最新回复 发布由 Scarecrow84
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11 hours ago, kira_mikamy said:
They do start to attack by default, BUT there is a switch in the core of DCS called RED ALERT.
You can set it ON or OFF at mission start through the unit’s Advanced Waypoint Actions in mission editor.If Red Alert is ON, the unit starts the mission fully ready to fire.
If Red Alert is OFF (which is the default), it will only become active once an enemy unit is in line of sight.For example, a SHORAD system might need around 40 seconds (just an example) to deploy its radar and prepare to fire.
So if Red Alert is OFF, once it detects an enemy it begins that deployment sequence and will fire only after those 40 seconds.
If Red Alert is ON, the unit spawns already deployed and immediately ready to fire.Thanks for the reply.
Is "Red Alert" distinct from Red/Green "alarm states"?
I use the later to set up linked trigger zones to ground units to get them to hold fire until my aircraft is in that TZ.
I'm also wondering how red alert on/off affects ground units like infantry and light armored vehicles...I would imaging they don't fire until coming into view of targets by default...? Maybe it just causes these units to take longer to start firing after coming in to view of targets.
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Do armed watch towers still not work? Seems to be the case.
It used to be alot of fun to have them shoot at you, but from what I can tell they stopped working years ago.
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12 hours ago, dennisVDM said:
yes, it was the weather and altitude. thanks
You pretty sure?
I've been having this weird issue where I will take off and then lose power after a couple of seconds.
Then I will jump in another oh6 from the same group, and have no problem.
These would be loaded with weapons like you described, but (I think) light fuel. In Marianas, at sea level.
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Can anyone tell me why I can't get rid of the fog/haze on this mission?
It's a modified version of Into the Jungle.
I have fog turned off, and no dust effects, yet there is this haze.
Thanks
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I'm trying to understand what is the default behavior of red ground units (say infantry or light armored vehicles) upon encountering blue ground units/objects.
•They seem to attack by default...is that correct?
I don't think I've ever had much luck using the "fire at point" command.
When I try to use the attack a specific group command, it seems not all of the blue ground units are available.
Another related question:•is there a way to purge deleted units from the list of available units when it comes to assigning things like trigger zones?I have taken a mission with many units that I did not want, and deleted those units. The units still show up in the drop-down list for associating trigger zones to unit X. Wondering if there is a way to purge all those from the list. Deleting them did not seem to do that.Thanks
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11 hours ago, jww123 said:
I need help!
I'm getting back into DCS after about 8 months of not using DCS- I updated DCS to the latest version, other aircraft seem to run fine, as I remembered them
I loaded up the OH-6A and tried the instant action missions. When I tried, the weather was radically different than in the past. There was dense ground fog, visibility was down to maybe 50 meters when starting any of the instant actions missions
I installed the latest OH-6A mod, same results. I rolled the mod back to version 1.2, same results, dense ground fog up to about 600- 1,000ft . Blue skies above the fog and I could see mountain peaks poking through the fog layer.
The only OH-6A mission that had weather as I recall it from before were the training missions.
Has anyone seen this before and are your Instant Action missions without the ground fog? I can't understand how this changed, I haven't modified the missions in anyway intentionally and though I haven't tried all the other modules, all that I have tried had weather as I recall from before.
Anybody have any ideas as to what caused this and how I can get the Instant action missions back to normal.
The OH-6 is hard enough to fly without a fog white out!I had the same issue with the instant action missions. Super dense - I think it was a dust effect, though.
Also, there were no client OH6's to spawn into. I had to open it in the ME, change weather, and add the client slots.
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31 minutes ago, Mistermann said:
You could always just remove the mod dependency in I2J as I discussed a week or so ago in this very thread.
Hi. Thanks for the response.
Found your PSA and giving it a shot...
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Does anyone have any good OH6 Marianas combat missions using the Vietnam Asset Pack? I don't really want to deal with all the required mods for ITJ.
WW2 Marianas would be even better.
The missions that came with the OH6 seem broken (don't include the client OH6) and don't have the floating farps...
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Does anyone have any Vietnam style missions for light helicopter combat using the VAP? I'd really rather avoid installing all the aircraft mods required for the ITJ.
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Just took a flight around Paris in the OH6. Spectacular!
Locked at 60 fps, no freezes, knock on wood.
I can't for the life of me understand why these maps aren't more popular in MP.
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On 10/21/2025 at 8:01 PM, Mistermann said:
I'd suggest we not let "perfect" stand in the way of "darn good".
VN is close to release and I'd prefer he gets this out to us ASAP and see what feedback comes back his way.
Signed in to upvote this.
To pick nits at this point, ffs...
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This looks incredible. Really appreciate the updates.
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Can anyone post the update images that were on the roadmap a while back, but the links broke?
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Here is a mission for Kola, with ground unit trigger zones like the last one I posted.
The idea being, you can get close enough to the ground units to engage before they snipe you. It is way more playable this way.
This one has AI hueys that come in as well. They are almost indestructable, but it seems like their evasion behavior has changed in a way that makes them more fun to chase around.
The ground units and hueys are headed to attack blue assets in the bay.
I play these as a sort of fight and respawn quickly if you need to kind of thing.
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Awesome! Really looking forward to this and it looks great.
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Here is a mission in the Germany map using trigger zones on light targets.
This is a way to turn off ground AI god mode until you are closer to the targets.
One problem is, once the AI turns on, it does not turn off once leaving the trigger zone. I tried every conceivable way of solving that problem (triggers, etc.) but could not get it to work. I think its a bug in the AI. So once you get within the unit's trigger zone, you had better kill them before they get you.
Let me know if you guys think this has any value.
You can easily drag the enemy units along with their trigger zones to change their positions.
Start off in Leipzig.
Edit: Cleaned up trigger zone logic. Triggers were a mess before due to experimenting to solve problem of turning AI off when leaving trigger zones. Simpler logic in "090525" file is good for using as a template for your own missions.
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On 1/17/2025 at 11:18 AM, The_Fragger said:
Yeah. But be sure that we are heading for a release in 2025
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So there was a mention of a flight model demo video a while back. That would be cool.
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11 hours ago, The_Fragger said:
BO-105 Theme by Ingo Nasse
I'm just getting audio only with a black screen...
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I just flew this in Cyprus and the grass downwash effect was working..?
Am I taking crazy pills? I could swear it wasn't working before.
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Do we have any info on the flight model? Based on NIbbylot's template? Huey? From scratch?
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Really looking forward to this. Would love any info on the flight model. If it can do justice to the kind of flying we see from the German forest video, that would be pretty next level for any helicopter sim I've ever seen...
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18 hours ago, Eight Ball said:
The cargos will be included in the next update, coming soon™
Yes, we would like to expand the VAP but we're busy with other stuff at the moment so it will probably be a couple of months before that happensIs the "copter pack" needed for your server in the latest update package for oh-6a?
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HI Tobi,
I am not an aeronautical engineer or licensed heli pilot, but I think I might be able to describe my complaint for the flight model.
It seems like there is too much dampening in the controls, in the cyclic at least. Almost like there are springs in the push/pull rods going to the rotor head, and it seems to me the springs are too loose.
I don't know if that is what you are referring to when you say the AH6-j mod is "linear" - i.e. the stick input is more direct.
So, in my mind, if that dampening was some kind of variable, I would be interested in trying the flight model with "tighter" springs. Making the cyclic a bit more responsive and less elastic.
Just my thoughts.
Thanks

OH-6A by Tobsen and Eightball
在 Flyable/Drivable Mods for DCS World
发布于
Agreed.
Here is a little WW2 Marianas shoot em up mission made with target zones to reduce range at which enemy units start firing. This makes them less lethal so the mission is more playable. It's a partial solution to the enemy AI problem. This really requires you to use labels, I think.
I have labels on, I recommend binding Labels All ON/OFF to a button.
I used the Vietnam Assets Pack.
I will probably add armed fast boats and enemy choppers to this, but as it is here it is fairly faithful to Vietnam war targets and objects.
In the mission editor, if you select the #1 unit in an enemy group, you can hold down your left mouse button while scrolling out with your scroll wheel, and then drag the group to another location. This way you can shift the action around and make a different kind of experience quickly. The target zones are linked to the first enemy unit in the group, so they move with them when dragged.
VAP_OH6_COMBAT_WW2MRNS_3.miz