Jump to content

Sedlo

DLC Campaign Creators
  • Posts

    2027
  • Joined

  • Last visited

Everything posted by Sedlo

  1. Awesome to hear! These are the same ones, just with the Dark Grey... And it's really fun!
  2. I've incorporated the F-15E Strike Eagle to my two Red Flag missions. #1 is an air to ground focused mission, while #2 is focused on air to air. You can download them at the links below: RED FLAG MISSION 1 - https://www.digitalcombatsimulator.com/en/files/3331604/ RED FLAG MISSION 2 - https://www.digitalcombatsimulator.com/en/files/3331605/ Hope you enjoy them!
  3. DOWNLOAD LINK: https://www.digitalcombatsimulator.com/en/files/3331603/ ****** 2024-07-08 ****** Jump into any aircraft. Ground targets located at the X (waypoint 1) between Batumi and Kobuleti. There are some static targets, plus one group of tanks and one group of APCs. Once these groups are destroyed, they will respawn. There is also a moving technical moving up and down the X. It is constantly being lased on laser code 1677. Once this truck is destroyed it will respawn, and the lasing will begin again (good for LST practice). You can spawn enemy air defenses via the radio menu, F10 option. (note, you can only spawn one instance of each type of air defense per mission). And finally for air to surface, there is a Russian Corvette spawning in near the mouth of the Batumi River, heading out to sea. If destroyed, it will respawn again. The F/A-18 with antiship missiles has the starting location for this ship as waypoint 1. Spawning bandits: You can spawn bandits in 4 different scenarios, as outlined below. BFM aircraft can be spawned guns only or guns + missiles. BVR (NEW!) - Bandits will spawn approximately 80 miles ENE, at waypoint 3. They can be spawned with the choice of long range IR, semi-active radar or active radar missiles. Good luck! NEUTRAL BFM - Bandit will spawn at your 12 o'clock, 7 miles and closing. Get ready for the merge! OFFENSIVE BFM - The bandit will spawn directly in front of you. The fight will begin 10 seconds after your adversary spawns in. Wait for the fight's on call and go for the kill! DEFENSIVE BFM - The bandit will spawn on your 6 o'clock, half a mile. The fight will begin 10 seconds after the adversary spawns in. Listen for the fight's on call and try to turn the situation to YOUR advantage. There are AAR tankers in the mission now, if you would like to practice air to air refueling. With the exception of the Recovery Tanker overhead the carrier, you can use the radio menu, F10 option to adjust the tanker's speed and altitude. Good Luck! *********************************************************
  4. Version 3.2 up including the F-15E AND the Sinai Map... Download here: https://www.digitalcombatsimulator.com/en/files/3326657/
  5. **** REQUIRES THE NTTR MAP, DCS F-15E MODULE AND RUNNING OPEN BETA 2.8.6.41363 OR LATER **** DOWNLOAD LINK: https://www.digitalcombatsimulator.com/en/files/3331602/ HAVE DRILL and HAVE DOUGHNUT was a program in the late 1960’s in which the United States obtained Soviet built MiGs and flew test missions with them from the Groom Lake test site. The goal was to explore the capabilities of the Soviet jets, and to develop tactics and procedures to counter them effectively in combat. (see https://en.wikipedia.org/wiki/HAVE_DRILL or https://en.wikipedia.org/wiki/Have_Doughnut for background information) There are two versions of this mission, once having the player aircraft at the F-16C Viper, the other with the F/A-18C Hornet. Both versions work identically. NOTE: When referencing radios, UHF (Uniform) radio refers to COMM1 and VHF (Victor) refers to COMM2. My goal in making this mission was to imagine a HAVE DOUGHNUT type program, but using modern Russian and American jets. While I’m sure there have been actual programs that evaluated more modern Russian aircraft at Groom Lake, these efforts remain classified to this day. However, there have been several photographs of Russian built aircraft over the deserts of Nevada in modern times, as you can find here: https://www.lazygranch.com/groom_lake_birds.html. Below is a list of things you will need to know and/or perform in order for this mission to work successfully. COMMUNICATIONS / RADIOS I’ve tried to make this mission feature realistic communication calls and procedures. To that end, realistic comms forced on in this mission, and it will require you to tune your specific radios to specific channels or frequencies as required. For example, at the mission start, once your engine is running you will be prompted to contact your flight lead on AUX channel 16. You will need to switch your AUX radio to preset 16, and once you do, the next radio call will play. Each time you are required to change your radio channel, a text box will be visible in the top right of the screen. This message will remain on screen until you tune the correct radio to the correct channel/frequency. Once you do, the next voice over / radio transmission will play and the mission will continue. Do not forget to MONITOR GUARD! FLYING THE MISSION You are flying as the number 2 in a flight which consists of your lead, SOUND 1 (Russian Jet). Your callsign is SOUND 2. Once you check in with your lead on the ground, you will be prompted to switch your UHF radio to GROUND. Once that happens, you lead aircraft will start its engines and taxi out about 40 seconds later. Your lead aircraft will taxi fairly quickly to runway 14, so make sure to keep up. Approaching the runway, you will be prompted to switch to tower frequency. Make sure you do this prior to lead taking the runway. As your flight lead takes position on the runway, you should do the same. Try for a formation takeoff if you’d like, otherwise follow your lead’s takeoff roll as soon as possible. Once airborne, maintain formation with your leader. They will lead you to waypoint 1 (REGEN EAST), where you will orbit, awaiting your flight lead to reach waypoint 2 (REGEN WEST). One your lead is at REGEN WEST AND you are overhead waypoint 1 (REGEN EAST) the fight will commence. Do not shoot until both aircraft arrive at the merge. You must pass within 6000ft of each other before the fight starts. Failure to get within 6000ft of the opponent will break the mission, so make sure you pass close. Once you merge, you are clear to fight the opponent. You will actually fire your AIM-9 or gun, but any fire will not damage any aircraft (it’s simulated, after all). The script is developed by one posted by GRIMES in the Eagle Dynamics Forums: https://forums.eagle.ru/forum/english/dcs-worldtopics/mission-editor-discussion-and-questions/143409-training-sams-bygrimes?p=3579442#post3579442 Once a hit is registered on any aircraft, there will be a knock it off call and both aircraft will return to their respective REGEN points, SOUND 1 to waypoint 2, SOUND 2 (player) to waypoint 1. You will fight a total of four (4) fights and then return to base. On approach to runway 14, you will the overhead break and land. One last thing: There are elements of randomization incorporated into this mission. Be prepared to deviate from the flight plan as necessary. ENJOY!
  6. You can go into the User Files section of the website, there are some ones there that could help. Cage the Bear and Eastern Friendship to start I think would be good ones.
  7. @Jasonmoofang, thank you for commenting. I'm glad you found the experience enjoyable, that means a lot. I've taken your points to heart, and will try to address them all in the next update. The feedback is much appreciated!
  8. @markturner1960 I think what it means is we are all given a certain amount of space on the forums. Once you reach close to max, the largest possible file you can upload gets reduced. There is a way to manage attachments where you can delete your previous uploads in order to make room.
  9. Not my work at all, no credit my way, please
  10. That’s awesome to hear! I’m glad you’re enjoying it so far, and hope that continues to the end!
  11. Hey CBCStu: You need to double click the Activate ICLS(11, Unit '') and then select the Unit the ICLS is attached to. In you example it's Naval-3-1. null
  12. Yeah, it’s true I’m afraid. Not sure about scenery objects, but definitely mountains and things will block it.
  13. You likely won't because it's affected by line of sight. I've put max power in the north and you can't hear it in the south. I wish there was an altitude window in the radio transmission GUI, so you could put it up 100,000ft and you could hear it throughout. (if you use scripting, you can put the source as up in the air, which works. Alternatively, without scripting, you can make an aircraft do the transmission up in the sky, extends the range)
  14. Ah, very good! Glad that’s sorted! One other thing, if you decide to use the same unit for multiple transmissions, don’t use the clone tool in the triggered actions That can mess things up , too (Like, don’t clone the transmission, then change the audio file name. Messes everything up).
  15. Are you using cockpit parameters as part of your trigger? There are some frequencies, for reasons I don't know why, the parameters are all screwed up when tuning via preset. Usually when there's more than one digit to the right of the decimal. In that case, cockpit parameter in range is the answer. Do 264.69-264.71 and if that works, that's what is going on. Yep, just checked, that's one of the frequencies that gets all f'd up. 264.7 returns as 264.700016 when tuned via preset for reasons I have no idea. Type it in manually and 264.7 returns 264.7. I've made several bug reports on this to ED for years with no solution. Wasn't meaning to say you weren't tuning your radio correctly. More that the player aircraft reports the paramater tuned to a different frequency than is selected.
  16. Decimals work with no issues, in most cases. I'm thinking it might be something to do with the player not correctly tuned?
  17. If LOOP is unchecked, then it'll only play once.
  18. Ah, I gotcha. Well, I guess you’d have to put in another condition in thr trigger. When the player takes off have flag “TakeOff” set to on. Then for the previous trigger, have a condition saying “TakeOff” = false in order for it to fire.
  19. Cockpit parameter equal to would be the one. IF they’re included with the F-15E. Example Viper UHF is COMM1_FREQ. We don’t know what they’ll be called with the Strike Eagle, but it might be like the Harrier which is COMM1_FREQ or COMM2_FREQ. As for how, you could do a switched condition with that so maybe set a flag true when tuned correctly. If the flag is false, then have a prompt to the player. This also really only works single player. It MAY work multiplayer hosted locally, but we’ll just have to see what happens.
  20. Updated to 1.091 - Adjusted script mission 10, adjusted weather in other missions.
  21. Good catch! Thanks, Cyking!
  22. That would be nice, too.
  23. Ah, copy... wasn't aware of the ultra-wide thing. Yeah, once you start taxiing, you'll have to be fairly quick with the hookup and launch. This will happen throughout the campaign. I hope you have fun with the rest of the missions! I had a blast making them, for sure.
×
×
  • Create New...