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EasyEB

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Everything posted by EasyEB

  1. I think ED should model a new suite of the A-10C and just sell it as a new module. I feel the difference between the current A-10C and the suite we have in DCS is as big as the one between the A-10A and current. But I guess there is alot of other things in the way?
  2. Some great shots from Hawgsmoke 2016 Album 1: Album 2:
  3. Sometimes the hardest things to find...
  4. http://forums.eagle.ru/showthread.php?t=114030
  5. EasyEB

    apple mac

    I run it on a Mac with Windows 10 installed (only for DCS). Works great :)
  6. Oh. That. :)
  7. What is a silk letdown?
  8. Hope you enjoy it if you try it. No plans on a Black Sea version, but I'll never say never :)
  9. I hope you enjoy it feefifofum!
  10. Thanks! I'll look into it and get back to you when I can't get it to work and need an example :)
  11. Roger, thanks. I wanted to use it for a Reaper to bug out if it got hot, but now I'm not so sure the MQ-9 even have a RWR? Best way to supply – remove the demand :)
  12. Greetings! Is it possible to have AI mud/nail detection as condition for a trigger? Cheers!
  13. Name: CAS Infinity Nevada – Joint Force Author: EasyEB / Chrisofsweden Mission type: SP/MP Controllable: A-10C Quick Summary Request tasking via F10 menu to spawn enemy target group. Work togeather with ground units, airborne reconnaissance and artillery to take out the enemy target. When the target group is destroyed, request another target. Link/Download: http://www.digitalcombatsimulator.com/en/files/1952140/ Full brief/Discussion thread: http://forums.eagle.ru/showthread.php?t=167820 Misc info: -Cold start at Nellis. -About 20 minutes flight to AO. -Mission time between 1 hour and infinity. -Three tankers available
  14. CAS Infinity Nevada – Joint Force DOWNLOAD LINK: www.digitalcombatsimulator.com/en/files/1952140/ This mission is for the DCS A-10C. This mission started as a place for me to learn about scripting. It is based of Chrisofswedens amazing mission CAS Infinity Nevada. I have made a couple of additions to the mission by making the target group more dynamic by adding the ability for them to relocate, and I have also added allied ground units that will help find, engage and destroy the enemy units, if you choose to use them, and if you can keep them alive. Use F10 menu to select training scenarios. RANGE 62A Static hard targets marked by laser. RANGE 62B Static soft/medium targets marked by laser/smoke. RANGE 63B Static targets marked by smoke. Attacks with bombs/rocket will get measured. Use training munitions to avoid destroying targets. RANGE 64A Static medium/hard targets in cover marked by laser. CAS Scenario - North West NTTR (Ranges 71, 74, 75, 76, TPECR, Pahute Bravo, EC South) Active targets that may or may not move. Support units at disposal via F10 menu: Alpha: HMMWV JTAC. Can designate targets. Bravo: LAV-25 team that can designate/engage targets. Pontiac: Reaper that can designate targets. All the ground units can be controlled via the F10 radio menu. They can be given different commands: Advance – The selected group will move to wherever the enemy unit is when the order is given. Alpha and Bravo can laser designate the targets when close enough and has line of sight. Make sure to give the halt command when they start designating targets, so they do not not drive to close too soon. If the enemy units move, you will have to give the Advance order again. Make sure neither of the groups are driving into a firefight they can not win by thinning out the enemy heavily armed/armored enemy units. Hold – The ground units will hold position. Laser on/off - Ground units will designate targets with laser and/or red smoke. Pop smoke - Ground units will mark their position with green smoke. You also have some airborne support: Pontiac – An MQ-9 Reaper that will locate and laser designate targets after the command is given. UNDER THE HOOD (CAS SCENARIO) -Alpha and Bravo When a new task is generated, Alpha and Bravo will teleport to the enemy groups vicinity and await command. If Alpha or Bravo are destroyed they will respawn and be available to the next task. -Pontiac Pontiac will hold until given the command to move to the enemy group. When the command is given, they will follow the enemy group even if they move without needing to have the command given again. After the enemy group is destroyed Pontiac will move to its original holding position until given the command to recon again. Pontiac will not respawn. DOWNLOAD LINK: www.digitalcombatsimulator.com/en/files/1952140/ Enemy group movement There are 59 different zones where the enemy group may spawn. When the enemy group is spawned, there is a 50% chance that they will move to one of the 59 zones. When they get to that zone, there is another 50% chance that they will move to any of the 59 zones, and so on. So they may stay put, they may relocate close, they may move far, they may stop and they may go on forever. CREDITS Scripts CAS Infinity, by Chrisofsweden MIST by Speed and Grimes CTLD by Ciribob This mission also uses the nav points from the 476th vFG mission template. Big thanks to all of you for providing these great resources for me to play with. DOWNLOAD LINK: www.digitalcombatsimulator.com/en/files/1952140/
  15. Greetings! Is it possible to get the JTAC to prioritize air defences? I'm using it in a mission with spawning enemy units, so there's no option to use the priority/hpriority function.
  16. Sim has "hear like wearing helmet"-feature.
  17. I'm having trouble getting this to work with units that spawn into the mission. Is that expected or have I missed something?
  18. The topic of the engine sounds have been up many times, and I'm not saying they are correct the way they are. But GoPro sound recording is hardly a good source to base the true in cockpit sound of the A-10.
  19. EasyEB

    TACAN station range

    I think it's a bit short/weak at the moment. I think you are right, It's supposed to be 200 miles+ range on TACAN stations IRL.
  20. I managed to find a way to send the Reaper to the enemy groups position again, after it had once been given the command. It ain't pretty, and I'm wondering if there is a better way to do it? What I want is the Reaper to follow the group if they start moving. What I did was I gave the Reaper a triggered action of TASK SET (Task push didn't work, the Reaper was non-responsive) of Switch Waypoint to it's first waypoint (where it is set to orbit at mission start). What happens then is the Reaper starts RTB, so then if I immediately give it the Orbit-script it will update it's orbit position. Rinse and repeat.
  21. I used the example in the wiki and it worked great! Thanks alot! Only issue I found is that the Reaper now seems stuck in the same orbit position forever. I use a radio trigger to run the script and get the Reaper to start the orbit over the enemy groups position, however, if the enemy group moves and I give the order again the Reaper doesn't respond, it just stays over the same position it got the first time.
  22. Thanks! I'll fiddle a bit. If I understand point 1 and 2 correctly, I'll try with I'm not sure if I understand point 3 though. Well, I should say I understand what you are saying, just not how to use the converter, and also how to set the value before the pushTask() is done. Is it as simple as ? But now I feel lost in the inception, does this give me the vec2 of the leader of Red? I almost want to But it just feels like I'm guessing. :) Edit: I see you updated the wiki. Thanks! Just a note: The example explanation should maybe note that it will make a group named "Reaper" orbit the group "arty"?
  23. Oh, so just ? Edit: Didn't work.
  24. Looks good! So I figured I'd use this to get the Reaper to orbit the group "Red". But how do I implement it? I tried putting it as a Do Script as a triggered action for the reaper, but it only gave me error. I feel like the Reapers name should be somewhere in the script?
  25. So, with mist I was able to make a friendly group move to an enemy groups current position, wherever that enemy group was. Now I want to make a friendly MQ-9 Reaper move to, and orbit, the same enemy group. I guess I'll start with mist.FixedWingBuildWP, however I do not know how to implement it, and how do I get the Reaper to orbit the location once it get there, and not just move on? The group that I want the Reaper to orbit is spawned via script at random locations and may or may not move to different random locations once it is spawned. The name of the group is known, but names of units is unknown. Cheers! Edit: Here is what works, it will make Group1 move to and orbit Group2.
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