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ESAc_matador

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Everything posted by ESAc_matador

  1. For me the visibility now is really good. You can see enemies from really long. I fact, too long but without those sudden change of size.
  2. if you want realism... if you get home and need repair... Put that aircraft unserviciable for a day at least. If not a week.
  3. Hello Chromium. I am not able to save it with the Infantry units deployed throgh the CTLD... nor spawn. It used to work, but it does not now. It seems that this infantry fix you made long ago doesnt work anyore. :(
  4. Plus dispersion of the ammo. Lethal zone is higher.
  5. Be patient.... One day the bell will ring in your head!
  6. I think so. I took a while to learn... i started from Zero, and now I can do pretty funny scripts. If you are learning from zero.... learn.... Loops, for i, var in pairs (table).... do. (Where table = {=var}) Conditions If x==b then (== is equal, = as sing values take care!) .... end Functions Use as many mist functions as starting point, read the Mist manual. It has really helpfull functions.the are awesome. Good exercice is to see what they do, so go to the Mist file and see how they are build. Do not hesitate in asking... but please, check in the forum first, and try to see others script. Most of the simple snipets are done and you will just need to do a modification. Also have a look at the MOOSE, overwhelming at first but really good for building missions. Enjoy!
  7. Did you tick the box in ME... player can control units?. Has your ground troops the box ticked., "controllable"?
  8. Yep. By entering the coordenates, or better put an aircraft inactive and get the points, to define an area. Check mist. Hoggit page is down.
  9. You better modify the JTaC radio instead.
  10. Since I used the Grimes script for missile training in the first script for defensive ECM i realized that some missile hits you anyway. May Be It is because i used an old script. Still in fevelopment but It works almost fine!
  11. S10 does not work either. ;(
  12. In certain way, it makes sense as an improvement.. Better to have the indicator in the tanks, and not in the gauges. If it is in the indicator, it might be wrong and confuse. Or the sensor that gives the info to the indicator. If the sensor is in the tanks, only one device is able to fail. The law of simple things... In any case, good job you two. One for the research, and the other for the fantastic sim!
  13. Simple. Set a trigger, switched. unit is altitude more than 500 Activate UnitSam. Thats it.. Dont forget to put inactive the Sam fron the beggining. But you should dig into the missiin builders corner in the proper forum. Plenty of information there.
  14. I hope, with the New Caucasus, we can have the same performance than in Nellis. Grat Graphic card!!!
  15. Easyer way to configure a mission is using the auto lase from ctld.
  16. Not the way it is. You should convert it. Intona functio you can call through a F10 command
  17. sorry, my mistake!!! here it is. It has some improvements... After getting more information, and making some guesses, suppositions and the wind direction... THe factors for a succesfull jamming are. -Being detected by enemy SAM. -Must be in the frontal and sides (up to 120° for each side). Your back is not covered...(i need to dig into this... I think, most jammers covers front and back... but I dont know yet, this would be easy fix) -Distance (there are five layers... being too close, is not also the best... keeping the sam at 5-15km is the best) -Altitude... every 1000m the lost of probability is 2.5%. - the enemies will shut down between 100-200 seconds, plus the warming up. Take into account that if it fails one try.... he can shoot at you... but usually you have to fail few. Depends on your orbits to be succesfull, and the altitude. Take care...!!! EW Jamming Script 1.03. SAM.lua Electronic Jammer Script1.3.miz
  18. Thanks, but I finally got it!! The EW jammer is functional now... pretty funny!
  19. Can you supply ammo with a cargo? Instead of a truck? If not..... is there any script to refill the ammo status?. IF so, you can make a script.... groups close to a cargo, refill.
  20. Yes.
  21. Ahaahah Now i know why i could not make it too!! :)
  22. yep, that would be great. So... here it is, I put less reliable when you are too far, and two close. I read that if you are so close, it is more difficult to jam. values are Distances. bremovalDist1 = 3000 bremovalDist2 = 5000 bremovalDist3 = 10000 bremovalDist4 = 15000 bremovalDist5 = 20000 Probability for succesfull Jamming. bpkill_1 =65 bpkill_2 =80 bpkill_3 =95 bpkill_4 =80 bpkill_5 =40 find attached the testing file... there is an attack of 4xA10. Try to keep them alive!!! I used the F5, but feel free to change the plane but keep the name. You can use both scripts, the defensive and the offensive. In this .miz estan los dos EW Jamming Script 1.01. SAM.lua Electronic Jammer Script1.1.miz
  23. Yep... But lets go step by step! I also thought in a mod, with a panel and external model pod included... Haahab But for the moment is far from my skills
  24. Ok, fellas... This is the concept. This is done... I am able to discriminate the units (SAMs) inside the zone shown in the picture... distances and probabilities are subjet to change. Now, we need to see how long the SAMs takes to shut down. If we do multiple checks per minute, let say every 5 seconds... that are about 12 checks. Most probably one of them will be to shut the SAM off. So always will be off. There is no posibility to any mistake. I need to see a way to keep that 5-10 % chance of being shot. May be playing with stadistics... I ll see. But any suggestion is welcomed. Please, check the drwaing and tell me if this is what you expect. EDIT> It comes to my mind, that we can add some altitude to make it work properly... I mean... the higher the less effect against the SAMs EDIT2> I think, I know how to make the process of selection if jammed or not. Let see, these are the conditions I think we can manage. Conditions: 0) THe SAM must have a Radar Sensor. 1) The SAM must be in range with the Jammer. 2) The SAM must be in the frontal cone as defined in the drawing (about 60° to both sides) 3) The SAM must detected the Jammer.Real Jammers as far as I´ve read, respond to the SAMs emissions by flooding the SAM with "false answers", so to work properly, you need to be detected. Also this is great because you give time to the SAM to Switch On... usually takes a minute or more... This way, if you miss two or three cycles, you can be shot. 4) If The Jammer has been detected, we roll the dice and put a % probablility depending on the distance and altitude. 5) If you success we put make the SAM to switch off for let say, a minute. Then the SAM will restart... (another Minute) and then he will detect you. If you are still jamming because the SAM is in the Area, the process starts again, if not... you can be fired!! or any of your flight mates!!! So... those are my intentions. I would make, for instance the F5 as SEAD-JAMMER with CBUs and Rockets, and A10s and M2000 as bombers... NIce missions we can make!
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