-
Posts
1328 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by fargo007
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I suppose, but that would increase the size to add all new audio tracks and such. There's lots of stuff possible but I had to sort of "pick a horse, and ride it." What might be easier to do is to randomly spawn a group that's some distance away and have them advance. Sometimes they'll be there, sometimes they won't. -
I had a similar issue after a card upgrade and the fix was removing saved games, and using a DDU driver removal utility to totally remove the nvidia drivers, and then reinstalling them. Copied back the config stuff I needed into the fresh Saved Games and I'm 100% whole again. Glad you got it sorted!
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Yes, but that doesn't really fit the "we're under heavy fire and need help right now" scenario that I'm going for here. As it is now when a "heavy" group spawns, they do move/relocate to a notionally better position to fire from. -
Good FPS but high CPU frametime - what to check?
fargo007 replied to fargo007's topic in Virtual Reality
I got this fixed thanks to Thud over at VR4DCS. Fix was two part: Use DDU to completely remove the old driver. Nuke Saved Games and let it rebuild (after years, it was high time anyway). -
Ryzen 5 5600, Nvidia 2080ti. Just switched from a 1080ti and I have high CPU frametime. In the area of 28 to 34. Wondering what I can check, reinstall, or go after to try and identify what the issue is. Any help is appreciated.
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
So far, but could easily be moved to another. -
Best gear/headset phones to replace HP reverb audio?
fargo007 replied to fargo007's topic in Virtual Reality
Thank you for that. Wilco! -
The right ear of my HP Reverb G1 has a pretty bad short in it and I'm finding that I spend a lot of time tweaking, twisting and turning it. I have neither the courage to try and disassemble it, nor the skills to find and fix the issue. Has anyone added external audio/mic to it using the jack supplied, and if so what did you go with? The supplied headphones suck anyway.
-
I've only ever seen one person use these with any kind of proficiency. What I think would help is a mod that shows the trajectory of them, sort of like turning them into tracers.
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I intentionally left this part for the end user to do. Sort of like I'm providing the engine and chassis, while you bring the wheels and pick the paint color. Just open it in the mission editor and add aircraft set up how you like them. Or put an aircraft carrier there with hornets 'n tomcats if that's what you dig. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Thank you! Really glad you are enjoying it. My intent was to make this as easily portable as possible from the beginning, so people could shape it according to their own needs, or build it into MP missions for their own squadrons. -
Petrovich sturm misses high with about 55% hit rate
fargo007 replied to fargo007's topic in DCS: Mi-24P Hind
To be clear, I'm never doing hover attacks. I trim out extremely stable and absolutely minimize any possible control inputs. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
The initial radio stuff only goes to helicopters/planes in that specific grid. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Thanks, Not sure, probably IR strobe, glowstick on a string or something like that. None of which exist in DCS. As far as the script goes, they don't know daylight from dark, so they will still pop smoke. That's still visible though you don't see the color of course. Even lasing at night isn't an absolute answer because you can't tell which end is which. Flares might be an option. -
Here's a short track illustrating the problem of Petrovich not being able to hit simple shots on vehicles in the open on flat ground. It portrays a 50% hit rate which is what can be expected usually by those having this problem. The trim button was held down for most if not all of the missile flight - taking the AP channels out of the equation. Track is a little to big to upload - link below: https://drive.google.com/file/d/1tXFZ35Y4UDJ9ln6OHm-p2GzU1m1XFmzy/view?usp=sharing ETA - it seems this track did not correctly record what occurred. Damn.
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Version 2.0 is released with requested features. Keep the feedback coming. /F -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Nice! No reason it shouldn't work with any other pieces of functionality. I sort of intended that mission creators could build this in if they wished to. You could also have a drone in the overhead and run the detection off that. Version 2 is coming, and will have the grid refs in the message, and also a spiffy BDA radio transmission when the enemy is all down. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
LOL - I'll see what I can do. The grids are definitely possible, and in our internal version they are already there (displayed in text, not voiced). For the BDA, you can set the map how you like and see them. The default I used was fog of war, so if the friendlies see the enemy they'll be there. Shouldn't be difficult to schedule a once-execute function to detect the absence of enemy in prox to the friendlies, and have some "thanxbro" voice indicating they're all dead. Will look into it. ETA: Definitely gonna happen. Easier than I thought it would be. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
That's the limiting factor, because you'd have to have pre-recorded voice for every possible circumstance. They did build some JTAC functionality right into DCS but that would be one hell of a wheel to re-invent. Having them rip off a five line and then shut up wouldn't be difficult though. Anything with a big possibility tree, back and forth interaction (like check in, game plan, etc) and supporting voice would be very hard to do. -
It does seem that it could follow certain targets or possibly certain locations. With targets needed to be shot at 3,4 times to get a hit, it's hard to rule this out.... But as admiki says, since it only affects some, and as NeedzWD40 points out the misses are exclusively linear, it's clear that there's a detection of control inputs in the equation - likely "phantom" inputs that aren't actually there. And those are factored in (incorrectly) as "error" and are being imparted into the aiming process. I hope it gets identified, and fixed.
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Thank you guys, Sure, It could very easily be randomized in terms of light/heavy. You could also hamhock that in now by mixing the group contents up as you see fit. They're already chosen randomly within their own sets. I left it as a choice because with a helicopter we go out loaded in a more particular way sometimes, or want a target set that lets us work rockets and guns. Been considering a possible future update of doing the voice comms as one of the friendlies giving a RW five line. -
Been through all that. Even when I trim the helicopter out so it is absolutely frozen dead steady and in a straight line with the reticle centered, (no control inputs made, nor required) the misses still occur and so does the 4/8 or maybe 5/8 hit rate. It's reading artifact movement from somewhere, and imparting that into the control logic of petrovich. Virtually ALL of the misses are over the top. These tanks needed to be engage three, and four times each to eventually hit them. You can see the explosion marks on the ground, behind them. This is highly inconsistent. Sometimes it happens over and over again, other times it does not.
-
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
You can place and configure aircraft as you wish. That's there in the instructions. I put a few there just for illustration but people will want to configure and arm them their own way. The one you chose has the info boxes deliberately shut off in the aircraft options tab. The areas are clearly marked on the F10 map, e.g. You could configure waypoints if you chose to in order to maintain distance from center or some other purpose. Have fun with it! /F -
Mods may wish to move this - it's not being managed as a "mission" anymore but a mission design tool/script. Attack aircraft, CAS, Helicopters.... We always hear that: "It's about supporting the guys on the ground..." So in that spirit, I've adapted a "Troops in Contact" scenario I came up with at BSD (I'm a mission/scripting gremlin there) for more general usage. Fixed wing, or Rotary wing, no matter. This is just hours of fun. You check in on station via F10 menu: Then decide if you want light or heavy enemy. Light are APC class, infantry, artillery. Heavy will see BMP's AAA guns, and hard armor. Enter into, and remain in a grid area. You'll receive some tasking. You can request the friendlies to throw a new smoke, or clean up old sets of friendlies when you are finished. As you begin your runs, if you are getting good hits on target, the guys on the ground will cheer you on. The friendlies may take some hits if it takes you a while to get there..... But they'll just hunker down until you start bringing some hurt. I tried to make aspects of the mission editable/tunable to suit. The concerned zones can be moved, reshaped, or otherwise manipulated as you like. CUSTOMIZATIONS: *** See the script file. There are a huge number of configurable parameters. *** Top left of the map are the groups. You can control the makeup of the enemy and friendly groups entirely. Groups and statics that are to be included must be named according to a convention: FRIENDLIES-1, FRIENDLIES-2, etc. FRIENDLYSTATIC-1, FRIENDLYSTATIC-2, etc. HEAVY-1, HEAVY-2, etc. LIGHT-1, LIGHT-2, etc. SUPPORT-1, SUPPORT-2, etc. Each category must have minimum 1, and that one must be named with the appropriate string, and "-1". There are no upper limits on any category, only a minimum. Instructions, also contained in the briefing inside the mission: --------------------------------------------------------- TROOPS IN CONTACT! BY [BSD] FARGO OF BLACKSHARKDEN, A.K.A. BSD. FREE TO RE-USE PUBLICLY WITH @ATTRIBUTION. PILOT INSTRUCTIONS: 1 - PLACE YOUR AIRCRAFT CONFIGURED HOW YOU LIKE THEM, WHERE YOU WISH. 2 - USE THE F10-OTHER-TROOPS-IN-CONTACT MENU TO GO ON STATION WITH EITHER LIGHT, OR HEAVY (HARD ARMOR, AAA). 3 - ENTER ONE OF THE CHOSEN GRIDS AND REMAIN IN IT. 4 - YOU WILL GET A CALL FOR SUPPORT WITH RADIO TRAFFIC. 5 - PROSECUTE, AND WHEN READY, REACTIVATE TIC IN THE MENU. --------------------------------------------------- MISSION DESIGNER INSTRUCTIONS: ** SEE THE SCRIPT!!! NUMEROUS CONFIGURATION PARAMETERS ARE DESCRIBED THERE TO TUNE TIC EPISODES TO YOUR LIKING. ** 1 - IN THE TOP LEFT CORNER OF THE MAP YOU WILL FIND A SPAWN FARM. IF YOU WISH TO MODIFY THE MAKEUP OF THE FRIENDLY OR ENEMY GROUPS, THIS IS WHERE YOU DO IT. 2 - YOU CAN HAVE AS MANY OR AS FEW GROUPS AS YOU WANT IN EACH CATEGORY, (MINIMUM 1). GROUPS WITH NAMES CONTAINING THE STRING "HEAVY-" SPAWN WHEN HEAVY TIC IS ACTIVATED. DON'T USE THIS NAME UNLESS YOU WANT IT TO SPAWN WITH A TROOPS-IN-CONTACT CALL. THE SAME APPLIES FOR "LIGHT-" , "SUPPORT-", "FRIENDLIES-" AND "FRIENDLYSTATIC-" (THESE MUST BE STATIC OBJECTS, NOT UNITS/GROUPS). PORTABILITY: 1 - THE TIC AREA (YELLOW) ZONES CAN BE ANY SIZE, AND MAY BE MOVED ANYWHERE ON THE MAP. YOU MUST MOVE THREE THINGS: a. THE LARGE SQUARE OR ROUND ZONE. THIS IS THE "PATROL AREA." b. THE SMALLER INDIVIDUAL ROUND ZONES WITHIN IT. THESE ARE WHERE THE CONTACTS CAN APPEAR. c. THE MAP DRAW ARTIFACTS IF DESIRED. IF YOU WISH TO PORT IT TO A DIFFERENT MISSION, RECREATE ALL THE ZONES, GROUPS, ETC. AND LOAD THE SCRIPT & SOUNDS AS IS DONE HERE. Give it a try and let me know if you like it. /Fargo ---------------------------------------------------------- CHANGELOG: V5: No triggers required. TROOPS IN CONTACT! is now entirely script driven. Feature added to have friendlies throw a new smoke. Numerous config options available, e.g. show/disable messages, and display time use/disable sounds names of zones onstation_time = how long you might wait to be called by friendlies. FLANKING! flanking percentage = the likelihood that a heavy group will separate from their support elements and attempt a flanking maneuver on the friendlies. A 0 means never, 100 is every time. flanking delay = amount of time they will stay in their initial position before attempting their flank. offsetX, offsetZ = the distance from the friendlies the enemies will appear. Please see the git repository for this project for the latest version including required sound files and an example mission. https://github.com/Fargo007/TROOPS-IN-CONTACT
- 161 replies
-
- 10
-
-
-
In Ronen Bergman's book "Rise up and Kill First," there are scenarios described where Israeli AH-64's would yeet a spicy stick at a car containing a hamas commander or other terrorist from a great distance away, in the middle of the night. These would be lots of fun with the OH-58D playing a role as well. Tracking the car, helping the 64 get set up in a good location, and then lasing for the shot. I'm also getting ready to release a very robust "Troops In Contact" mission that is hours of fun. You check in, patrol a defined area, and eventually some friendlies will call and need your help quite urgently. This will be a hoot in the AH-64. It damn sure is in the hind.