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Belgeode

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Everything posted by Belgeode

  1. Check the post above this one for the revised mission.
  2. Another minor edit. In your radio remove you had Eagle Push, instead of Eagles Push. It has to be the exact text you used for the radio add, or it will not remove it. Ok try this on for size. I am gonna try flying it again to make sure it is doing what it should be, but I believe those edits should help the initial problem you had. Now if only we could do something about AI's liberal use of afterburner... LowRadarSearch.miz
  3. Another edit... added AI TASK PUSH Eagles switch waypoint to waypoint 4 (Home plate). This is for the radio RTB that you have flag 2 set to. you had it listening for a flag two, but did not set the parameters for what happens when flag 2 is set to true. So now what should happen is after you push the eagle flight south to help you out, and either you kill the migs or decide to run away, you will get a radio option to send eagle flight home whenever you want (I am assuming after your flight has gotten the mission accomplished message?)
  4. Ok I see, so they are your backup if things go south during your recon. Now it makes sense. Ok here is what I have done so far, and it seems to be behaving itself. 1- Removed waypoint 2 from Eagles. Set them to Orbit "circle track" over waypoint one, listening for flag (1) to be true. 2- changed your radio remove so that RADIO ITEM ADD FOR GROUP (16, Eagles RTB, 2, 1) That way when you push eagles it does not get your second call confused with your first, which was what was happening. 3- Modified both migs to use AI TASK PUSH instead of AI TASK SET. I find I get better results with that command instead. Left the waypoint switching and the orbit parameters the same. Added stop condition for orbit when flag 9 is true. Flag 9 becomes true when Part of Coalition Blue is in Response Trigger zone. 4- Added to the migs the Option change of ROE= WEAPON FREE. I am not sure if you want them to be hostile if you are snooping around, but if you do, you'll need this to be triggered the same time they are triggered to head to the EWR area (waypoint 3). If you DO NOT want them to engage hostilities on your flight, or Eagle flight, then remove this option from triggered actions. EDIT 5- Slightly moved response trigger zone a little north, so the migs have a fighting chance of catching the flight. Not much though. So net result, it is still flying, but I have successfully been able to get the eagles to go from wp 1 where they are holding to waypoint 2, where the EWR is. Once they get in the zone, the Hostile Migs stop orbitting and head out to meet them. Meanwhile, I am safe and sound at home in my Su-27, eating a sammich at Mozdok. I'll add the revised mission in a second after I see if the eagles can live up to their sterling reputation. Good luck Eagles!
  5. Pretty much spot on. Flags are exactly like light switches. Logical light switches. If Flag 1 is TRUE, this happens, otherwise this happens. You can have as many flags as you want, but you gotta keep track of them. You CAN use one flag to control multiple groups, just make sure each group has their stop condition set to that same flag. I just noticed something else here... your flight plans are reverse. You have the Eagles flying out west then waiting at waypoint one... but then your flight plan has you going south past Beslan, and not catching up with the eagles till YOU are ready to RTB... is that supposed to be like that?
  6. OK let me kick the tires and light the fires, and see what I can see... Standby. Edit- I am gonna update this post with whatever I find. First question I have for you. What is the purpose of waypoint 2 for the Eagles? I think if you took that out altogether then once they get the push order they should automatically cycle on to the current waypoint 3 (which would then be waypoint 2). That way you should not need the switch waypoint command at all. Speaking of... I notice you have the switch waypoint commands in the advanced waypoint actions. Whenever I have used them I keep the command as a triggered action (the icon to the right of "Payload"). That way it can be called by your trigger to remove the radio item, like we discussed above. But then, removing the current waypoint 2 would elminate the need to trigger any switching of waypoints. Ok wait... I see what you did. you set them up to racetrack between points 1 and 2. Ok that makes sense then. Edit 2- I just noticed something in your trigger RADIO REMOVE.. Under actions you have RADIO ITEM ADD FOR GROUP (16, Eagles RTB, 1, 1) But in the RTB Remove you are checking to see if flag 2 is true. That could be where you are having your problems. It should be (16, Eagles RTB, 2, 1) Edit 3- I also notice you have the AI Task set for the migs to switch waypoints if the eagles/flankers get into response trigger zone. Is that working ok? By the way that is a WICKED Su-27 camo. Is that custom or is that in the default skins?
  7. Further to what Wrecking Crew said... You can also make a trigger where if Unit (EWR) is UNIT DEAD, then GROUP DEACTIVATE (AWACS). That way if the EWR acting as awacs gets destroyed, it neatly takes your invisible AWACS away. If this is the first AWACS in Wrecking Crew's scenario, then it should never trigger the second to appear.
  8. Is there a way you can post the mission here? Maybe we can look it over together. There is definitely a glitch somewhere. Although...... I am just thinking about this. I have one mission where I have a Mi-8 being pushed to land and pick up some Spetsnaz troops, then head on its way... when it gets to the wp it should land at it calls for RTB... but does not ACTUALLY RTB... instead it does what it is supposed to do, land, wait for the push, then head to the next waypoint, which is already on the way home. So maybe it is a radio issue? Did you follow them to see if they are actually going where they should be, or are they literally going home?
  9. It should not matter if they were fighter sweep or CAP, as they are similar types of missions to the game. Without seeing what Djent33 made, here is how I think you want it to go. Gonna quote you here, Trailer: Let's assume your flightplan for the waiting eagles has MORE than 3 waypoints. Ok so the waiting flights all have orders to Orbit at their waypoint one. So when they get there they go into that. Their STOP CONDITION is if USER FLAG [5] is TRUE. Your trigger zone is also around waypoint one and is big enough so that when you fly through you get an ADD RADIO ITEM "Push Flight", which sets flag 5 to 1 (true) (You could also send a message to your group that says "radio item is active" just to make sure it did in fact add your radio item.) Now once this trigger has completed you can have a second trigger (which we will call "radio removal") which basically states if flag 5 is true, then remove radio item "Push Flight". Now, notice we did NOT call for the waiting flight to switch waypoints. Why? Well they are already at waypoint one, waiting for you to tell them to move on. They already have waypoint 2 cued up. If you want them to go to waypoint 3 instead of their already scheduled waypoint 2, you will definitely have to add another ACTION trigger to "radio removal" that gives the action AI TASK PUSH ("waiting eagle" Switch waypoint > Waypoint 3). Make sure it is not telling them to go to their DP... that is their landing spot. So as long as User flag 5 is true, two things will happen... the radio item gets removed, and the waiting eagles switch to waypoint 3. Provided you still have more waypoints to go before waiting eagles head to their base, you should not get an RTB.
  10. This sounds exciting! I'll help where I can, though admittedly I am not as good an Eagle driver as I am a Flanker driver.
  11. LOL. Ok that was absolutely hilarious. Thank you for this lovely story. Yeah the AI in this can be a little snarky. It does seem to take on a life of its own, despite your best efforts to program it. For Colin, you could possibly set his option > ROE as WEAPON HOLD for the waypoints before the hovering helo, and then if you want him to shoot down the second one, at the wp closest to it, set him back to WEAPON FREE. It's a toggle, so you only have to set it on once, and off once, if needed. I find the rules of engagement a great way to muzzle would be show stealers, because in this game the AI will actively hunt for targets with a slingshot if they are halfway across Russia. As for getting them to stay "down in the weeds with their hair on fire", When you set their flight path (and I am assuming you set altitude at 100ft, make sure speed is high enough that it does not stall out (close to supersonic, anyone?). I have found if I am going too slow, my AI wingmen start to develop a severe case of angle of attack that makes me think they are going to fall out of the sky any second. I recently made a mission where I had 3 Su-33s fly over my flight on the Admiral Kuznetsov at low altitude. It seemed to work best when I set the speed somewhere about 500-700 kph, and altitude right around 100 ft. I gotta say, that was pretty impressive. (It's up on youtube somewhere). How I managed it was I had their SP behind the carrier, flight path going directly over (slightly left because, echelon right formation), and set the waypoint ahead of the carrier to exactly the same altitude and speed as the one behind. Hovering is a neat trick. To get my helos to effectively hover I need to create the waypoint for them, give them the task "ORBIT" and set the speed to about 1. Altitude of course would be whatever altitude they are currently at. If you want them to hover forever, tell them their STOP CONDITION for said hover is when USER FLAG [1] is true... but never make a trigger to set it to true. It's not like they are going to survive the mission anyway. You might also want to set their option- REACTION TO THREAT to NO REACTION, or they are going to engage their fight or flight instincts. I hope this helps. A lot of what you wrote about, I found out the hard way too. Isn't AI fun?!
  12. Giggles... That is why I clicked the link last, of the topics I had not read. I was convinced this had to do with graphics cards. LOL!
  13. A chance to fly the Phantom, Huey, Sandy, Corsair, and Intruder (not to mention many many others) in the conflict that made them all famous? Where do I sign up?
  14. Are we talking F-104 as in the "Starfighter", aka the lawn dart or widowmaker? I might have to pass on that one.
  15. Oh boy... a subject near and dear to my flight simming heart... I am sure a lot of things I would list have been mentioned, but some other options I would love to see aside from the obvious (F-14, S-3, F/A 18 to fly from the boat): Boats moving in formations. As it is now I have to hand place them. Someone before me said Air Boss and Mini boss view... I SECOND that!! Better AI landing abilities... In more than one video I have uploaded the AI almost killed me or themselves thinking they can land in formation with me after being told to RTB... Not to mention sometimes they just cannot make that turn to final in time and end up ejecting when they run out of gas. LCAC... If you do not know what it is, you are missing out on one of the most awesome machines the USN/USMC operate. Granted it really only counts for USA, but it is one of the coolest hovercraft in existence, and would help us design invasion by sea missions. If you are gonna have LCAC, we will also need LST and LHA/LHD ships (landing ships, helicopter carriers) Does Russia even have something like that? I have loved landing the Mi-8 on the carrier but I have to make sure the boat is NOT moving, otherwise i bounce off the deck even with engines off. Su-25 Naval variant!!!!!!!! <--- Is that enough !!!!!!!! for this? Mig 29... see above. Harrier!!! (both varieties!) Do current boats have the ability to launch tomahawks? I do not recall seeing that as armament options in mission editor. That should be a thing. Edit- Forgot something. Why is it the Su-33 lands, parks all the way at the back, then UNFOLDS its wings as it shuts down, then makes this godawful noise. NO! Please make it stop. I hate that noise!!!! How about some proper parking spots (the markings are already there.) Make it so that if I start on the ramp or parking hot, I can pick which of those markings I appear on, then maneuver my plane to the cat and press U to line up to the cat (or launch spot) closest to my nosewheel. Make AI taxi with wings closed, and when off, should also keep its wings closed. As long as you land properly, a crowded deck should never equal instant inferno. In my experiments I have found I can safely land 4 AI planes + me parking on the bow. (I tweaked the Kuznetsov lua to allow for 9 parking spots, but it only really ever does 4, nose to tail.) The ships should be able to accomodate more planes on deck, and should also be considerate of a foul deck and work to clear the issue. Fix helo landing. If the carrier is moving, a helo will not land. Tried the Mi-8 as AI (with tweaks), and the Ka-27. Neither will land unless the carrier is at a dead stop, which is unrealistic. I'd also like to see helos land a little more intelligently, not all the way up near the port waist, where it can quickly fall over the side. In summary, more realism and goodness, and definitely more fixed and rotary wing aircraft to fly to and from.
  16. Not exactly bicycle gear, but I would love to see the Harrier (both varieties, UK and US). That landing gear always seemed a little sketchy to me.
  17. I wonder if it is doable... Hmmm... Now this entire discussion makes me want to dig in the engine and see how the game spawns your pilot on ejection, and how to apply that on the ground... I know we can walk with our pilot... I've done that before, and I am sure a lot of you have.
  18. I will admit I am not good at all when it comes to refueling, but I usually set it to racetrack orbit as well. Kanami I will find you on steam.
  19. OK good, then I am not going crazy then. Yeah it would be nice if this were implemented here. It's band enough my wingmen always try to formation land with me... ON A CARRIER. I would hate to see what they would do if they were the wing leader.
  20. I would love something like this. I am already doing a lot... let me emphasize that... A LOT, no hold on... not enough emphasis... A LOT of single player Carrier Ops with both the Su-33 as a three ship, and the Mi-8MTV2 as a singleton. It does get a little disheartening going online and seeing very few doing any of the carrier ops slots. At times I feel like I am the only one interested in it, at least till the Hornet comes out... Then I am sure everyone and their brother will crawl out of the woodwork. It would be even better if we got a Tomcat too, but... wishful thinking. I do not have the computer to host if that is what you need, BUT, i can help you with coming up with missions (I have been making my own for youtube... search for Belgeode). I was even trying to find a way to convert the Su-25T into the carrier variant (so far no success). I say continue to think big! You are NOT ALONE in your love for carrier ops! Hopefully this thread may bring more of us together to make our presence known.
  21. Wait... there's a way to set up the radar on monitor 2?? Whaaaat? Please tell me how to do it, if you know.
  22. That actually brings to mind a question. How is the cargo cam created? Essentially that is what the OP is talking about, only instead of a top down view, a chase view. I'll have to poke around in the files and see what I can learn.
  23. Oh man, this thing is a godsend! Naturally I made a couple tweaks to the file (muted colors instead of grey/black), but yeah, this works much better for me! No more garish red and blue, but no need to totally sacrifice labels either. Thank you for this!
  24. I was gonna say, didn't Falcon 4.0 have it where you could all be a part of the same flight as wingmen? Or did I hallucinate those years? (Which is entirely possible)
  25. No problem! Always happy to help where I can.
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