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ScopeDope

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Everything posted by ScopeDope

  1. I was wondering if anyone could help me out with a short (I believe) script I am in need of. Basically what I'm trying to do, is when the radio in the F-18 is set to a specific frequency, it turns a flag on, when it is not tuned to that frequency, the flag is off. The in-game trigger parameter is "COCKPIT PARAMETER EQUALS" COMM1_FREQ 270.3 (example) I need to set 20 flags with 20 different frequencies on comm1 and comm2, on 10+ missions so a script is more feasible than doing it via ME triggers. I have no experience writing scripts/code although I am looking into it. I couldn't find the syntax DCS needs for a script input for that function however. Also, does anyone happen to know if the Cockpit parameter triggers will function in a MP environment, vise SP? Any caveats?
  2. One thing that would be nice is forcing rearm/refuel to a specific part of the airport. No more sitting on the runway for fuel. At least taxi back to the ramp. Also, I'd love to see the option when they finally get around to fixing AI movement, is the ability to make them taxi to an end of runway rearm area and wait there for a bit. While were throwing wish lists around, a little checklist with green or red items that need to be or have been, accomplished in order for the ground crew to service you. I'm sure we're all aware of how frustrating it is being in a particular module and the ground crew won't respond but not knowing why. Oh, that one switch needed to be flipped? Oh I need the canopy open in this one? Oh I have to shut the engines off in this, but not that? Oh, there's no ammo truck nearby at this farp? And to respond to the OP... No I don't think you do want realistic load times. As a C17 crew chief it was easily an hour long or more job just to load flares on the jet. Nothing else can be done during that time either. Fuel? Depending on the load, an easy 30 to 60 minute job.
  3. Radio mode C (Cue) & 243.0 bug Radio when switched to C (Cue mode) defaults to 243.000 which I believe is not a valid frequency, and also does not receive radio transmissions (sound files played over that freq). According to the E model NATOPS (23.3.2.4), 243.000 is not a valid Cue preset. 1. 30 thru 87.995 MHz (FM) - at increments of 0.005, 0.025 MHz for C 2. 108 thru 135.995 MHz (AM) - at increments of 0.005, 0.025 MHz for C 3. 136 thru 155.995 MHz (AM/FM) - at increments of 0.005, 0.025 MHz for C 4. 156 thru 173.995 MHz (FM) - at increments of 0.005, 0.025 MHz for C 5. 225 thru 399.975 MHz (AM/FM) - at increments of 0.025 MHz. At very least, I believe the default frequency on the C preset should be set to something other than 243.000 to prevent confusion. I spent over an hour today trying to figure out why my voice overs weren't playing while I was tuned in to guard (on C). edit: I don't know why, but this post got moved to this thread after I posted it in the BUGS section.
  4. Good find. Maybe I'll submit a bug report, in the hopes that they can change the default C frequency so that at least it will eliminate the confusion I had, and wasted an hour or more trying to figure out why I wasn't receiving transmissions on 243.0 ©
  5. What does the radio presets labeled "C" and "S" do? I have a mission that has chatter on guard (243.00) and while in the C mode, nothing plays. Flipping it to G does play the sound. NATOPS doesn't mention C or S modes: 2.13.5.12 Channel Selector Knobs. Rotating the knob selects channel 1 thru 20, manual (M), or guard (G). The channel is displayed in the corresponding comm 1 or comm 2 channel display window. Pulling the spring-loaded knob causes the selected channel and its frequency to be displayed in the scratchpad and enables the control converter to change the frequency of the selected channel via the keyboard entry edit: Found it in another section of NATOPS: 23.2.1.1.2 Comm 1 and Comm 2 Channel Selector Knobs. When the comm 1 channel selector knob is pulled, the UFC displays UFC Comm Display which is active for controls of comm 1 functions only. When the comm 1 channel selector knob is rotated clockwise or counterclockwise in normal/ non-AJ mode, one of the following modes is selected for use by the comm 1 receiver-transmitter and displayed: (1) one of 20 preset channels, (2) a manual frequency selection mode (M), (3) a guard channel (G), (4) a cue © channel/frequency for Single Channel Ground and Airborne Radio System (SINCGARS) (ARC-210), and (5) maritime (S) (ARC-210). Is this modeled in DCS? Why would I be tuned to 243.000 and not receiving anything in that Cue mode?
  6. Anyone know why AI doesn't like to fly at their assigned altitude? Specifics: -PG map -Altimeter setting of 30.03 -AI F/A-18C Lot 20 -ME Assigned altitude of 15,000 -Aircraft flys at 14,000 Noticed this in another mission where they were assigned 19,000 and they are holding around 18,000.
  7. What specifics are you using to have them do an overhead? I can only get them to do straight-in approaches on land runways. I've only ever seen them do an overhead break at the carrier.
  8. I'm currently working on exactly what you described. F-18 Persian Gulf campaign. Premise is: -2 player Multiplayer Co-op (considering modifying for 1 player eventually) -Arrive in country and receive local area familiarization as wingmen to the outgoing squadron instructor pilot. -Old squadron leaves, remaining missions flown by 2 players in co-op flight of 2 (or part of a larger package). It's working well so far, basically following a single AI as he does the mission lead stuff with voice-overs programmed in. Only complaint is the wonky AI erratic behavior when trying to fly formation (why do we need 60 degree bank 4G maneuvers at every turn ED?).
  9. Sorry to necro this thread, but I came here wondering this same thing. Anyone?
  10. Interesting behavior.. I do wish there was some kind of ammo throttling we could put on units. Infantry battles are the worst, where a soldier will hold down his trigger for 2 minutes straight then be out of ammo. Would be nicer if they could shoot a burst, maybe aim a bit and conserve their ammo for an extended firefight. A simple slider with 1 - 100% of ammo depletion rate would be awesome.
  11. I'm sure this has been reported, but can we get a fix to static object view distance? It seems silly that I can see a tank from 30nm in my TGP but a giant bunker/tv antenna/etc, doesn't magically appear until 8nm away.
  12. Is there any way to get a Silkworm missile site to only shoot one missile, instead of unloading all of it's missiles at once? I tried to set up a switched trigger system using "missile in zone" but I don't see the HY-2 Missile anywhere on there. It kind of kills the objective of this mission I'm trying to create. I'd like it to shoot once, then pause for a bit, and shoot again. Instead what I have is a site of 6 launchers that fire, about 20 seconds apart until empty.
  13. I've tried this 3 times now, one time in three, I had a flight of 4 (me and 3) all hit the tanker flawlessly. The other two times, the first wingman to refuel alongside me will crash into the back of the tanker. See the attached video clip. https://streamable.com/03t51
  14. This thread needs to stay at the top of this forum. Please ED put some love into AI. They can't even take off/land at the same airport at the same time. One airplane arriving at an airport with another taxiing around, causes go-arounds. Trying to simulate a recovery phase operation looks silly.
  15. The AI and ATC would be where I would start. These two things combined would be a game changer for single player and multiplayer and be the foundation upon which a dynamic campaign can exist. As it is, I don't see how a DC is even possible with the stupidity of the AI now. You would have 100 airplanes ditching their weapons, flying into each other, and ejecting on the runway or when they run out of fuel mid mission. As it stands, AI is entirely too hard to coerce into doing what you want via the editor, and is ridiculous to try and get into a meaningful dogfight. The instant death from SAMs that gain line of sight in helicopter situations, etc are some of the things that need to be looked at.
  16. Thank you for taking the time to write that up. I'll give it a go!
  17. In testing, it seems that there are 2 roadblocks to what I'm trying to do. One is that UNIT HIT isn't a repeatable action, it is basically ON/OFF and can't be reset to OFF as far as I can tell. Also, it seems that GO TO WAYPOINT won't work a second time? So the engagement is limited to 2 tries, unless I put in a bunch of duplicate waypoints with different numbers and then figure out how to create some kind of trigger system to send him to different waypoints each time.
  18. I've been working on this for hours now and unless someone has a genius way to do this, I've settled on setting both units to immortal and actually shooting at each other. I do however have a problem with my "looping" behavior that I want. After the first engagement, if either a/c are hit, or manually selected by the F10 menu, "knock it off" condition is applied and the agressor resets to the starting position and begins an orbit. When player selects "ready" from F10, the engagement begins again. This time, however the same "knock it off" condition will not fire when either aircraft are hit, nor when manually selected via F10. Can someone look at the miz and tell me what's going on? I am clearing the flag that sets the knock it off, so it should fire again, but I can't tell what's wrong. CAP 1v1.miz
  19. While waiting for an answer I added AI TASK PUSH (ROE = WEAPON HOLD) to the others and it seems to work. Is this the best way then I guess? Now I've run into an issue where I can't seem to make him engage again. What I'd really like is for the aggressor to: - Orbit a point until player reports "ready" via F10 menu - Begin engagement until "knock it off" via F10 - Return to said orbit - Repeat until either bingo or player reports "RTB" I can get him to engage if I leave his Task = CAP and keep the F10 menu out of it, but when I send him to orbit and report ready he just flys to the next WP, then goes home. edit: I think my problem might be due to the fact if I give him no armament/guns he just doesn't want to try to engage at all. Just fly in a straight line. I don't really want him to shoot at me, but if I give him weapons and ROE = hold, I get the same passive action. Is there anything to be done or are we stuck with another DCS limitation?
  20. Looking for tips on how to accomplish the following: - Have aggressor aircraft engage with me in BFM - Set ROE to no live fire - Force aggressor to "knock it off" and RTB I've tried setting PUSH AI task to "switch waypoint" + "Reatction to Threat = No reaction" but when the trigger fires for him to RTB, he just keeps turn fighting with me. Poor sport? I'd really like to set up a merge -> Dogfight -> Knock it off / reset -> Ok we're done RTB type scenario. Wish we could also do this with friendly units, but alas, stuck with USAF Aggressors.
  21. For what it's worth I believe the source of my crashing was a modified device_init.lua file which I was using to move the kneeboard over to the left so I can actually see it with my multiple monitor (MFD) setup. Was able to run the game a few times without error, will report back if it acts up again. Sub-request, ED can you please implement an option to move the kneeboard? Left/Right/Up/Down would be a great start! Thanks.
  22. Just a friendly bump since this hasn't been acknowledged yet
  23. Agree that the current state of night lighting is crap. It's pretty binary, moon on is bright as day almost and moon off is pitch black. I'll do you one better, set full moon, and time to an hour before sunrise, speed up time and watch as the lights go out completely as the game starts the sunrise sequence. I thought I was going crazy the first time I tried to hit a tanker just before sunrise and I couldn't see him at precontact position.
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