought is that it was somehow conflicting with the server setting. He tested it and was able to communicate with ATC and the wingman after he unchecked the box. I find this to be somewhat strange because I would like to believe that the server overrides the clients settings. If the server is supposed to override the clients settings then this means it's not working correctly and this is problem that should be addressed.
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Yes, it was checked, and for both aircraft. But one other thing that might be a problem. I have to check with the guy that flew the Su25 but in his options he might have the box ticked for easy communication. Would that cause a problem is the server is set to "false"? I would think the server would override the client settings but just grasping for answers.
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Are you asking if it is on or off? On our server it is set to "false".
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I built a simple mission for our squad to fly that uses A-10C, F-15 and Su25T. The 15's and Su25's both had AI wingmen because we only had one person to fly each lead aircraft. The person that does the Su25T role has constant problems with the AI wingman. He refuses to answer any radio commands. Also, the ATC will not come through on his system but he can hear the ATC from our headset mic's. It seems like these issues might be related but we're not sure. The AI wingman follows him around but will not respond to orders. Example, if he orders him to attack the air defenses, he just follows around doing nothing. Is this a bug in the game? The reason I ask is I've had the same issue before doing quick missions like "Defend Camp Yankee". I give the AI wingman orders and he just ignores me.