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Fuzzy_bear

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Posts posted by Fuzzy_bear

  1. Hi.

    Can it be done and how?

     

    Is it possible to have a "client" aircraft/vehicle selectable at MP mission start and then not have it selectable after it has been destroyed/crashed/dead until conditions are met or time has passed.

     

    Example: airfield only has 4*A10's(I think this can be set under the airfield options) to start with.... you then get shot down.... but other aircraft are being ferried from far away(by AI or client or both)

     

    I know you can set the interval at which ammo and fuel is delivered or available but can the arrival of the ferried aircraft(by AI/client) then be used to trigger a "re-activate" of the previously destroyed aircraft or do you just have to try and co-ordinate "airfield resupply" with the arrival of ferried aircraft?

  2. Bit of a WIP this function. I ticked the box to disable trackIR and what it did for me was: when I moved to gunner position from pilot position the trackIR was disabled. The trackIR was not in itself paused(both led's were green not orange for paused)but the trackIR "function" was disabled in game leaving me with activated "mouse look" function. However the LALT-C key command did nothing and the guns remained static and unmovable. The same happens for the miniguns in co-pilot seat.

     

    So back to the drawing board with this one. If I may suggest a work-around for what "should" be happening....

    If it's possible:- in the Huey Lua you can try add a "command/function" that is effectively a "key press"

     

    Example: TrackIR pause function = F1, change to door gun = 3&4....

     

    SO!.. Huey.Lua (scripty scropty blah blah stuff "switch to gun"(left) + F1(pause trackIR) = happy aiming and shooting.. well it's a thought, maybe not a good one but possibly possible.

  3. Was just about to query this too. Had the same problem yesterday on a multiplayer mission. Just noticed it again now when in SP it's also out of alignment but adjusts fine. Not sure if this is a bug or a "feature" for those who care to know where they're going. For now I'm going to go with "feature" (the kind I don't like).

  4. Regarding the pickup of dropped troops....

    On a multiplayer server if you have a large trigger zone people may have dropped troops here there and everywhere would it be possible, when it comes time to "EXFIL" troops that they could all march to a specific predefined pickup point if all the enemy is dead within the zone they were dropped.

     

    would just make picking troops up again easier if they all congregated round a pickup point instead of having to go looking for where they were dumped off.

  5. Op Phoenix Prt 1

    Disgruntled Russian Ex-military commanders along with some militia and a handful of terrorist insurgents have overrun SUKHUMI and GUDAUTA. Sukhumi is home to some of the largest weapons and ammunition factories this side of the moon so these guys are armed to the teeth and then some. They have also laid siege to Gudauta airbase along with numerous military aircraft, armour and a multitude of munitions.

     

    Two Huey transport helicopters are to collect some marines and engineers and bring them to Sukhumi-Babushara airbase where they will be taken to Sukhumi via convoy to flush out enemy forces and re-establish the FARP as a FOB.

     

    The A10's and KA-50's will be tasked with eliminating anti-air and any other heavily armoured vehicles prior to the convoy's arrival.

     

    Once we have secured Sukhumi and have the FOB fully up and running reinforcements will arrive for the next step in eradicating these rebel forces in Gudauta.

     

     

    OpPhoenix1_zpsa678e7ee.jpg

     

     

    OpPhoenixprt1_zps03e04e68.jpg

     

     

    Op Phoenix prt 2

     

    Disgruntled Russian Ex-military commanders along with some militia and a handful of terrorist insurgents have overrun SUKHUMI and GUDAUTA.

    We have successfully taken back SUKHUMI's FARPs and have established a FOB. The rebel forces that were not killed or captured have retreated to GUDAUTA where we know they are going to be able to put up one hell of a fight due to all the captured equipment and munitions. Many of the rebels have escaped in trucks, cars and anything else that could carry them.

    We have a handful of armoured vehicles enroute to the FOB for later tasking but they will take a while yet to get here.

     

    On station we have:

     

    2X Kamov-50 attack helicopters

    2X A10 Warthogs

    4X Huey Gunships

    2x Huey medivac/transport choppers

     

    Frequencies:

     

    Tanker 150 MHz tacan 11X

    JTAC "pointer" 125 MHz AM

    AFAC 126MHz AM

    Predator 127 MHz AM

    Armed convoy Beacon 41FM

     

     

    Opphoenix2_zps076db747.jpg

     

     

    OpPhoenixprt2_zps68f01df5.jpg

     

     

    Op Phoenix prt 3

     

     

     

    This is the last push and the big brass wants us throwing in everything we’ve got, right down to the kitchen sink! They've even dug up two privately owned P51 Mustang's and have had them re-armed and refitted to help where they can.

    During the taking back of Gudauta some rebels have managed to sneak away with a sizable amount of weapons munitions and armoured transport vehicles. We must stop them at all cost before they make it back across the Russian border.

     

    Huey: EXFIL assault infantry from LZ1 and LZ2 and drop them at Gudauta

    A10's, KA50's & P51’s: Search and destroy enemy armour that is making a run for it back across the border along the coastal road North West

    P51's if anybody is brave enough to go up in one of those old buckets you should be able to make short work of the armoured trucks while the modern craft take care of the big hitters.

    Frequencies:

    Tanker 150MHZ tacan 11X

    JTAC "pointer" 125MHZ AM

    AWACS 131MHZ AM

     

    Huey: Troop pickup

    : Convoy escort

    : Evac downed pilots

    A10's & KA-50’s: Search and destroy enemy armour, Primary objective is to eliminate all anti-air vehicles and emplacements prior to convoy arrival.

     

     

    OpPhoenix3_zps80bb0e52.jpg

     

     

    OpPhoenixprt3_zpsd6c3afad.jpg

     

    I'd also like to give a massive thanks to the scripting guru's responsible for the CSAR.Lua and CTTS.Lua without their hard work most of these missions would not have been possible.

    Also a Huge thanks to the rest of the lads at -=VSAAF=- for their ideas and mission testing(which is by no means over) and special thanks to Midnight for helping me understand triggers and creating the really cool mission front pages for me.

     

    Mission Files will hopefully be available as soon as more testing has been done.

  6. Hi Not sure if this is useful but maybe you script guru's could look into it.

     

    Been having a browse through the Huey lua. files and found this in DCS World\Mods\aircrafts\Uh-1H\Input\UH-1H\keyboard

     

    {combos = {{key = '3', reformers = {'LAlt'}}}, down = device_commands.Button_35, cockpit_device_id = devices.WEAPON_SYS, value_down = 1.0, name = 'Open/Close Right Gunner Door', category = 'Armament System'},

    {combos = {{key = '4', reformers = {'LAlt'}}}, down = device_commands.Button_36, cockpit_device_id = devices.WEAPON_SYS, value_down = 1.0, name = 'Open/Close Left Gunner Door', category = 'Armament System'},

     

     

    It's the door gunner open/close functions.

    I know there's a "cockpit perform clickable command" Action but I can't find the post regarding it but is was a 3000 something command.

     

     

    Just looked at one of the campaign missions where the door opens and closes when you land...

     

    Actions: X cockpit perform clickable action: cockpit device: 9, command: 3036, value: 1

     

    3035 opens the other side door. So with luck if someone can figure it out we could have a load unload trigger scripted as left door load ... right door unload instead of a radio menu. For me personally this would be awesome seeing as I have my left and right gunner doors mapped to one of my hat switches.... I like to have the door open prior to jumping to the gun seat that way it's much quicker to get rounds on target(well "near" target in my case) although I don't know what kind of effect this will have on the lua. loading and off loading when you open and close the doors mid flight to use the door guns.... would hate to have the troops try dismount at 80 knots 500 feet above the ground...

  7. Hi. Is it possible to spawn a FARP or make it appear via trigger.

     

    I want to create the "building" of a FARP by having a convoy arrive with all the materials supposedly.

     

    If possible how would I do this without the use of scripting it? Ideally I want to create a FOB by having a convoy move up the road while a10's etc clear the area and fly escort/support for it then once the FOB is "built" the second phase of the mission can continue. any help would be greatly appreciated.

  8. IMHO this is not necessary, I think that it would be sufficient to add some targets list depending on their threat according to which the AI should make its decision what to shoot at first.

     

    It would most certainly be helpful if the AI could "decide" whats more of a threat within targeting range, after all I wouldn't want a gunner pointlessly pinging rounds off a tank or killing a tent when there's a bloke in the tree's with a RPG or igla.

  9. I've not seen players in MP that had both landing and search lights on at the same time and saw no illumination on the ground or other objects. If I were to hazard a guess I'd say it would probably have a bit of a FPS hit for those of us with "lesser" machines. My friend Andy who I was flying with could not see my search light illuminating anything either although in the dark I was clearly lighting him up. Arguably it would be nice to fly a night sortie and be able to see whatever somebody else is pointing a light at but if that came at the cost of a system hit I'd rather remain in the dark.

  10. It works fine. I have it mapped to one of my hat switches. although I just play with it, it hasn't served any purpose yet and in multiplayer swinging it around and attempting to "blind" my buddy with it didn't work... he said he didn't see it on.

  11. You could not guess?...."Bloemfontein"
    Assumption is the mother of all F......

     

    lol I guessed as much but rather better to be quite and thought the fool than open my mouth and have it proven. I think I was pre-teen's the last time I was in Bloem.. didn't know they even had something that resembled an airfield.

     

    Eish! You can't paint the pilot it is not P.C.

  12. Just out of curiosity... I'm Guessing Bloemspruit is the base name and not where the base is. Was just wondering... not been back in RSA since before the "affirmative" name changes... where the hell is Bloemspruit?

     

    Nice looking skin btw.

  13. Yup that's right! Dog Fighting in a pair of Huey's!

     

    While doing a bit of practice flying to try and get my buddy Andy Off the ground I got bored of just watching him make a meal of things in the Huey. Although I have time and time again insisted he RTFM!!! I have resigned myself to the fact that he is apparently deathly allergic to reading or listening or paying attention or.. or.. or...!

     

    So I took it upon myself to appeal to his nature... So I landed and rearmed with a set of mini-guns(needles to say he didn't know how to do that either) and proceeded to unceremoniously shoot his Harris out the sky.

     

    And thus begun a bit of fun... After I got him back on the ground and rearmed we went all out and had at it all guns blazing. I tried a bit of gunning from the co-pilot seat but found that flying and shooting with the flexi-sight is far from ideal so stuck to the pilot seat instead. Seeing as I've had the Huey for quite a while longer than he has I was content to let him chase me around while I practiced my evasive flying weaving in and out between the buildings at break neck speeds as close to the ground as possible.

     

    I'm now happy to announce ... besides having a good laugh while messing around my Buddy has in only two hours of messing around, enormously improved his piloting skills. Although he still can't hit the broadside of a barn :megalol: it made it a lot less frustrating for him to learn.

     

    So if you're looking for something completely off the wall, have a go with a few friends at chasing and shooting each other down I highly recommend it.

  14. The air speed gauge does not work after a repair at a farp or airbase. Gotten shot up quite badly a few times now with same repair result. Would be nice to have the dead crew removed too and replaced with some that are not content with looking like they're having a nap in the middle of a war zone.

  15. Thx for the replies guys. Seems a medic tent as a static object is going to have to be a wishlist item for the future. Was merely hoping for a little more immersion in terms of a visual prompt other than smoke. Just thought it would be a nice touch to add into missions considering the mission possibilities of med-evac of troops with the Huey. Maybe in time ...

  16. On a personal observation...When firing the rockets or guns the apparent "recoil effect" is more a result of "stick twitch" for me than actual recoil effect. I find that I sometimes(ok always) get a bit over excited on a rocket strafe run and yank the trigger instead of squeezing... usually also makes for very lousy accuracy.

  17. I find that the stability control/auto-pilot damping function in the shark makes getting out of VR state a lot less troublesome than the Huey but I get into VR with the shark just as easily with as I do in the Huey... but most of the time I don't survive it in the Huey. but that's partly due to me flying the Huey lower than snake s*** on the sea floor at the best of times.

  18. Pilot sunglasses please. Dawn or dusk flying into the sun is a killer on the eyes if your monitor outputs the way mine does. Flying into the sun feels like my monitor could light a small village.

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