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Everything posted by fargo007
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The Mi-24's "Petrovich" has improved greatly in the past couple updates and keeps moving forward. If "George" is as good or better, I think we're gonna be at least "okay" from the get go. Even so, our time with the 24 has shown that both survivability and effectiveness go way up with two people in it, and I'd expect this to be true for the 64 as well. For stuff like the Mi-24 dropping dumb bombs, it's actually necessary to have two people. I dare say there could be some things in the 64 that will still cry out for multicrew, even with a pretty damn capable "George." This argument could be made on workload alone based on what we've seen so far.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
The coords are always going to be in grids from the script itself. I think that menu item needs to be disabled. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Gamemaster isn't needed at all. It's just there in the example mission to support my testing and because it's so amazingly useful. Thanks, I will clarify that MOOSE needs to be loaded first. ETA - Done, along with a graphic showing the correct/required triggers. -
We can kill them a number of different ways if we know they are there (e.g. buddy lase, KH25ML) or with team tactics. But yeah, a 'surprise' SA19 is going to be certain death. If I knew where one was and was part of an Apache AWT, I would probably buddy lase it from out of range, and have a closer Apache put a hellfire up toward it, onto my laser. Assuming it works that way in the 64 in general terms.
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Yes, there was some component missing from the update and we were advised it will be put into the next one.
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You can explode it, and simulate that. Or start it there with zero fuel which will force it to crash.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
You're quite welcome Hallsy and I'm happy to hear you are enjoying it! Keep on supporting the guys on the ground in the coming year too. I'm sure there will be further enhancement ideas also, and with the AH-64 coming, this is almost tailor made for it. -
Apologies if already reported. The bindings are there (nose up, nose down, etc) but this doesn't seem to generate actual input for me. Regular hold style "T" trim works fine but not the hat. They of course work fine for the pilot seat. Anyone else?
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Good news! Test and debug them one at a time for the fastest route to success.
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Just like the person who posted earlier, the log doesn't show that Moose was actually loaded. When correctly loaded, you'll have lines like these: 2021-12-26 20:30:33.150 INFO SCRIPTING: *** MOOSE STATIC INCLUDE START *** 2021-12-26 20:30:33.280 INFO SCRIPTING: 4431( 74157)/I: BASE00000.?(Tracing in MOOSE is OFF) 2021-12-26 20:30:33.280 INFO SCRIPTING: *** MOOSE INCLUDE END ***
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You need to load an actually MOOSE script file after loading MOOSE itself. For example a file containing: TOPGUNRANGE = RANGE:New("TOP GUNNERY RANGE") local strafepit={"strafe_1","strafe_2","strafe_3"} strafe_fouldistance = TOPGUNRANGE:GetFoullineDistance("strafe_1", "strafe_foul_line") TOPGUNRANGE:AddStrafePit(strafepit, 3000, 600, 270, true, 20, strafe_fouldistance) TOPGUNRANGE:Start() Everything "in quotes" (except for "TOP GUNNERY RANGE") is the name of a group in the ME. See the MOOSE RANGE documentation page I linked above, there are example missions already built if you would like to learn more. This is really all that's needed to set up strafing targets.
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Thank you MOOSE team for all the work you do. We couldn't pull off a fraction of the magic we make for our squadrons without you all. It's one of the most well thought out, well documented and easiest to use software projects I have ever used, and it speaks very highly of the team that produces, maintains, and expands it. BRAVO on a really great job and Happy New Year!
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MOOSE has a range class and I'm thinking that's what he's using. e.g. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Range.html##(RANGE).SetDefaultPlayerSmokeBomb
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
An alternate technique I use for testing this on different maps is to unpack the mission, and edit the 'mission' file and change Syria here..... To either Caucasus, PersianGulf, etc. Then do the same with the 'theatre' file. Then the mission will open up on the new map with everything in the same x/y location. You will have to drag stuff where you want it, but all the groups/statics/sounds/triggers/zones will already be there. Just need to reposition it all. Be sure to check the names of all blue and red groups. If something's wrong, it's almost certainly going to be a naming issue. Watch the dcs.log for errors if something isn't working. ETA - you can use this same technique with a static template ".stm" file if you only want to transfer over only the statics and groups from one map to another. This is why I put the spawn farm where I put it. -
Config/Input is the directory I preserved, and then restored to its original position.
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I like the tactile stubs (dot, dash). Especially for VR users like myself that still want this type of interface. Definitely staying tuned on this one.
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So for static templates (.stm files): }, -- end of ["DEFAULT"] }, -- end of ["localization"] ["theatre"] = "Syria", ["desc"] = "", } -- end of staticTemplate Here where it says "Syria" you change this to either "PersianGulf" or "Caucasus" for instance. For an unpacked mission, change the same thing in the "mission" file, and also change it in the "theater" file that only has that one word in it anyhow.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Version 7 release published on github. https://github.com/Fargo007/TROOPS-IN-CONTACT/tree/v7 Friendlies now fire at the enemy to provide target marking by tracers. This is for a configurable time period. After that, they cease fire and give you a "CLEARED HOT!" message via both voice and on screen. 'Releases' are downloadable as a zip file. -
separate exe for VR and Flatscreen DCS
fargo007 replied to WelshZeCorgi's topic in DCS Core Wish List
I do exactly the same. Works perfectly. -
How to loop the waypoints of AI (ships, land)?
fargo007 replied to -0303-'s topic in DCS World Tutorial & Help Requests
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Haven't checked this in a while, but I don't believe you can do that - if there are no helicopters on deck, you'll just get staged up front regardless of starting position in the ME. It used to be that specific start spots would work in SP, but in MP you'd get the behavior you're experiencing now. Sorry I don't have anything more contemporary to relate.
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Mission Editor Scripts library
fargo007 replied to RagnarDa's topic in Scripting Tips, Tricks & Issues
TROOPS IN CONTACT! Really happy with how this came out. It's a highly configurable presentation of troops under fire, and calling for fire support in terms of a CAS 5-line. https://github.com/Fargo007/TROOPS-IN-CONTACT -
I'm going with this.
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JTAC CAS Procedure Youtube videos.
fargo007 replied to RIFLE_JTAC_TRAINING's topic in General Tutorials
Just passing it on in case there's some interest here, but I've done a rather robust script that offers a CAS 5-line called in by troops in contact. Works with FW and RW, multiplayer, etc. Highly configurable. https://github.com/Fargo007/TROOPS-IN-CONTACT