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Everything posted by FlightControl
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The frequency is very low. It is the Law of Murphy... I was yesterday in a chat with Invisibull talking about exactly the same thing :-) :SetDefaultCapTimeInterval( 180, 600 ) But you can't use this method to change the timing of the default spawning (yet). I'll need to do some changes in GCICAP. So when airbases already have squadrons assigned, you can use :SetDefaultCapTimeInterval to change the timing. But there is a solution, fortunately. If you wanna change the default timing, you'll have to do this per squadron. GCICAP assigns to each airbase that has template airplanes above the airbase during the initialization, a squadron to that airbase that contains exactly the name of the airbase. So by example: A2ADispatcher:SetSquadronCapInterval( "Tonopah Test Range Airfield", 3, 30, 60 ) would change the amount of groups of planes, and time frequency range for the "Tonopah Test Range Airfield" squadron. The 3 is the amount of groups of planes, and 30 and 60 is the min/max time interval. The 3 however will generate only 2 groups... Because I did a small hickup in the code that will be fixed soon in a new moose.lua version. So :SetSquadronCapInterval is the method you need to use. FC
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I don’t think so. If I dig into my memory, there was a post somewhere a long time ago, that wrote something about grassfields when they were introduced in the product, that these are objects “without any logic behind”, but allow to position planes upon. But to be honest, it kind of is confusing why these aren’t Airbases, as they appear in the list as “airbase types”. It could very well be that these ARE Airbase objects, but just not included in the coalition lists. It could very well be that it is easy to search for a grassfield airbase if you know the name. And the grass airbases can also be searched on the mission file, which is what Database can do too :-) But it takes a bit of time and energy to search and try out all of this stuff, because there isn’t much help from ED in these matters. Maybe there are people on the DCS community who have experience in this and want to share it. FC
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Grassfields seem not to be included in the DCS API coalition.getAirbases( coalition.side.RED ) coalition.getAirbases( coalition.side.BLUE ) coalition.getAirbases( coalition.side.NEUTRAL ) maybe somebody can help on this?
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--- @param #DATABASE self function DATABASE:_RegisterAirbases() local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) } for CoalitionId, CoalitionData in pairs( CoalitionsData ) do for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do local DCSAirbaseName = DCSAirbase:getName() self:E( { "Register Airbase:", DCSAirbaseName } ) self:AddAirbase( DCSAirbaseName ) end end return self end This code parses the airbases. Aren't grassfields part of the coalition as an airbase???
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I never tried this actually, but farps work. There is however an issue with farps. Sometimes the farp spawns the helo "late" and I don't get a GROUP object immediately. Maybe this is not the case with grass airfields.
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AREA 51 - The Hidden Secret
FlightControl replied to FlightControl's topic in User Created Missions General
Result of yesterday test. It was fun, but it needs some work... https://github.com/FlightControl-Master/MOOSE/issues/653 Found already a couple of root causes. -
AREA 51 - The Hidden Secret
FlightControl replied to FlightControl's topic in User Created Missions General
It doesn't matter. Teamspeak or the discord channel at DCS. Discord is more user friendly, it works, easy and no fussing with parameters and mics that don't work. I don't have a dedicated server, but maybe some of the moose guys on slack also want to host this mission? I'll check ... -
AREA 51 - The Hidden Secret
FlightControl replied to FlightControl's topic in User Created Missions General
thats okay, in how many hours? -
AREA 51 - The Hidden Secret
FlightControl replied to FlightControl's topic in User Created Missions General
Server Name: Dynamic Tasking MOOSE (join up and lets fly) -
AREA 51 - The Hidden Secret
FlightControl replied to FlightControl's topic in User Created Missions General
So this mission has an advanced designation function. (I hope it works). If you check the mission, there are TWO designation funtions added! One for the SU-25T, which only works with a specific laser code 1113. One for all other planes, which have "generated" laser codes, that means they work for A-10C. I need to add a designation for the A-10A too, but assume that this plane is not flown so much, so thought this wasn't so urgent now. With the SU-25T you can fire off KH-25ML and KH-29L missiles. You can join the Pontiac51 and Pointiac61 (Su-25T #003 and #004 which have preconfigured these missiles as a payload). Once the RED targets are within FAC perimeters, you'll receive a message that the FAC is ready for designation. Select the SU-25T designation, and select autolase. (you can also smoke the targets if you want or illuminate them). So the FAC will lase the targets, and will send messages that it is lasing (check that). When you check the designation status, the AREA # is listed of the designation target. Select the relevant task in the mission using "Join Task", selecting either a SEAD, BAI or CAS with the same area #. (001, 002, 003 etc). And you'll receive coordinates either in MGRS, LL or BR, depending on your A2G settings). Once you approach the target, and you select 7 (ground targets) in the su-25T, you'll see a circle. select L-ALT-W for override. And fire... The missiles will home towards the laser spots. The autolase changes automatically units, if there are more than one unit in the target area. Good luck! -
AREA 51 - The Hidden Secret
FlightControl replied to FlightControl's topic in User Created Missions General
So as you can see, added a couple of things ... 1. Have been working on the DESIGNATE function. 2. Now there are two DESIGNATE instances: - One for the SU-25T using laser code 1113. - One for all other planes using laser code, which are generated. 3. Documented all the script code, for the noobies. 4. Tweaked the spawning parameters, the timing was too fast. 5. Revised the template compositions, and added new templates. 6. Tested stuff heavily. Hope you will enjoy this one. I have a wish: I REALLY WOULD LIKE TO FLY THIS ONE WITH ABOUT 10 PEOPLE ONLINE. Can we do that? FC A51 - Area 51 - The hidden secret.lua A51 - Area 51 - The hidden secret.miz -
I have been trying to do exactly that. But somehow I just can't find the correct spawning parameters to get the planes on the carrier spawned and not destroying itself. I will do once again a search why planes are crashing on carriers. You can however spawn them "in the air" above the carriers. On my question on the AWACS and TANKERS, I wanted to understand your "requirement" regarding these planes. Because Moose can do a lot in governing respawning at airbases and restart them automatically. So this statement: TankerSpawn = SPAWN :New( "Tanker" ) :InitLimit( 1, 4 ) -- 1 tanker live at the same time, 4 tankers in stock. :InitRepeat() -- Launch a new Tanker when the Tanker is destroyed. :SpawnScheduled( 300, 0.5 ) -- Check for a new Tanker every 300 seconds, with a 50% time variation (so between 150 and 450 seconds). You need to set the Tanker route and the orbiting points in the mission. TankerSpawn = SPAWN :New( "Tanker" ) :InitLimit( 1, 4 ) -- 1 tanker live at the same time, 4 tankers in stock. :InitRepeat() -- Launch a new Tanker when the Tanker is destroyed. :InitRandomizeRoute( 1, 1, 40000 ) -- This randomizes the routes from the second route point till the last - 1 waypoint with a radius of 40000 meters. :SpawnScheduled( 300, 0.5 ) -- Check for a new Tanker every 300 seconds, with a 50% time variation (so between 150 and 450 seconds). http://flightcontrol-master.github.io/MOOSE/Documentation/Spawn.html#SPAWN
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It is a bit hard to follow what you mean, but in respect of the above, the border is only in respect to the detection. So if intruders approach and cross the border, they will be engaged by defenders. The defenders will chase and cross any border. However, there is a limit that can be set how far defenders will chase intruders from the home base. http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html##(AI_A2A_DISPATCHER).SetDisengageRadius Radar is working correctly. The correct terminology to be used is GCI. - Radar triggers GCI. - Time triggers CAP. That is correct. However, the whatever many planes is relative. When you have defined a grouping, lets say of 2, then each CAP will have 2 planes. So if you have defined 2 CAP then you will have 4 planes airborne. There is an "engage range" parameter, which will determine the range in which CAP will engage with enemy planes. It makes a difference if a CAP engages an intruder from 100km or 250km. The NewWithBorder method takes as a parameter the engage range. http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html##(AI_A2A_GCICAP).NewWithBorder Can you explain me also what you are controlling with the tankers and awacs. And what about the "mission"?
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Guys, This is WIP, but didn't want to spare you from this... DCS World 2.1.1.8244, multiplayer mission. --- Briefing: A2G training mission using dynamic tasking of targets. 1. Goal On the RED side, random enemies are spawned at random locations and moving through random routes through the desert towards the blue locations. The BLUE side is to eliminate as much targets as possible. 2. Detection BLUE has (Airborne) Forward Air Controllers which are hidden in the battlefield, and are detecting the RED enemies. The detected RED enemy targets are grouped in areas, and are given an area ID (a number). The command center (HQ) is collecting these detected targets, and is assembling the results and locations of the enemies. 3. Tasking Depending on the enemy target group composition, tasks are dispatched to you as a player. There are A2G tasks and A2A tasks. The A2A tasking is currently inactivated. 4. A2G Tasks There are currently 3 different Air To Ground (A2G) task types that are dispatched: - SEAD = Suppression of Enemy Air Defenses. These are mostly targets that emit radar signals. - BAI = Battlefield Air Interdiction, which are ground targets without air defenses nearby, and behind enemy lines. - CAS = Close Air Support, which are ground targets without air defenses nearby, and with friendlies within the target area. Each of these tasks requires specific equipment and payload to detect and eliminate these targets. 5. A2A Tasks There are currently 3 different Air To Air (A2A) task types that are dispatched: - INTERCEPT = Intruders are detected in friendly airspace. Go get them! - ENGAGE = Enemy planes are nearby while you being airborne. Engage the targets! - SWEEP = Intruders were detected in friendly airspace, but contact has been lost of at least one minute. Search for the enemy. Each of these tasks requires specific equipment and payload to detect and eliminate these targets. 7. Task information The tasking menu can be accessed under the command center (HQ), and select the relevant mission. Each mission has a menu structure that has: - Mission Briefing: Displays the briefing of the task. - Report Tasks: Displays various task reports. The Planned Tasks and the Assigned Task are of your interest. - Statistics Tasks: Various statistics on the mission. - Join Task: Join one of the planned tasks. - (Assigned Task): If a task is assigned or joined, then this menu is displayed. Here you can view the task report or abort the task. 8. Joined Task After you joined the task selecting the relevant menu option, you are commanded to eliminate the targets in scope of the task. While in flight, you'll receive from the HQ routing information, which can be displayed in BR, MGRS or LL coordinate formats. Use the routing information to find your way to or near the target. When targets are moving, the coordinates will be updated, but only if a FAC has detected the movement! After you have eliminated the targets, you'll receive scoring for target hits, target destroys and once you've destroyed all targets, you'll receieve extra points. You scoring statistics are logged and can also be viewed using the Scoring Menu. You can abort the current assigned task if the target is not for you. 9. Designation The BLUE (A)FACs are scanning for targets and are grouping them into areas. Additionally, those (A)FACs which are close enough to the targets (whithin a range of 12km), can assist with target acquisition or destruction. The (A)FACs closest to the targets can be requested to: - Lase the targets. Targets are lased in order of "threat level", with air defenses being the highest threat. - Smoke the targets. - Illuminate the target area when lighting conditions are bad. (A)FACs can be ordered to auto lase targets, which will result in the (A)FACs to automatically lase the targets with the highest threat! Messages are sent to you, showing the targets that are currently being lased, smoked, illuminated. The lasers work with different laser codes, which are also communicated. Use laser guided bombs or missiles to destroy the targets. Lasers are visible during the night using FLIR capable viewers. The Designate Menu provides you with all the options for target Designation. 10. Settings A Settings Menu is available specific for your user. Depending on the type of plane or vehicle, you may want to receive coordinate information and distance information in the format that is compatible with your plane. - Use the A2G Coordinate Sub Menu to configure the display of coordinates in BR, MGRS or LL coodinate formats. - Use the A2A Coordinate Sub Menu to configure the display of coordinates in BRA or BRAA, MGRS, LL and BULLS coodinate formats. - Use the Measurement Sub Menu to configure the display of distances in the Metric or Imperial formats. 11. Scoring A Scoring Menu is available that allows you to view your scores and the scoring statistics of other players. Server: FlightControl Playground MOOSE ---- Check it out ... You can change borders, add FAC, Add Players, Add EWR, Add Airports, Add Templates... all is dynamic... Currently it has the following setup on the Blue side: - Base Groom Lake: 4 x SU-25T "Pointiac 11, 21, 31, 41" - Base Creech: 4 x F-15C "Chevy 11, 21, 31, 41" - Base Creech: 4 x AJS-37 "Ford 11, 21, 31, 41" - Base Creech: 4 x A-10C "Boar 11, 21, 31, 41" - Base Creech: 4 x A-10A "Tusk 11, 21, 31, 41" - Base Beaty: 2 x UH-1H "Colt 11, 21" - Base Pahute: 3 x SA-342 (L,M,Mistral) "Uzi 11, 21, 31", 2 x MIRAGE-200C "Uzi 41, 51" - Farp Rachel: 4 x KA-50 "Colt 31, 41, 51, 61" - Farp Rachel: 2 x UH-1H "Colt 71,81" Farp callsigns "Moscow", "Warsaw", "Dublin", "Rome" The RED side has AI GCICAP active. FC A51 - Area 51 - The hidden secret.miz A51 - Area 51 - The hidden secret.lua
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Some more fixes, ensure you have the latest version. Especially when using AI_GCICAP in DCS 2.1.1. in NTTR. (DCS 2.1.1. behaves differently than DCS 1.5.7. on route point settings). Fixed problem with waypoint actions for DCS world 2.1.1.8244. This version behaves differently than DCS world 1.5.7. in terms of waypoint actions for airborne units. Fixes had to be done in AI_A2A, AI_A2A_GCI, AI_A2A_CAP, AI_A2A_PATROL. Fixed problem in SCHEDULERDISPATCHER with the GetClassNameAndID not existing for some objects. You can download the latest release from: https://github.com/FlightControl-Master/MOOSE/releases FC
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Another advice that I have for you is that you limit the amount of nodes (waypoints) you have in your polygon zones. Each zone check that is executed will validate each node in the polygon (through ray casting). Not that it is a huge problem, but 29 loops verus 5 loops per polygon make a difference, even if it is only tested a couple of time in a minute.
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I see you use the wrong API. This is the correct one. AI_A2A_GCICAP:NewWithBorder(EWRPrefixes,TemplatePrefixes,BorderPrefix,CapPrefixes,CapLimit,GroupingRadius,EngageRadius,GciRadius,Resources) The API currently used is New(), but that one doesn't take a border.
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I don't use mods. Just pure DCS.
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Checking ...
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New updates have been released in 2.2.0.pre: Fixed the Status Report format in TASK_A2G and TASK (acessible through the Mission Menu). WARNING! Fixed the way functions can be called from waypoints. Modified the :TaskFunction() method in CONTROLLABLE! Cleaned up a lot of noisy code. Now it is very nice and clean. :TaskFunction gets now 2 parameters, the function in a string, and variable arguments, which are set to the CONTROLLABLE and given as variable parameters when the function gets called. I don't think anybody used this method yet in their code, so I don't think this is a (big) compatibility issue. WARNING! Renamed method :RoutePointGround() of COORDINATE to :WaypointGround(). I don't think anybody used this method yet in their code, so I don't think this is a (big) compatibility issue. WARNING! Renamed method :RoutePointAir() of COORDINATE to :WaypointAir(). I don't think anybody used this method yet in their code, so I don't think this is a (big) compatibility issue. Added method :RouteGroundTo() in CONTROLLABLE to route ground groups towards various COORDINATEs. Added method :RouteAirTo() in CONTROLLABLE to route air groups towards various COORDINATEs. Modified the way :RouteTo() works. Much nicer code now. Added REPORT in new Report.lua in Core. Reworked DESIGNATE class... Improved performance, added a limit of maximum detections in scope, better distribution of targets and recces, menu system is much improved. Optimized DETECTION_BASE and derived DETECTION_ classes in various ways. Optimized MENU_COMMAND_GROUP to handle changing function and parameters without having to change the menu text!!! Implemented nearest DESIGNATE distance, which is set by default to 12000 meters (both ground and air). Added a maximum markings per designated target group in DESIGNATE. So not all FACs are occupied. Optimized the designation report in DESIGNATE. Move the horizontal line. Ensured in DESIGNATE that when targets are ordered to be smoke or designated, that this also will happen. Was issue with the scheduler, which got garbage collected before actually being executed, resulting in an obsolete schedule. Fixed the TASKING, coordinates are now updated when enquiring a task report. Some of these fixes will greatly improve your game play! Like the coordinates now being updated in the planned task reports. You can download the latest release from: https://github.com/FlightControl-Master/MOOSE/releases FC
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Hi ED, For night missions, some planes lack night vision goggles. I cannot believe that SU-25T pilots are not using night vision goggles for example, or A-10A. Can you please consider for the modern era planes to foresee night vision goggles out of the box? This is a small modification in the plane configurations in the lua code of the engine, and would bring a real benefit to some of the modules. I know there are some mods out, but it is not the way. Why not just adding it to the product? FC
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Grimes, is this working for you? It doesn't for me since 1.5.