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RepoMan

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Everything posted by RepoMan

  1. Open Beta v2.5.2.19682 Whenever engaged in a fire fight they start running towards the enemy. Hold should mean remain static while firing. It seems it works for a short period upon new unit creation. Then, something happens as saves progress. I always save as a new mission file as I progress building to prevent overwrite corruption. I tested this on opposing side with hold->resume flags and they move anyways. Sometimes they hold, sometimes they don't.
  2. Open Beta v2.5.2.19641 It seems whenever you save (either over write or save as new) the shelling zones get corrupted. You have to unload the mission and reload it in editor. Other actions will continue under set conditions. However, there will be no "shelling." I tested this many times on several different missions. *Edit After selecting "prepare mission" instead of "save as -> fly mission" resolves the issue and future saves and the zones aren't corrupted. I tested and it hasn't corrupted as of writing this shelling zones TEST12 SEQUENCE.miz
  3. Thanks Looney. I found the little bird mod. I might look in doing some modeling. Right now I am working on campaign and mission development. I feel as though we have quite a few aircraft and beautiful terrains, but not enough missions.
  4. S_EVENT_HIT is what I would like, with simply the initiator being player or wingman with any weapon during my penalty flag=on. I'm new to lua...so If I figure it out, I'll report back.
  5. Thank you! :-) It's funny because I came back to reference your script because I found your original post on S_EVENT_SHOOTING_START. Maybe we can get this streamlined in a future update. Secondly, after quite a bit a research" Cleared Hot" is taken pretty seriously in the controller community. I noticed the majority of cases, especially in populated areas, controllers make you verify you have the target by physical descirption (talk on target), that you know exactly where friendlies are (like, you see them in your tgp, etc) before they clear you. I'm trying to replicate that in a smooth manner.
  6. If this could possibly help anyone else...this is what I did. Kind of an easy work around. 1. I made a trigger...assigned a x flag=on, like a penalty key flag, with a message calling out troops at y location and "do not engage until cleared hot" (generalized example). 2a. On event destroy-Created a trigger if groups are destroyed while x flag=on: resulted in another assigned flag action to equal a mission score of zero. I also created end mission with Red winning message. 2b. edit- nevermind. I just remembered I can't use unit hits *face palm. Well the above remains true. 3. I then created a 9-line message with "cleared hot" taking x flag=off action, making it "ok" to take out the units.
  7. Very true...I'm trying to recount other material I read on weapon loadouts. I think I was reading "Danger Close, Tactical Air Controllers in Afghanistan and Iraq," by Dr. Steve Call. It's basically a text book. There was one account of a long engagement - possibly Afghanistan where all the flights in the JTAC's stack had CBU's. It was just a freak chance of it happening by my memory.I think this particular controller really liked them. Again, as you mentioned...depends on the situation.
  8. Thank you both very much for your reply. Sedlo, thank you for the script. The 9-Line CAS was going to be pilots discretion on weapons. But that's a great script!
  9. I have been trying to think a way around this. Is there anyway to make an enemy unit not immortal to select groups (for example the player)? I'm trying to create a prolonged fire fight with the enemy group only taking damage from the pilot or AI wing man. I did a search but didn't come up with anything. Seems like it would be possible? You can assign Immortal off with a flag and unit hit condition. But if anything hits it that would negate the function. Plus, if you have a lot of units it would take ages. Thank you,
  10. Really I want to start off saying...the USA models for infantry aren't that bad to represent conventional forces. However it would be great if we could have Tier 2 (SEALS-Green Berets) models with modern kit. Things like chest harnesses, OPSCORE helmets. Sometimes they are dressed like the bad guys to blend in to the environment. (The Insurgent model just doesn't work for this). I think it would also make it more challenging in the air - a thought process to verify pilots indeed they have the bad guys. With this you can create more believable mission scenarios where there are Executive Orders against Terrorist Activities to allow unconventional operations to take place. The current models for mission editor are more geared toward a full on conventional scenario. -Technical Vehicles: Toyota like truck models with TOWS or Machine guns mounted on them. Both sides use these. -And eventually- the little bird helicopters would be nice. You could create missions representing 160th SOAR accurately.
  11. Has anyone thought about creating more modern Infantry models? Especially for unconventional forces like Special Forces. Every time I start mission building or look at them through my TGP it's like I'm magically transported to the 90's with their k-pot helmets. Skinning won't do them justice. I did a search and it seems there is nothing out there. We need technicals (crappy Toyota like trucks with crew served weapons mounted on them.) A little bird would be nice too so we can recreate 160th SOAR :thumbup:. We're a little past the Cold War days.
  12. I know this terrain is still in development, but I was measuring and it seems Kuwait can easily be added. A little bit more and you can have Iraq. Also Airfields of historical importance. Really I would be interested in this to develop a Gulf War Campaign.
  13. I actually searched the threads before creating a new one on a book recommendation. I second, "Warthog, Flying the A-10 in the Gulf War." The book is amazing as it gives great technical details on load outs, maneuvers, and tactics. I came across a few posts on here on realistic weapon loadouts and that CBU's weren't heavily used. These guys flew heavy. If it could fit, it went on the plane and they used A LOT of cluster bombs and Maverick G's. The only con is that sometimes it jumbles multiple personal accounts and can be challenging to track at times. Plus you get to read about a pivotal moment in how they had to adapt their tactics to desert engagements and exactly when the A-10 came in to its night role. Ever think about using the rocket pod for flares at night for ingress/egress marks? This book gives good examples on how they used flares and totally changed the way I use dumb bombs. I'll have to check out the other recommendations here.
  14. Hello, I was wondering if anyone here can help me out? I have been polishing one of the CA Push campaign missions. Originally it was for learning purposes, but I became heavy handed and put quite of bit of time in it. It's 95% complete except I would really like the JTAC AutoLase function from your script. The mission is attached below. 1. I have attached a screenshot of one of the mist errors I'm getting on mission load. The file name always changes in the error. I might have a small idea on the issue, but wanted to be sure before I went through time to correct it and be wrong. I have tried searching the web...but I don't get enough information on what exactly I need to address accurately. I understand it may have to do with groups or units? The script doesn't like "!" on line 7 next to '<' in the temp files? 2. I am trying to employ JTAC units as a 4 man infantry team that moves with waypoints. From documentation there can only be one unit FAC in a designated JTAC group? Is this that correct?For now I am only trying to get the AutoLase working for the predator. Thank you in advance, Best CA-Push - 8-1-CTLD.miz
  15. I’m glad I found this. I spent a couple hours planning an AI unit routes (Harriers) and they act very broken. I too set perimeters for formations\follow. They sometimes slow to stall speed and randomly fall out of the sky. It’s like they go from fast straight flight to hover. I know for sure they cant really take off properly certically or feom a runway. 2. I’m not sure if this a Harriet problem yet, but I set specific engagement zones for them. They engage targets way outside of them. They expend their entire mission payload on the wrong target. Maybe I need to add a ROE option. Jettison: this is a problem with most AI. I have watched A-10c jettison a perfectly good bomb for a gun run. So most the time I add the jettison -x option.
  16. Hello out there. I'm new to mission building :book:. Once I opened mission editor I became addicted. First, let me apologize if this has been discussed before. There have been times when I needed CAP quickly exactly where I was at. Then switch them to perform other tasks for patrolling the skies What if I needed them again? I wanted the ability to call them back. I have attached a mission for beginners like myself that are interested in this idea to show how I did that. Edit: Since finding the DCS manual and reading the mission editor section; I came here to delete this post. I also i discovered there is an easier way to do it in mission editor than my approach. Below is still the original. Now I am trying to figure out if air unit waypoint routes can be simplified and have the AI take over autonomously.thank you. 1. I have attached mission CAPUSH 7-2 if any of you would like to play around with the on demand function of the CAP sent to your location (F10 Radio). Dodge 3-1 (CAP\Escort) starts from the runway and comes to your location. "F10" Radio command disembarks them from your formation and they perform CAP through a looped command(perform command-waypoint switch)"F10"again rejoins CAP 3. Secondary SEAD\CAP flights are summoned "F10" with an auto 15min follow time then they go on to their assigned route. No other CAS flights in the airspace with the exception of an AH. *I have tested "rejoin\follow" with simple [action->taskpush=switchwaypoint -x->follow "CAS1.1"] -CAP 3 was engaging an enemy flight. As soon as they finished they rejoined from a considerable distance away. *I added and have not tested... [action->taskpush=switchwaypoint -x->CAP -x->SearchAndEngage -xfollow "CAS1.1"] -I'm wondering if this will force the A.I. to immediately drop their engagement and perform the "follow" command. CA-Push - 7-2-RepoMan (CAP3 Escort).miz AI air tests1-multiple roles.miz
  17. Just played this mission v2.5 A-10C module. Does not work. Im using easy comms, but also tuned in to the freq with a no go. I hit f3 and f4 for the ground units to advance and nothing happens. I notice often sometimes triggers do not work. Am I going to have to turn to manual editing files in most these missions to complete them?
  18. About the monitor, I probably won't purchase another one right now. As for the video; I'll never purchase another product from MSI. Yes, I'm in to overclocking mainly my cpu. I didn't get enough returns from OC'ing my GPU worth the trouble. My last rig cpu and gpu were water cooled and I had a MSI 680 Lightning. It didn't overclock worth a damn. I did the bios flash, the money mem hacks etc. It was such a pain and I never touched that cards thermal ceiling. Eventually I wanted to run sli but the price went up on that card and they became very difficult to find. I will NEVER purchase a non-reference board/specialty card again after that. Water blocks also become scarce. I was unaware DCS was getting an update until after you guys told me. Looking forward to it, and it will help me plan a little better ahead of time. :thumbup:
  19. Thanks for this info guys. This helps me alot. Those temps are just a touch high compared to a custom loop on cpu but not by much. I can live with that. Secondly, I knew DCS only currently supports two cores and only supports sli for multiple monitors. I'm interested in this upgrade path you speak of. It looks like I will be going with your recommendations. I may go with a cpu only custom water loop with a budget pump. My last card was a MSI 680 lightning. The only time I experienced stutter was on cluster bombs but I believe that was a memory leak. I would go with a 770 but I ran a 680 last time. I want something to beat it. :) Again I appreciate all the feedback I get. Danilop, that is an awesome rig you have built. I know a man knows his stuff when he chooses a seasonic ps. I think there is roughly a $50 difference in memory ammount? I can't see myself worrying about that. My biggest concern was water cooling as my current specs is $500. That could go to another 780, but I know DCS wouldn't take advantage of it unless I had more monitors.
  20. Superclocked EVEGA 780 with a ACX cooler. It's on a reference board. ;) Anyone interested in cpu only cooler comparisons with big water here is a comparison. http://www.technologyx.com/featured/xspc-raystormd5photonax360-kit-review/10/
  21. I was wondering if I could get some feedback of people that are using new generation hardware and how it performs. My main hardware specs are below with questions. video: nvidia EVEGA Superclocked 780 w/ ACX cooler (edit) cpu: i5 haswell k Mem: 16GB Board: Haven't decided (m-atx, or m-itx) I'm building this for single monitor 1920x1080p gaming. I usually splurge some on full custom water cooling. Not sure I'm going to do that this time around and rather spend it on something else like track IR and good hotas. - Is the fans on these cards noticeable? I usually game with headphones. - How well is this card handling the game and what max temps are seen? - Has anyone moved from a custom loop to a factory closed loop like the corsair h100i? I read a review of cpu only loop with a 360 rad with comparable temps to the h100i. - I'm a returning player of this game. Anything else I should think about purchasing to make my sim playing more enjoyable? My last rig was geared more for mainstream gaming. Thanks
  22. Sorry, should have clarified. I was talking about system memory usage and not video vram usage. I did a search and I didn't really come across anything.
  23. ^I agree with this. I was going to say it might be your Power Supply throwing the teddies out of the pram.
  24. LOL^ I know right. It's a big gamble though. The route of buying two 660's for a game that will only use one of them. Might as well just spend more for a single card. If it was any other game that does offer multi-gpu scaling for single monitor I would do it. I pretty much made up my mind on a 4gb 680 and see what happens with dcs. Right now I have parts picked out either for a mini-itx build or micro atx. I been following the video market lately. I don't see many price reductions when new gen cards come out between last gen top tier cards. The market doesn't make any sense. The titan has already hit the market. There probably won't be another price drop on 6xx until 7xx is released. I'm not so sure the 680 or 670 will get reduced. You can buy a 660 ti that beats a 580 for almost half the price of the 580 for example.
  25. You should be able to run it at that resolution. As far as sli for single monitors, no this sim does not support it. The biggest issue will be vram. Not trying to hi-jack, but does anyone know how much mem on average this game takes up? I noticed you have 8gigs.
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