-
Posts
1020 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by deadlyfishes
-
UPDATE 02/21/21 - 1: v1.80b - Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are now 10 random A2A enemy spawn starting position zones which you can move around to change generally where bandits may come from. It chooses one of these A2A enemy spawn zones at random each time an A2A enemy group is initiated. - Added missing SA-15 Tor unit to spawning pool, database and zeus script. Unit list was also updated. - Moved SFX files to their own directory instead of using the trigger list implementation, which saves nearly 1MB of filesize.
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
Introducing DCS Simple Text To Speech (DCS-STTS)
deadlyfishes replied to Ciribob's topic in Scripting Tips, Tricks & Issues
This is amazing and my team is already having a great time with it! I'm wondering if there's a way you could support ogg as well other than MP3 since mission designers may be forced to have to convert and duplicate their files that they use in DCS. -
UPDATE 02/07/21 - 1: v1.80a - Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units: - ALL DCS Aircraft and Ground Units are available to add/remove at all mission types. - ALL DCS Aircraft and Ground Units are available to spawn via "Zeus" spawning in real-time using map markers. - Free WW2 assets were also added to now allow for players to adjust the spawning pools to be more geared towards WW2 engagements. A2A Missions are now more based on aircraft types rather than their group size/skill level. The default setup would be that easy aircraft will be less formidable types; L-39, C-101, etc, where hard aircraft will consist of Su-30, F-15C, etc. These templates can be adjusted to what the player is more comfortable with. Expanding the unit pools and database within the mission to ALL DCS units will give players the ability to make any combination of enemy forces; Change the spawning pools to only spawn "Eastern" faction units or "Western" faction units for realistic engagements. The current setup is a mix between both "RED" and "BLUE" faction enemy units. - Added an aircraft skill setting for both RED and BLUE AI aircraft. - Allowed for changing out enemy unit spawning pools for all A2G mission types; A2G Easy, Hard, Helo, Infantry Assault, Anti-ship. - Moved all "template" units to scripting for much more modularity and ease of mission maintenance/updates when new maps, modules units are released. - Fixed an issue where editing the playable client slots would sometimes cause a crash/black screen on mission start. - Fixed and polished countries and coalitions so that client aircraft and friendly coalition units have more customization potential. - All client aircraft are set to their country of origin (ex. the Su-27 is set to Russia and the J-11A is set to China, etc...). - Client aircraft slots further polished fixing many typos and naming formats. - Added CSAR (search and rescue) script for all helicopters. A new CSAR menu was added, which also includes an option to FORCE a rescue mission on command. Simply fly to the downed pilot (Friendly infantry unit named "Wounded Pilot" on map) and hover over to pick them up. Bring them back to an airfield, FARP or ship to complete the rescue. Additionally; Friendly player and AI that eject will spawn a new rescuable pilot where the ejection took place. - Added an option that will limit the amount of aircraft spawned in via the F-10 - Other A2A spawning menu to prevent unlimited spamming of A2A missions. By default this option is set to allow for unlimited A2A mission stacking. - Added an option for enabling/disabling the friendly carrier groups from attacking enemy aircraft. - Renamed the Random Air Traffic (RAT) units in the editor to more generic names like "Large 1" or "Fighter 1" so that players can change out the type of aircraft the random air traffic will be in the editor. You can also edit their loadouts if applicable. - Various base code improvements that allow for better performance overall.
- 481 replies
-
- 3
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/07/21 - 1: v1.80a - Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units: - ALL DCS Aircraft and Ground Units are available to add/remove at all mission types. - ALL DCS Aircraft and Ground Units are available to spawn via "Zeus" spawning in real-time using map markers. - Free WW2 assets were also added to now allow for players to adjust the spawning pools to be more geared towards WW2 engagements. A2A Missions are now more based on aircraft types rather than their group size/skill level. The default setup would be that easy aircraft will be less formidable types; L-39, C-101, etc, where hard aircraft will consist of Su-30, F-15C, etc. These templates can be adjusted to what the player is more comfortable with. Expanding the unit pools and database within the mission to ALL DCS units will give players the ability to make any combination of enemy forces; Change the spawning pools to only spawn "Eastern" faction units or "Western" faction units for realistic engagements. The current setup is a mix between both "RED" and "BLUE" faction enemy units. - Added an aircraft skill setting for both RED and BLUE AI aircraft. - Allowed for changing out enemy unit spawning pools for all A2G mission types; A2G Easy, Hard, Helo, Infantry Assault, Anti-ship. - Moved all "template" units to scripting for much more modularity and ease of mission maintenance/updates when new maps, modules units are released. - Fixed an issue where editing the playable client slots would sometimes cause a crash/black screen on mission start. - Fixed and polished countries and coalitions so that client aircraft and friendly coalition units have more customization potential. - All client aircraft are set to their country of origin (ex. the Su-27 is set to Russia and the J-11A is set to China, etc...). - Client aircraft slots further polished fixing many typos and naming formats. - Added CSAR (search and rescue) script for all helicopters. A new CSAR menu was added, which also includes an option to FORCE a rescue mission on command. Simply fly to the downed pilot (Friendly infantry unit named "Wounded Pilot" on map) and hover over to pick them up. Bring them back to an airfield, FARP or ship to complete the rescue. Additionally; Friendly player and AI that eject will spawn a new rescuable pilot where the ejection took place. - Added an option that will limit the amount of aircraft spawned in via the F-10 - Other A2A spawning menu to prevent unlimited spamming of A2A missions. By default this option is set to allow for unlimited A2A mission stacking. - Added an option for enabling/disabling the friendly carrier groups from attacking enemy aircraft. - Renamed the Random Air Traffic (RAT) units in the editor to more generic names like "Large 1" or "Fighter 1" so that players can change out the type of aircraft the random air traffic will be in the editor. You can also edit their loadouts if applicable. - Various base code improvements that allow for better performance overall.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/07/21 - 1: v1.80a - Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units: - ALL DCS Aircraft and Ground Units are available to add/remove at all mission types. - ALL DCS Aircraft and Ground Units are available to spawn via "Zeus" spawning in real-time using map markers. - Free WW2 assets were also added to now allow for players to adjust the spawning pools to be more geared towards WW2 engagements. A2A Missions are now more based on aircraft types rather than their group size/skill level. The default setup would be that easy aircraft will be less formidable types; L-39, C-101, etc, where hard aircraft will consist of Su-30, F-15C, etc. These templates can be adjusted to what the player is more comfortable with. Expanding the unit pools and database within the mission to ALL DCS units will give players the ability to make any combination of enemy forces; Change the spawning pools to only spawn "Eastern" faction units or "Western" faction units for realistic engagements. The current setup is a mix between both "RED" and "BLUE" faction enemy units. - Added an aircraft skill setting for both RED and BLUE AI aircraft. - Allowed for changing out enemy unit spawning pools for all A2G mission types; A2G Easy, Hard, Helo, Infantry Assault, Anti-ship. - Moved all "template" units to scripting for much more modularity and ease of mission maintenance/updates when new maps, modules units are released. - Fixed an issue where editing the playable client slots would sometimes cause a crash/black screen on mission start. - Fixed and polished countries and coalitions so that client aircraft and friendly coalition units have more customization potential. - All client aircraft are set to their country of origin (ex. the Su-27 is set to Russia and the J-11A is set to China, etc...). - Client aircraft slots further polished fixing many typos and naming formats. - Added CSAR (search and rescue) script for all helicopters. A new CSAR menu was added, which also includes an option to FORCE a rescue mission on command. Simply fly to the downed pilot (Friendly infantry unit named "Wounded Pilot" on map) and hover over to pick them up. Bring them back to an airfield, FARP or ship to complete the rescue. Additionally; Friendly player and AI that eject will spawn a new rescuable pilot where the ejection took place. - Added an option that will limit the amount of aircraft spawned in via the F-10 - Other A2A spawning menu to prevent unlimited spamming of A2A missions. By default this option is set to allow for unlimited A2A mission stacking. - Added an option for enabling/disabling the friendly carrier groups from attacking enemy aircraft. - Renamed the Random Air Traffic (RAT) units in the editor to more generic names like "Large 1" or "Fighter 1" so that players can change out the type of aircraft the random air traffic will be in the editor. You can also edit their loadouts if applicable. - Various base code improvements that allow for better performance overall.
- 292 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/07/21 - 1: v1.80a - Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units: - ALL DCS Aircraft and Ground Units are available to add/remove at all mission types. - ALL DCS Aircraft and Ground Units are available to spawn via "Zeus" spawning in real-time using map markers. - Free WW2 assets were also added to now allow for players to adjust the spawning pools to be more geared towards WW2 engagements. A2A Missions are now more based on aircraft types rather than their group size/skill level. The default setup would be that easy aircraft will be less formidable types; L-39, C-101, etc, where hard aircraft will consist of Su-30, F-15C, etc. These templates can be adjusted to what the player is more comfortable with. Expanding the unit pools and database within the mission to ALL DCS units will give players the ability to make any combination of enemy forces; Change the spawning pools to only spawn "Eastern" faction units or "Western" faction units for realistic engagements. The current setup is a mix between both "RED" and "BLUE" faction enemy units. - Added an aircraft skill setting for both RED and BLUE AI aircraft. - Allowed for changing out enemy unit spawning pools for all A2G mission types; A2G Easy, Hard, Helo, Infantry Assault, Anti-ship. - Moved all "template" units to scripting for much more modularity and ease of mission maintenance/updates when new maps, modules units are released. - Fixed an issue where editing the playable client slots would sometimes cause a crash/black screen on mission start. - Fixed and polished countries and coalitions so that client aircraft and friendly coalition units have more customization potential. - All client aircraft are set to their country of origin (ex. the Su-27 is set to Russia and the J-11A is set to China, etc...). - Client aircraft slots further polished fixing many typos and naming formats. - Added CSAR (search and rescue) script for all helicopters. A new CSAR menu was added, which also includes an option to FORCE a rescue mission on command. Simply fly to the downed pilot (Friendly infantry unit named "Wounded Pilot" on map) and hover over to pick them up. Bring them back to an airfield, FARP or ship to complete the rescue. Additionally; Friendly player and AI that eject will spawn a new rescuable pilot where the ejection took place. - Added an option that will limit the amount of aircraft spawned in via the F-10 - Other A2A spawning menu to prevent unlimited spamming of A2A missions. By default this option is set to allow for unlimited A2A mission stacking. - Added an option for enabling/disabling the friendly carrier groups from attacking enemy aircraft. - Renamed the Random Air Traffic (RAT) units in the editor to more generic names like "Large 1" or "Fighter 1" so that players can change out the type of aircraft the random air traffic will be in the editor. You can also edit their loadouts if applicable. - Various base code improvements that allow for better performance overall.
- 183 replies
-
- 4
-
-
-
UPDATE 02/07/21 - 1: v1.80a - Overhaul on all ground and air spawnable units at A2A and A2G Missions as well as "Zeus" spawnable units: - ALL DCS Aircraft and Ground Units are available to add/remove at all mission types. - ALL DCS Aircraft and Ground Units are available to spawn via "Zeus" spawning in real-time using map markers. - Free WW2 assets were also added to now allow for players to adjust the spawning pools to be more geared towards WW2 engagements. A2A Missions are now more based on aircraft types rather than their group size/skill level. The default setup would be that easy aircraft will be less formidable types; L-39, C-101, etc, where hard aircraft will consist of Su-30, F-15C, etc. These templates can be adjusted to what the player is more comfortable with. Expanding the unit pools and database within the mission to ALL DCS units will give players the ability to make any combination of enemy forces; Change the spawning pools to only spawn "Eastern" faction units or "Western" faction units for realistic engagements. The current setup is a mix between both "RED" and "BLUE" faction enemy units. - Added an aircraft skill setting for both RED and BLUE AI aircraft. - Allowed for changing out enemy unit spawning pools for all A2G mission types; A2G Easy, Hard, Helo, Infantry Assault, Anti-ship. - Moved all "template" units to scripting for much more modularity and ease of mission maintenance/updates when new maps, modules units are released. - Fixed an issue where editing the playable client slots would sometimes cause a crash/black screen on mission start. - Fixed and polished countries and coalitions so that client aircraft and friendly coalition units have more customization potential. - All client aircraft are set to their country of origin (ex. the Su-27 is set to Russia and the J-11A is set to China, etc...). - Client aircraft slots further polished fixing many typos and naming formats. - Added CSAR (search and rescue) script for all helicopters. A new CSAR menu was added, which also includes an option to FORCE a rescue mission on command. Simply fly to the downed pilot (Friendly infantry unit named "Wounded Pilot" on map) and hover over to pick them up. Bring them back to an airfield, FARP or ship to complete the rescue. Additionally; Friendly player and AI that eject will spawn a new rescuable pilot where the ejection took place. - Added an option that will limit the amount of aircraft spawned in via the F-10 - Other A2A spawning menu to prevent unlimited spamming of A2A missions. By default this option is set to allow for unlimited A2A mission stacking. - Added an option for enabling/disabling the friendly carrier groups from attacking enemy aircraft. - Renamed the Random Air Traffic (RAT) units in the editor to more generic names like "Large 1" or "Fighter 1" so that players can change out the type of aircraft the random air traffic will be in the editor. You can also edit their loadouts if applicable. - Various base code improvements that allow for better performance overall.
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 12/05/2020 - 1: v1.72d - Added F-14A Module - Updated MOOSE for F-14A Airboss Compatibility - Changed WPT name labels to match the zones they belong for easier customization/editing.
- 183 replies
-
UPDATE 12/05/2020 - 1: v1.72d - Added F-14A Module - Updated MOOSE for F-14A Airboss Compatibility - Changed WPT name labels to match the zones they belong for easier customization/editing.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 12/05/2020 - 1: v1.72d - Added F-14A Module - Updated MOOSE for F-14A Airboss Compatibility - Changed WPT name labels to match the zones they belong for easier customization/editing.
- 292 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 12/05/2020 - 1: v1.72d - Added F-14A Module - Updated MOOSE for F-14A Airboss Compatibility - Changed WPT name labels to match the zones they belong for easier customization/editing.
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 12/05/2020 - 1: v1.72d - Added F-14A Module - Updated MOOSE for F-14A Airboss Compatibility - Changed WPT name labels to match the zones they belong for easier customization/editing.
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
I can figure something out, it'd be easier to edit the WPTs instead of the zones to match the WPTs.
- 183 replies
-
Dedicated Server Crash - DCS Open Beta 2.5.6.57264
deadlyfishes replied to deadlyfishes's topic in Game Crash
Thanks BN, I'll do that if needed however I'm finding out with aunty that it's happening in other places, additionally I have had a few crashes/hangs without a full crash zip, but this was the last few lines in the log before that happened; 2020-11-05 17:13:08.485 INFO LuaNET: SLMOD INFO: Error trying to do slmod.getUnitXYZ: [string "slmod = slmod or {}..."]:4: Unit doesn't exist 2020-11-05 17:13:16.125 WARNING LOG: 8 duplicate message(s) skipped. 2020-11-05 17:13:16.125 INFO NET: accepting connection from 35.134.233.122:51831 2020-11-05 17:13:16.247 INFO NET: adding client[15] 2020-11-05 17:13:16.428 INFO LuaNET: SLMOD INFO: Error trying to do slmod.getUnitXYZ: [string "slmod = slmod or {}..."]:4: Unit doesn't exist 2020-11-05 17:13:16.651 WARNING LOG: 3 duplicate message(s) skipped. 2020-11-05 17:13:16.651 INFO LuaNET: SLMOD INFO: Space availabe. Letting client in... 2020-11-05 17:13:16.651 INFO NET: added client[15] name=BAIL addr=35.134.233.122:51831 2020-11-05 17:13:16.654 DEBUG NET: ServerInfo json size is: raw = 5384, gzip = 1316. 2 chunks. 2020-11-05 17:13:16.658 ERROR Lua::Config: Call error get_welcome_info:<LUA_TBOOLEAN>. -
It would be a ton of re-writing code to fix the zone names, but I can easily do something about the WPT names. What do you think? The guide would basically be as follows: MR - A2G Easy (This is because the legacy version of TTI, A2G Easy was essentially designed as a "multi-role a2g mission" A2G/AG - A2G Hard A2GH/AH - A2G Helo (A2G Helo use 1-5, A2G Helo Infantry use 6-10 AS - Antiship SAM - Random SAM spawn zones.
- 183 replies
-
Happened twice today within 24h of the patch update today to DCS Open Beta: # -------------- 20201105-051009 -------------- DCS/2.5.6.57264 (x86_64; Windows NT 10.0.17763) C:\Program Files\Eagle Dynamics\DCS World Server\bin\lua.dll # C0000005 ACCESS_VIOLATION at BD324F65 00:00000000 SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World Server;C:\Program Files\Eagle Dynamics\DCS World Server\bin;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Administrator' OS-Version: 10.0.17763 () 0x100-0x3 0x0000000000014F65 (lua): luaS_newlstr + 0x1425 0x0000000000001F2E (lua): lua_rawget + 0x1E 0x00000000007D8BC5 (DCS): CoreUtils::TempFilesManager::operator= + 0x3B4D15 0x0000000000050174 (Scripting): Scripting::regLuaTrigger + 0x3FE4 0x0000000000007AC5 (lua): luaD_growstack + 0x845 0x0000000000018D94 (lua): luaS_newlstr + 0x5254 0x0000000000007E04 (lua): luaD_growstack + 0xB84 0x0000000000006F7F (lua): lua_getinfo + 0x133F 0x000000000000812E (lua): lua_yield + 0x9E 0x000000000001F03D (lua): luaL_newstate + 0x238D 0x0000000000007AC5 (lua): luaD_growstack + 0x845 0x0000000000018D94 (lua): luaS_newlstr + 0x5254 0x0000000000007E04 (lua): luaD_growstack + 0xB84 0x0000000000006F7F (lua): lua_getinfo + 0x133F 0x000000000000812E (lua): lua_yield + 0x9E 0x0000000000002576 (lua): lua_pcall + 0x66 0x00000000000F7493 (edCore): ED_lua_pcall + 0x73 0x0000000000047AF6 (Scripting): Scripting::regLuaStaticObject + 0x1266 0x0000000000003B94 (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x504 0x000000000000403D (World): wSimCalendar::DoActionsUntil + 0x1FD 0x00000000007DC2EF (DCS): CoreUtils::TempFilesManager::operator= + 0x3B843F 0x00000000007EEEF3 (DCS): CoreUtils::TempFilesManager::operator= + 0x3CB043 0x00000000007C0D54 (DCS): CoreUtils::TempFilesManager::operator= + 0x39CEA4 0x00000000007C1119 (DCS): CoreUtils::TempFilesManager::operator= + 0x39D269 0x00000000017BE69A (DCS): AmdPowerXpressRequestHighPerformance + 0xB16696 0x00000000009ADC9E (DCS): CoreUtils::TempFilesManager::operator= + 0x589DEE 0x0000000000017974 (KERNEL32): BaseThreadInitThunk + 0x14 0x000000000006A271 (ntdll): RtlUserThreadStart + 0x21 miz file will not work/run as-is, lua scripts are dynamically loaded/encrypted on mission load, ED team please DM me if you guys are interested in looking into this more deeply into our miz. crash zip attached. dcs.log-20201105-051009.zip
-
If that doesn't work, try deleting this folder, it wont remove anything important except for any custom loadouts you may have made, if you care about those, back them up, but try letting DCS clean it up first to see if it fixes your issue: \Saved Games\DCS.openbeta\MissionEditor
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
Hmm this is very odd! make sure you're on the latest DCS openBeta? I know stable had an update lately but open beta might help? You might benefit from a DCS repair/clean up command https://www.digitalcombatsimulator.com/en/support/faq/709/ or maybe yet, re-installing the F-14B module, delete it from your modules and re-install it
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
I just checked it on my end - all is fine. Maybe double check the slot settings on your slot if you've modified the miz. As far as the ground aircraft not able to land on the CV, might be a fault of DCS in recent updates. This seems to be something outside of our control in the mission editor. Perhaps you could try using the Airboss ATC instead, which should work for any CV aircraft.
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
For now there are 3 pre-planned/placed convoy routes named "Convoy1" 2 and 3 respectively; I kind of placed them around the area in a random spot, they just go to their end destination, it's quite far. Once they are destroyed, a new one will spawn if auto-spawn for this mission is enabled. It chooses 1 of 3 routes randomly and chooses a convoy "template" at random as well, which change the group's unit composition for every new spawn. I had to learn how to properly track a group's alive status properly and have it give out enough information for players to go about the mission the way they want, whether if it were F10 Map marker or using L/L. I kind of design things with keeping in mind people might want to play without seeing units on the map... Anyways, like I said, they are pre-planned and pre-placed for each map. You can change their position and routes if you'd like to for yourself.
- 183 replies
-
UPDATE 10/28/2020 - 1: v1.72b - Added dynamic convoy missions; *Convoys can be configured to auto-start or spawned via the mission spawner menu *They will be randomly generated, the unit composition of the convoy will be varied *Their starting positions and routes will be randomly selected *They can be repeated like normal A2G Missions *Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested. *Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested) [ATTACH=JSON]{"data-align":"none","data-size":"custom","data-tempid":"temp_260113_1603922364647_804","height":"341","title":"convoy mission intel SP.PNG","width":"473"}[/ATTACH] - Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 10/28/2020 - 1: v1.72b - Added dynamic convoy missions; *Convoys can be configured to auto-start or spawned via the mission spawner menu *They will be randomly generated, the unit composition of the convoy will be varied *Their starting positions and routes will be randomly selected *They can be repeated like normal A2G Missions *Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested. *Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested) [ATTACH=JSON]{"data-align":"none","data-size":"custom","data-tempid":"temp_260113_1603922364647_804","height":"341","title":"convoy mission intel SP.PNG","width":"473"}[/ATTACH] - Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 10/28/2020 - 1: v1.72b - Added dynamic convoy missions; *Convoys can be configured to auto-start or spawned via the mission spawner menu *They will be randomly generated, the unit composition of the convoy will be varied *Their starting positions and routes will be randomly selected *They can be repeated like normal A2G Missions *Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested. *Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested) [ATTACH=JSON]{"data-align":"none","data-size":"custom","data-tempid":"temp_260113_1603922364647_804","height":"341","title":"convoy mission intel SP.PNG","width":"473"}[/ATTACH] - Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.
- 292 replies
-
- 2
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 10/28/2020 - 1: v1.72b - Added dynamic convoy missions; *Convoys can be configured to auto-start or spawned via the mission spawner menu *They will be randomly generated, the unit composition of the convoy will be varied *Their starting positions and routes will be randomly selected *They can be repeated like normal A2G Missions *Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested. *Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested) [ATTACH=JSON]{"data-align":"none","data-size":"custom","data-tempid":"temp_260113_1603922364647_804","height":"341","title":"convoy mission intel SP.PNG","width":"473"}[/ATTACH] - Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.
- 183 replies
-
UPDATE 10/28/2020 - 1: v1.72b - Added dynamic convoy missions; *Convoys can be configured to auto-start or spawned via the mission spawner menu *They will be randomly generated, the unit composition of the convoy will be varied *Their starting positions and routes will be randomly selected *They can be repeated like normal A2G Missions *Using the F10 - Other Intel report will provide a L/L of the convoy's position at the time of the intel being requested. *Configurable option to allow for adding map markers on the F10 Map to show the convoy's position (The convoy map marker will update when intel is requested) [ATTACH=JSON]{"data-align":"none","data-size":"custom","data-tempid":"temp_260113_1603922364647_804","height":"341","title":"convoy mission intel SP.PNG","width":"473"}[/ATTACH] - Fixed an issue for carrier maps where using CVN-75 caused datalink issues. All carrier maps will now use CVN-72 instead.
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with: