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SUNTSAG

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  1. @Daemoc Here is a simple working example of what I think you might be trying to achieve. 1. AI Helo takes-off from home base empty. 2. Helo flys to a field collection point LZ1 and picks up Special Forces troops. 3. Helo flys to LZ2 and drops troops off. (Insertion) 4. Helo takes off and orbits in the area and troops make their way to LZ3. 5. Troops request pick up at LZ3 and helo obliges.(Extraction) 6. Helo flys back to base and disembarks Special Forces troops. 7. Helo then lands on the airfield pan. It’s not a simple process but it does only require 2 triggers to work and a couple of flags. Look closely at the setup for the units. I hope this helps. Cheers. helospecialforces.trk 2heloUH60.miz
  2. Does this mod work on all Maps... including PG?

     

  3. HMGs have quite extensive ranges and 2km is not unusual. I carried out some tests and found a “moving” Scout HL with DSHK 12.7mm (IRL effective range = 2km) would engage at the following distances: Day = 1.49km Night full moon = 1.15km If you want to reduce the effective ranges then you can carry out the actions provided in the.miz file attached. The point at which both units in the mission will engage each other is set to 1km. I hope this is useful. Cheers HMGTESTREDUCERANGE.miz
  4. @Terminator357 In that case the new attached mission does exactly that. Fresh ground units spawn 5 minutes post the death of the previously active groups. I hope it helps. Cheers. A10CII AnchorMultipleAttacks.miz
  5. @Terminator357 I am unsure what is happening in your mission with the scripting but using just the ME I can instigate the following events: · A10CII air start reaches its “ANCHOR POINT” and orbits. · 40 seconds later it starts its first MAV run. · After first attack it returns to the” ANCHOR POINT”. · After a further two minutes it carries out a final attack run. · On destruction of the ground units the A10CII bugs out and RTBs. I have provided the simple example above in the attached .miz file. I hope it helps. Cheers. A10CII AnchorAttack.miz
  6. @StealthhThere was no trigger setup in your example .miz for AtoA refuelling, nor was your refuelling aircraft set to late activation. Having now created that trigger the mission works perfectly for me and I have attached my .miz that includes the relevant trigger. As far as I am aware the “PART OF GROUP IN ZONE” will activate even if the group does not enter that zone, so I have used “UNIT IN ZONE” as that option is currently working correctly. SUNTSUPDATEStealthhs' F18 Training.miz
  7. This is how I would approach it from a purely AI perspective (Helo & Troops). I have attached a very simplistic miz file showing it working. I hope it helps. Cheers. embark.miz
  8. @CommandT Please find attached an example of how I would potentially deal with this situation, which is simple and effective IMHO. I hope it helps. Cheers IMMORTALON-OFFOB.miz
  9. Thank you so much for the GER V1 Rocket Launcher mod. I'm new to DCS and I'm really enjoying my time with this platform. My interest mainly lies in WWII aircraft right now, so having a launchable V1 is awesome. The first mission I created was all based around destroying a V1 Launch Facility on the Channel Map. Your mod looks so awesome as I have 3 ramps set up to fire 30 V1s at Manston within the first 5 mins of the mission.

    Thanks again!

     

    V1 Attack Mission Briefing 7.jpg

    V1 Attack Mission Briefing 10.jpg

    Courage at Calaise-V1 Launch Facility Attack.miz

  10. From my own personal perspective I have never used “probability” settings as I prefer much more control over what happens in my mission builds…….. for example providing a sound or message once a probability/randomisation function has been triggered. To this end I use the method in the attached mission example, which will give you a level of probability/randomisation of waypoint switching. I have used a timed function here but a trigger zone could also be used. I hope this helps. Cheers probability50%ish.miz
  11. @Hobbes83If it were me trying to action your scenario, I would set it up as per the attached mission example. For me personally, it seems the most simplistic and easy to replicate using the trigger clone process. Some may not agree but see what you think and I hope it helps. Cheers. TESTMULTIPLEUNITSOUNDDEATH.miz
  12. To be fair I realise no one is/was questioning the shutdown procedure but no one was using the correct one. So to be helpful, I provided the correct documented information. As part of any route cause analysis, the starting point to determine if there is an issue or improvement opportunity; is to use the correct procedure as prescribed in the pilot notes. Any variation to the actual procedure could potentially result in the issues being encountered. Therefore in the first instance, common sense dictates follow the correct procedure. Also during route cause analysis a single data point is insufficient to determine that a problem exists and statistically 8 data points are preferable and will potentially highlight a trend if charted. I hope this helps as to why I provided this information. I am not saying there isn’t an issue but I can confirm I haven’t experienced it personally. Cheers.
  13. No as I am a cockpit switch junky rather than a key binder...even when flying in VR. Obviously I bind some elements but that is simply a personal preference. Cheers.
  14. This is my preferred approach to following the documented procedure….a picture paints a thousand words. Cheers.
  15. Just for information and to enlighten folks as the correct documented procedure for engine shutdown, as laid out in A.P (Air Publication)2019E updated to AL5 (Amendment List 5) in 1944. (Image provided). There are many versions of the pilot notes on the internet, often dated from the 1950s but the January 1944, reprinted April 1944, reprinted August 1945 are the versions upon which the DCS mosquito is modelled. I am not saying this will improve your experience but it will give you the correct basic procedure to follow. I hope it helps. Cheers.
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