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toutenglisse

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Everything posted by toutenglisse

  1. Oh no I overlooked it, in fact in the track the 2 missiles are both guided toward same target. with trees I didn't see the first missed the kill. I think something is wrong with ASM and desired attackQty effectively !
  2. I think I understand why the AI hornet fires 2 MavE when 1 per attack is asked - here a track (because usually the 2 missiles hit the same target) in which the AI fires 2 MavE when 1 is asked but the 2 missiles hit 2 different targets (when the first MavE hits its target, AI "switch to second target and lase" so 2nd MavE hits a second target). But inconsistent at least. I'm unconfident with how exactly Max attackQty works. 2-asm-pass.trk
  3. regarding attack qty limit I didn't thought much about it - saw you had it ticked so did same Btw it didn't limit a 2 bombs drop per pass when I set 2 for attack qty. Per text it is said (here : Controller (digitalcombatsimulator.com) ) : attackQty (optional) This parameter limits maximal quantity of attack. The aicraft/group will not make more attack than allowed even if the target group not destroyed and the aicraft/group still have ammo. If not defined the aircraft/group will attack target until it will be destroyed or until the aircraft/group will run out of ammo. attackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. Note: this looks like not a good solution. It would be better to have two number parameters: required parameter attackQty for "Bombing" and "BombingRunway" tasks and attackQtyLimit for "AttackGroup" and "AttackUnit" tasks.
  4. It works normally on my side with deleting the "CAS" task (be sure to delete it in the FIRST waypoint, others are only references that you delete). If I set 1 bomb per pass in the attack group task AI drops only 1, if I set 2 AI drops 2. Here in this exemple the AI engages 3 Tanks with 1 bomb per pass. test-bomb-quantity.miz
  5. In advanced waypoint actions, try to delete "CAS" and only keep your specific task. CAS overrides specific tasks in my exp. AI should then respect the settings of specific task.
  6. A last update... I modified the script so the orbit center is dynamically adapted to Carrier's speed, so CH-53 orbits are always centered on Carrier, whatever the Carrier speed, even if this speed change during Carrier's route. test-circling-carrier-Updated2.miz
  7. I just refined the script a bit : orbit center is further away from carrier in front of him (whatever his heading), so the orbits are much better centered on the moving carrier (according to his actual speed), and the route point that makes CH-53 exiting actual orbit to allow a new orbit is right in front of CH-53 (whatever his heading, and no longer a random point), so transitions are smoother between updated orbits. Edit : deleted obsolete file
  8. Yep ! done ! I only can do that using script/Mist. Here a mission exemple (Caucasus/Stennis/CH-53). The carrier is scripted to patrol indefinitely in its rectangular pattern. The CH-53 is scripted to take off and orbit around the moving carrier (speed 70 - alt 31meters ASL) - CH-53 "moves a bit" when orbit center is "updated" but works. When Bingo the CH-53 land on carrier and respawn within 60sec between Cat 1 & 2 for take off and orbit again. (I set on purpose CH-53 to low fuel state - 35% - just to test the respawn loop so it just do about 5 orbits around the moving carrier before RTB on bingo but you can set fuel to 100%) This indefinitely. (see this in F10 map view with very fast forward !) Edit : deleted obsolete file
  9. You just have to activate tacan in "advanced wpt actions" of first portable tacan's waypoint. test-mobil-beacon.miz
  10. Hi, you can use flags to mark the spawn of client in each possible airframe, then in your conditions to end the mission you add this flag being true (or equal to value in my exemple) to the death of client airframe (mission won't end if client has not spawned first before dying). Here a little exemple mission in caucasus with FC3 client slots (the client airframe you choose is automatically destroyed 5 sec after spawn to test end of mission trigger) test-exit-on-client-death.miz
  11. CAS task is overriding other specific tasks. Select 1st waypoint of AI, in "advanced wpt action" delete CAS so the AI will only attack the specified target of an "Engage unit" task for exemple (select "visible" if you want to be sure that the AI won't miss it)
  12. An option (to set targets as historical or not) is duplicated between "preferences" and "advanced". When loadout is set in option to A/G, and player spawns in FW190A8, the plane (and wingmen) has no loadout (clean). OK with other aircraft types.
  13. True. I can see it seems to be specific to channel map as there is no issue with civilian traffic/trains in Normandy map.
  14. Happened after hitting the left wing of an A8... Sorry no track. In this case just the mobil rudder was gone (no damage on the fixed tail). If tail is damaged like in the picture rudder is out of control
  15. You can set all neutral planes to invisible, this way they will be ignored by awacs ?
  16. Not a DCS issue - Probably due to a user mod.
  17. I don't know for sure, but I'd try to replace "if Group.getByName('truck') then" by : "if Group.getByName('truck') and Group.getByName('truck'):isExist() == true and #Group.getByName('truck'):getUnits() > 0 then"
  18. The structure of this .miz file doesn't look familiar to me. I can't tell.
  19. Thanks for last update, I enjoy much the new mission options (lead or WM) and variety/aditions. Best wishes EDIT : I suppose it wouldn't be easy mod... but it 'd be great to have an option to choose the fixed base, choosing between 4 or 5 blue bases accross the map.
  20. I don't think there's another mean... "do script file" in Mission Editor then select mist's lua file.
  21. You can directly unzip a .miz file (I use 7zip). Sorry I don't know a simpler way than scripting.
  22. You can unzip my .miz file and you'll find the lua script in a folder (l10N\default\ folder) - it is this function : MIST scheduleFunction - DCS World Wiki - Hoggitworld.com
  23. Hi, it can be done with a function scheduller using MIST. Here an exemple mission (tanker named 'Shell' turns on and off beacon - 1X A/A - every 10 seconds. you can see it in the Player F16c cockpit by displaying TACAN T/R A/A page on Data Entry Display, showing BCN TKR on and off every 10 seconds. You can of course change the 10 seconds and the tacan settings by editing the script) test-remote-beacon.miz
  24. Hi, here an exemple (F18 client on caucasus, at 5 seconds in mission a trigger check position and display it). Caucasus-F18client-CheckPosTest.miz
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