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Everything posted by fargo007
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TROOP-TRANSPORTS, more realistic convoys carrying troops in DCS
fargo007 replied to fargo007's topic in Mission Editor
You should try it and see I guess! -
Any helicopter can perform in this role, but the Mi-24 seems to just excel. The answer isn't in one thing, but the totality of capabilities.... The Mi-24 gets there faster. It brings a tremendous amount of ordnance (as well as a wide variety of it) and puts it on target quickly, in an uncomplicated way. It's well armored and takes a hell of a punch up close if it has to. It handles hard maneuvering (e.g. hammerhead, return to target) very well. The speed lets you extend faster for ATGM shots, and then get the nose back on target quickly. It can carry a squad of QRF troops to assist if needed. Or RTB with a CASEVAC if that's called for. Rocket and gun passes are conducted at a higher speed, and that makes you harder to hit, especially as you come out of the rocket/gun run and are turning away. The Mi-24 gets back to base for more ordnance and gets back on station faster if needed. --------------------------- Of course other helicopters can do a couple of these things just as well, or you could argue - even better. But in the totality of all things CAS, no other helicopter seems to wrap up a CAS scenario in DCS as quickly and efficiently as the Mi-24, except of course a pair of them. This is why the Mi-24 is used as a CAS platform in our squadron, and why we consider CAS to be a core mission of the airframe.
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We both went our own way it seems! https://github.com/Fargo007/TROOP-TRANSPORTS vidya: https://www.youtube.com/watch?v=-BnJ_z7BlzM
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Mission design.. can the hind engage fixed wings?
fargo007 replied to Chad Vader's topic in DCS: Mi-24P Hind
I doubt it in the ME, because the Mi-24 can't be assigned the CAP role. But you could probably do it with a script. -
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.