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Everything posted by fargo007
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Upcoming in the next version will be SRS/STTS integration for the voice/radio comms. It is in testing now. Integration of this feature went a lot more smoothly than I thought it would. You will be able to decide in the config whether to play the sounds from inside the mission file, OR use the SRS/STTS integration and play them from the server, in which case the sound files do not need to be loaded into your mission at all. Keep in mind that SRS/STTS is intended to be used on dedicated servers, not servers that have a local client also flying on it. -
Introducing DCS Simple Text To Speech (DCS-STTS)
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Is there a way (yet) to output to the intercom? -
https://github.com/birgersp/dcs-gws/tree/master/docs
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Love the rewrite here @gromit190As a feature request, I'd like to have the possibility to execute a user-defined function upon the task group/force's arrival at their assigned destination.
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Yes, that's the destination assigned to the TF. Time between advancement or repositions. You should really read the manual. All this stuff is described in detail inside it.
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I agree that the Mi-24 isn't intended to be an Eastern bookend for the 64. We're positioning the Mi-24P as a CAS platform in BSD. It's of course great at other mission roles as well, but nothing comes close to the Mi-24 for CAS. There's lots of stuff the AH-64 can do that the Mi-24 just can't, but when it comes to CAS, the Mi-24 is just way out front in every regard.
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After tackling TROOPS IN CONTACT! it's time to go after convoys. This script puts troops into selected vehicles in your convoys, and when engaged, they will get out and fight back. Example: First release published on github. Full instructions, the script, a static template and an example mission to which you can add your own aircraft, configured as you deem appropriate. https://github.com/Fargo007/TROOP-TRANSPORTS
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For me, noticeably better. It's superior in frame rate by a decent bit. Reverb G1, 2080ti. And I only fly RW so we get kicked in the balls on this the most. But this owes a bit to the fact that it's a mostly unpopulated area so you're not flying over dense, huge cities.
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That was just the artillery but I got the original, thank you. They do fire when modified as you have shown. What they don't appear to do is detect newly spawned assets, until they either move or fire. Still experimenting.
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Can you link please to the one you have that still works? The one we were using most certainly doesn't anymore.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
You have an old template that doesn't include the HMMWV tow unit, which needs to be named TRACERMARK. -
We had a great one that worked well up until an update broke it entirely. It appears ED changed how infantry works such that they can no longer rotate (e.g. a turret) These made the Huey and Mi-8 absolutely lethal, as they could set ambushes up for armor columns where the TOW teams would smoke-check the armor as soon as they came over a hill.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Sorry about that, I didn't realize they were in there. southatlantic-TROOPSINCONTACT-nomods.miz -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Here ya go. There are a lot of helicopters there so you can either modify them to suit or delete them and just add your own. southatlantic-TROOPSINCONTACT.miz -
I'm loving it so far, knowing it's in an initial release condition. There's so much potential here, but it's a great and needed departure from what we've got so far. Bravos to the team that worked so hard on this. Your work is very much appreciated.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I've actually already done it. I will neaten it up and post it here if someone doesn't beat me to it. -
https://github.com/Fargo007/TROOPS-IN-CONTACT/releases/tag/Version10 I've added a couple features to this in version 10 that AH-64 drivers may find useful. Notably the friendly ground element lasing the enemy on demand for a configurable time period, and with configurable laser codes. If they are able to lase, they will. If they have no LoS, they will respond "Negative lase, unable.." They will also mark the target on demand with 4-5 burst of fiddy-cal. There's an example mission there which has it all ready to go, but this is really built to be a resource that is easily incorporated into your own mission.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Version 10 is released, and available on github. https://github.com/Fargo007/TROOPS-IN-CONTACT/releases/tag/Version10 CHANGES: Feature: Text message notification (if desired) of enemy flanking/bugout movements with direction of travel. Feature: A Friendly HMMWV MG unit will mark the target direction with tracer fire on demand with 4-5 bursts. Feature: Friendly unit will lase the first unit of the group on demand if he is within LoS of it. Laser codes are a configurable option. Bugfix: Tightened up some messages going to all clients instead of only the ones in the TIC grids. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
This will be also included in V10. I'm adding an option to either announce it, or not to, leaving it to the mission designer's intent to include this as an element of surprise if desired. -
TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Not at this time, since there's presently no reliable way in the DCS API to stagger radio transmissions by specific times. -
It really isn't going to kill anything of consequence, so I figure that it sort of balances out. ETA - If you've got some source material on Mi-24 missions, ping me because I'd be interested to see that.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
Working on v10 now. New features in this version will be the addition of target marking of the enemies on demand (radio menu) by the friendlies: By Tracer Fire: A friendly HMMWV with a .50 cal on it will put 3-4 bursts over top of where the enemy is so you can see the direction. This guy isn't shooting blanks and may actually hit and or destroy some of the enemy, so use with discretion. By Laser & IR pointer: The same HMMWV unit will determine whether or not it can see unit 1 of the enemy (LoS). If so, he will lase it using a configurable code, and configurable duration. If he is not Line-of-Sight with the enemy (as can occur due to terrain variations and the innate randomness of placement), he will respond "Negative lase, unable." -
Yep, the math doesn't lie on the S-13's. Four of those would be way better. But as we have it now four S-24's are a better choice. Really surprised no UPKs also. The absolute worthless thing we have are those grenade pods. I really want to love them. I do.
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There's a spot I find in the S-24 trajectory where they can be sent long, or they go short. It's hard to describe this, but if you cross that line either way, your rocket goes either way long, or way short.
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We use S-24's quite often, and without any detailed planning with tables or data. And our first impact is usually not far off target. S-13's we use far less, as you only get two pods of them. S-13's and two bombs, with 4x ATGMs do make a nice loadout though. There's just no substitute for practice, and knowing intuitively how each weapon's ballistics apply to each situation. I see a lot more applicability in using data for bombing, as there's a tougher solution there to work out. With rockets, they are always going to point themselves into the wind, and will pretty much fly straight. And they are an area effects weapon at best so their margin of error increases with distance in a linear way. Before getting the Mi-24, I assumed that the S-24's would be longer range than the others, and was disappointed to find out they're really not. They do hit REALLY hard though!