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xcom

ED Beta Testers
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  1. xcom

    Israeli Server

    New Mission - Operation Blinded Flank Background DATE: 05/01/1991 TIME: 0900 Hours. Growing tensions between the Russian government and the Giorgian government due to 2 Russian Mig 29S which patroled inside the Georgian border and got shot down by Georgian Hawk sam sites. The Russians have moved considerable forces down to the south border, Due to that fact, Georgians Prime Minister requested assistance from the UN to defend his contry. Meanwhile NATO forces have started placing assets insite Georgian territory. At around 0930 hours Russian command gave the order to start invading Georgian terrirotry on all fronts, right after, a NATO command order has been given to deploy units to defend major cities and deploy Forward bases behind enemy lines. The War begins! Blue Side Briefing ====FLIGHTS INFO==== Sukhumi A-10A --------------------- Defend Sukhumi FB, incoming forces north east of the FB from Enemy FB Yunga in the vally and Attack Enemy FB Yunga. WP1 - Friendly Sukhumi FB. WP2 - Incoming convoys on route. WP3 - Enemy FB Yunga. Kutaisi A-10C -------------------- Defend Kutaisi FB, incoming forces east of the FB from Enemy FB Vetka in the vally and Attack Enemy FB Vetka. Attack Enemy FB Nalchik with our force which are coming out of FB Berlin Behind Enemy Lines. WP1 - Kutaisi FB. WP2 - Incoming convoys on route. WP3 - Enemy FB Vetka. WP4 - Friendly FB Berlin Behind Enemy Lines. WP5 - Enemy FB Nalchik Behind Enemy Lines. Sochi Su25 ---------------- Attack Enemy FB Beslan and assist our force which are attacking from the south out of FB Paris. WP1 - Friendly FB Paris. WP2 - Enemy FB Beslan. WP3 - Beslan. Paris FB UH-1H ---------------------- Assist our forces in attacking Enemy FB Beslan to the north. WP1 - Friendly convoys on route. WP2 - Enemy FB Beslan. Kutaisi FB UH-1H -------------------- Defend Kutaisi FB, incoming forces East of the FB from Enemy FB Vetka in the vally and Attack Enemy FB Vetka. WP1 - Incoming convoys on route. WP2 - Incoming convoys on route. WP3 - Incoming convoys on route. WP4 - Incoming convoys on route. WP5 - Incoming convoys on route. WP6 - Enemy FB Vetka. Kutaisi FB UH-1H -------------------- Defend Sukhumi FB, incoming forces North East of the FB from Enemy FB Yunga in the vally and Attack Enemy FB Yunga. WP1 - Incoming convoys on route. WP2 - Incoming convoys on route. WP3 - Enemy FB Yunga. Kobuleti F-15C --------------------- CAP above our FB areas, attack any incoming airplane/helicopter. WP1 - Kutaisi FB. WP2 - Sukhumi FB. WP3 - Berlin FB. WP4 - Paris FB. ====AIRBASE INFO==== Kobuliti ----------- Defence: Patriot + Vulcans Planes: 30 F-15C. Armament: 1000 - Aim7M 1000 - Aim9M 1000 - Aim9P Kutaisi ----------- Defence: Hawk + Vulcans Planes: 30 A-10C FB Kutaisi (Dallas 127.5) ----------- Defence: Vulcans + Chapparel Planes: 100 Uh-1H Sukhumi ----------- Defence: Hawk + Vulcans Planes: 30 A-10A FB - Sukhumi (London 128.3) ----------- Defence: Vulcans + Chapparel Helicopters: 100 Uh-1H. Tblisi ----------- Defence: Patriot + Vulcans Planes: 20 A-10C + 20 A-10A FB - Paris (123.5) ----------- Defence: Vulcans + Chapparel Helicopters: 100 Uh-1H. FB - Berlin (121.2) ----------- Defence: Vulcans + Chapparel Helicopters: 100 Uh-1H Red Side Briefing ====FLIGHTS INFO==== Beslan Su25 + Su25T ------------------------------ Defend Beslan FB, incoming forces south of the FB from Enemy FB Paris down the vally and Attack Enemy FB Paris. WP1 - Beslan FB. WP2 - Incoming convoys on route. WP3 - Enemy FB Paris. Nalchik Su25T -------------------- Defend Nalchik FB, incoming forces south west of the FB from Enemy FB Berlin down the vally and Attack Enemy FB Berlin. Attack Enemy FB Kutaisi with our force which are coming out of FB Vetka Behind Enemy Lines. WP1 - Nalchik FB. WP2 - Incoming convoys on route. WP3 - Enemy FB Berlin. WP4 - Friendly FB Vetka Behind Enemy Lines. WP5 - Enemy FB Kutaisi Behind Enemy Lines. Sochi Su25 ---------------- Attack Enemy FB Sukhumi and assist our force which are attacking from FB Yunga. Be aware, there are sam sites at Gudauta and Sukhumi, you will have to fly around them to get to the Enemy FB Sukhumi. WP1 - Enemy FB Sukhumi. Nalchik FB KA-50 ----------------------- Defend Nalchik FB, incoming forces south west of the FB from Enemy FB Berlin down the vally and Attack Enemy FB Berlin. WP1 - Incoming convoys on route. WP2 - Enemy FB Berlin. Beslan FB Mi-8 -------------------- Defend Beslan FB, incoming forces south of the FB from Enemy FB Paris down the vally and Attack Enemy FB Paris. WP1 - Incoming convoys on route. WP2 - Enemy FB Paris. Yunga FB Mi-8 + Ka-50 ------------------------------- Assist our forces in attacking Enemy FB Sukhumi to the South West. WP1 - Friendly convoys on route. WP2 - Friendly convoys on route. WP3 - Enemy FB Sukhumi. Mozdok Su-27 ------------------- CAP above our FB areas, attack any incoming airplane/helicopter. WP1 - Nalchik FB. WP2 - Beslan FB. WP3 - Vetka FB. WP4 - Yunga FB. ====AIR BASES INFO==== Beslan ---------- Defence: SA10 + Shilkas Planes: 30 Su-27 Armament: 1000 - R-27R 1000 - R-73 1000 - R-60 FB - Beslan (115.8) --------------- Defence: Shilkas + SA13. Helicopters: 30 Mi-8 FB - Nalchik (117.9) --------------- Defence: Shilkas + SA13. Helicopters: 30 Ka-50 FB - Yunga (118.5) -------------- Defence: Shilkas + SA13. Helicopters: 20 Ka-50, 50 Mi-8 FB - Vetka (119.2) -------------- Defence: Shilkas + SA13. Helicopters: 20 Ka-50, 50 Mi-8 The mission is on the DCS Israel right, you're welcome to join and test it out! Enjoy!
  2. True, and the lag side effect is due to the performance hits on each front end.
  3. You would probably have to mod the rockets in there, meaning make a new payload first, can't help you there, never done it. But, I'm pretty sure it is possible I have seen mods which create different payloads, just look for a modded plane. Then write an event handler to wait for a hit by that weapon type which will trigger a function to create a smoke in the same place the rocket hit, also advised to use the same thing we added in the capture airbase script if you remember - removing the object right before it hits and creating an exploation, instead of creating an exploation, you could create a smoke marker - function deactivate() for coalition, bases in pairs(deactivateUnits) do for base, units in pairs(bases) do for index, unit in pairs(units) do if Unit.getByName(unit) then Unit.getByName(unit):destroy() end end end end for i, group in pairs(VDatabase) do for j, v in pairs(group.units) do local unit = Unit.getByName(v.name) if unit and unit:getLife() <= 1 then local unitpos = unit:getPoint() unit:destroy() trigger.action.explosion(unitpos, 3) end end end end
  4. Oh yeah, that's old new and it is not working.
  5. In my opinion, the most important fix we need right now is the FPS loss when there are many bullets /tracers in your view, it just kills the P51 for me at the moment.
  6. Sure thing, let me know if anything is wrong with it and I'll fix it up. Enjoy!
  7. Thanks for the clarification
  8. is this still in effect -
  9. This is definitely what we are aiming for. Our thought is to have a control vehicle in an area that once a ground commander goes into, he has certain options via the F10 menu, like advance forces, retreat etc... Otherwise it would be done automatically by the script I'm building.
  10. I've also done some tests and I got mostly the same results. My interest mostly is the ground routes, these seem to work excellent. Getting this working through Ian's online map with some good interface would be great :)
  11. Just a quick question, If there are Track/tacview errors which are unseen, how can you rely on it for accurate statistics? I'm asking because we are thinking of joining these events, thanks :)
  12. This is excellent news, thanks for listening to the community!
  13. Also, a good addition would be to have a voice communication server which gets connected to automatically when you join the server, something like the IVC in Falcon. But, this is of course, wishful thinking :)
  14. Very nice RagnarDa, will test how it works.
  15. Are you using Parking hot or ramp start? I think Runway setting will also put the plane in the parking area and not actually on the runway, don't know if it will help in any way but it is worth a test.
  16. I also backed at 40$ as it was a deal I couldn't pass :pilotfly: and I really wanted to back the DCS:WWII project, now I understand that financially it is not possible :doh: and that is reasonable, it was way to good to be true anyway. I also have the P-51D already, please reconsider allowing to switch airplanes. As this now being developed by ED, it should not matter which airplane we pick it should be all the same when setting and building your new financial map for the future, this should be allowed!:huh:
  17. Basically, I think it takes the config of the last machine the mission was saved on. You can also edit the miz file manually - 1. Open the miz file. 2. Edit the file - mission 3. find the area - ["miscellaneous"] = { ["Coordinate_Display"] = "Lat Long", ["accidental_failures"] = false, ["headmove"] = false, ["force_feedback_enabled"] = false, ["f5_nearest_ac"] = false, ["f11_free_camera"] = false, ["synchronize_controls"] = false, ["f10_awacs"] = true, }, -- end of ["miscellaneous"] 4. Change the f5_nearest_ac parameter from true to false. Hope this helps.
  18. In the DCS World Options, Misc if I'm not mistaken. I was wondering why you guys haven't removed that yet :)
  19. Thank you for these links, they will come very handy! I suggest doing a console script with this routes script, it would be nice to have a way in the console to move group of units according to predefined routes, these routes could go between several trigger zone, each one a different facility that holds resources, that way the advancement will be always through the facilities which could trigger capturing the facilities.
  20. Doing some tests seems to be working nicely. 1. Why do I only see one coalition units on the map after enabling the units (BLUE)? Is it controlable per link as in the planner? Can we do it to work by country? 2. when there are 2 users, it is very slow and hard to control. 3. Creating units or moving units are shown in the map, I suggest changing that they will be moved only whne clicked in the map and not following the cursor. 4. Allowing movement of ground units only on land, airplane/helicopter units everywhere with respect to available altitude, ship in sea areas. 5. Will it be possible to have a loadout screen? 6. Show Trigger Zones? 7. Now, the big question, can we spawn units that are 'Client' available? like creating slots? and then removing slots? This will allow us to create flights like in Falcon BMS. Another question - To go even further to a campaign like in Falcon, we need resources, which we already have in the DCS ME that we can set. How about a script for automatic ground warfare? I'm working currently on something as follows - Resources: 1. Each side has several facilities (Army,Factories,Radars). 2. Each facility has resource warehouses. 3. Each relevant warehouse is linked to the close facility warehouse (fuel to fuel, weapons to weapons etc...) Automatic Commander System (ACS) Setting: 1. Attacking - 50% of the coalition units are advancing towards the closes enemy facility. 2. Defending - 100% of the coalition units are holding positions. 3. Consolidating - 100% of all units are holding positions until the ACS system has a new Setting. Facility Balance: (Starting values depends on number of facilities, Default 200) 1. Army - Between x2-x5 value. 2. Factories - Between x2-x5 value. 3. Radars - x1 value. (Has a value also by not detecting incoming units). Morale: (Starting value is 0, morale will have positive or negative effect) 1. Plane lost - -1 2. Plane destroyed - +1 3. Building destroyed - +5 4. Building lost - -2 5. Building repaired - +2 (Facility buildings will repair/respawn after 2 hours). 6. Vehicle lost - -1 7. Vehicle destroyed - +1 8. Vehicle repaired - +1 (Engineering groups will go through the map and reach locations of destroyed vehicles, after 2 hours in the area the tank would respawn at the nearest Army facility, these groups are not subdue to the ACS setting). ACS Setting - Attacking: Coaltion(Morale + Facility Balance) > Coaltion(Morale + Facility Balance) Defending: Coaltion(Morale + Facility Balance) < Coaltion(Morale + Facility Balance) Consolidating: Coaltion(Morale + Facility Balance) ~= Coaltion(Morale + Facility Balance)
  21. I think what ENO meant is that there's a bug where units get stuck at bridges and pile up. Ian, will this be merged with the mission planner you made? I think it's a good idea to make it as a multiplayer editor. We've been using the planner with the save mission script to run big scale campaigns, right now there's a limitation with CA moving units, it creates lag and therefore creates a problem to run big scale missions, one solution is to use scripted waypoints or AI, if using your new console can create such options it would solve some of these issues. Also, this will allow us to have real time updates to our server website, as discussed on the other thread you started, using cache would be beneficial.
  22. P-51D HQ ATTACK Mission Briefing: Enemy forces have managed to secure a HeadQuarter command post inside our lines. Primary Objective: Our mission is to take out the HQ along with the road block south to the HQ. (Check Recon photographs for more information). Mission Collaberation: We have 2 assets moving in on the HQ location - 1. 53rd mechanized company is moving in from the south road with transport vehicles and some light AAA guns, give them cover at all costs to reach the HQ, make sure the enemy road block is destroyed before they get there. 2. Company of commandos will be parachuted near the enemy location and will start making their way towards the HQ. Download - https://copy.com/jbsWQ6sQPizB -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Operation Move it General Date: 21.06.42 Time: 12:00 Weather: A little cloudly with fog. Due to relentless attacks by german FW-190Ds in the area, any flight needs to be escorted. Georgian General Kavkaiv is waiting at the civilian air strip out side of Kutaisi for his transport. The mission is - 1. Fly the TF-51 to the civilian air strip out side of Kutaisi, land and pickup the general, pickup zone - And drop him safely at Sukhumi airbase - 2. Escort the transport TF-51 from Senaki to the Kutaisi civilian air strip where he will pick up the general and transport him to Sukhumi-Babushara Airbase. Be aware, there has been a large number of encoded communication transmissions in the area lately, we have intercepted some of the transmissions and will update on any findings. Download - https://copy.com/oLQ4ONeIIwlR Enjoy, Xcom
  23. Great vid Greg :D Next time we want in!
  24. New crash with the latest 1.2.8 Logs, ACMI, TRK in the following FTP (CrashLog folder)- HOST: 89.163.173.82 USERNAME: DCS PASSWORD: tvt123
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