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Posts posted by SUNTSAG
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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
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@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.
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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.
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@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.
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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.
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@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
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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
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@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.
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3 hours ago, hazzer said:
I don't think we are questioning the shutdown procedure. The point being is that when you still get backfires and splutters when you shouldn't which is an incorrect modelling/simplification of the shutdown process, which applies to all the merlin aircraft at minimum.
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.
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4 hours ago, Nealius said:
I would counter that devil's advocate with the F-16's hung starts if you don't wait for the SEC light to go out before setting throttle to idle.
@SUNTSAG Have you had issues using hotkeys or HOTAS/MFD mapping instead of mouse for the fuel stuff? In VR that fuel panel is hard to use the mouse on, so I have those mapped to various things.
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.
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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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For me clearly, the spitfire AI does jettison it's tanks as can be seen in the three trks provided: 1). pure AI aircraft setup. 2). Player radio instructed to engage 3). Player dead AI engages. I hope this helps. Cheers.
LEADDEADJETFUELTANK.trk RADIOJETFUELTANK.trk JETFUELTANK.trk
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@edudix It's all perfectly possible using functions that were integrated two years ago and I have attached a sample mission showing it in action. I hope this helps. Cheers.
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Hi @Draken35 here is my original Chain Ho me-Channel Map template. I hope it helps. Cheers
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Hi All, Testing using that mission will not produce accurate results, because it was setup using specific trigger zones; as to when the bombers are allowed to engage. It was setup this way to accommodate the inclusion of a difficulty level option and the gunners were so accurate at the time of production, that the mission would have been unplayable. Many thanks.
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@DST Naval and ground troop helo ops are not currently compatible within DCS. Therefore for your specific mission requirement, you are going to have to have the AI emulate it as best they can. I have attached a simple example mission highlighting how I would do it, with the information you have provided. I hope it helps. Cheers
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@DD_Friar If you set the weapon hold as the first instruction then it should stop the issue you are encountering. Please refer to attached image and example mission. I hope this helps. Cheers.
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I am not exactly sure why or what is happening in your example mission but I made my own similar version and it seems to work as intended. I spawn in target units at varying distances throughout this short mission. Please see attached.
Also If I am not mistaken the intercept range setting applies to SAM units only I believe and I have attached a further example mission showing that working as well. I have used setting of both 100% and 40%, I hope this helps. Cheers.
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Hi @Rudel_chw the only way I can think of to achieve multiple user presses of the same switches is as per the attached simple mission format attached. I hope this helps. Cheers.
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Flak units and search lights do not need to be in the same group in order to engage bombers and here is a quick sample mission demostrating that. I used the ground unit templates that are available in the mission editor to set this up. I hope this helps. Cheers.
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@Nealius My apologies I read your OP as wanting to move to a specific waypoint after firing. In that case it is possible without the additional items provided in the first example mission as per attached. The unit will simply take it's time in perfroming the assigned options. Cheers.
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@Nealius The attached working basic mission is how I would approach this scenario. I hope it helps. Cheers.
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Troop Transport Embarking/Disembarking
in Mission Editor
Posted · Edited by SUNTSAG
@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