

ronht
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Everything posted by ronht
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Hey guys, Here is an update of my original Command Center mission. It was recently brought to my attention that I uploaded the incorrect file on the original mission and while it still plays well, the random events were not throughly tested and may not work. This updated Command Center 2 mission has several different random starts and can play out in a variety of ways. I put a lot of time in this one to get the right mix and I've tested the random events and they all work great. If you liked the first Command Center Down mission, I added several more random events to this one and I'm sure you will like this updated one even more. enjoy ron Command Center 2.miz
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I agree with your assumptions but that hasn't been the case with what I've been trying so far, so is there a certain frequency that needs to be set to be able to hear the AWACS transmissions?
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Thanks for the info, I'm just currious how the information gets transmited from AWACS? So far I haven't figured that out.
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The GUI manual states the following: AWACS (Airborne Warning and Control System). The AWACS aircraft flies according to a planned straight or circular route using looped waypoints, and it alerts allied aircraft, SAM sites, and ships when it detects enemy aircraft. Certain SAM systems can receive targeting data directly from the AWACS even when their own acquisition radar systems have been destroyed. Note that AWACS detection can be limited by range, very low target altitudes, and terrain masking. How does this work? Do we need to assign a trigger zone to the AWACS and then list the possible aircraft that enter the area? Thanks in advance. ron
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Yes, set up the following - Place your aircraft that you want to attack the buildings on the map, give them a name, plot a route, select a payload and assign their target, then set the "Hold Time" to 23 hours. Next, set up the following trigger - Once AAA - (group name) dead SAM - (group name) dead Activate (group name) of aircraft you set up for the bomb run. I'd recommend you read the GUI manual, there are specific limitations and requirements to be sure your aircraft aquire their target correctly. enjoy ron
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The GUI documentation states the following: AFAC. The Airborne Forward Air Controller (AFAC) Task will set the assigned aircraft to mark assigned targets with smoke rockets or illumination flares. For night missions, this can be a useful Task to assign an airplane to support a player flying the Ka-50. Any idea how to make this work? thanks ron
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Thanks a lot! That did the trick. Have a great holiday.
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Son was playing BS and accidently hit the save view angles keys and now the cockpit view with Track IR is way to high - great for looking out over the nose but not very good for flying or fighting. Any idea how to get back to the default cockpit view angle? Thanks in advance. ron
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The Command Center down mission that I recently uploaded has multiple random scenarios and outcomes in addition to triggers to prompt you to re-load and return to finish the mission or announce "Mission Success" depending on the outcome. There are certainly improvements to be made in this editor, however, after spending some time workig with this editor, it certainly does a lot more than I first imagined it could. ron
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Hello Jim, I designed this for single player, however, I don't see why it couldn't be adapted to multiplayer. I've just never done any MP so I'm not sure what people are looking for. ron
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Attached you'll find the latest mission that I've completed which has 30 plus variables and triggers and will play differently over several different attempts. I've even been surprised at the different outcomes of this mission as I've worked it out to get all the scripting just right. This mission presents quite a challenge, however, it is not impossible to complete successfully. I'll paste the mission briefings below. enjoy ron ================================= Command Center Down - The decision has been made to disrupt enemy operations by hitting the supply depot and taking down the command and control center south of Pyatigorsk. 2 Su25T's callsign Striker One will be orbiting awaiting your call after the SAM's are down. They will hit the ammo dumps when cleared "Hot". In addition, 2 Su27's will join overhead after the SAM's are down to provide air cover and hopefully help the Su25's deliver their payload on target. The city and the Command Center are HEAVILY guarded. Make your way to the north east edge of the city and use the hills for cover. Expect a considerable force at the outskirts of the city. The ammo dump and Communications complex coordinates are loaded into your Shark's PVI. Use Vikhr's to take out the SAM's protecting the city and Command Center. Once that is accomplished, make a run on the Command Center and use rockets, fired in a single volly, to take the Command Center down. (set the Burst switch to "Long" before firing rockets) Be alert for opposing forces Throughout the city and in the skies overhead. Return to Ny'e Vody to re-arm if necessary to return and take out any remaining ammo dumps. . Good luck and good hunting. =============================================== Fight your way to the edge of Pyatigorsk and clear the SAM's protecting the ammo dumps and Command center to make way for the airstrike. Once clear make a run to take the Command Center down and return to base. The city is hostile, spend as little time as possible delivering your weapons on the target. Re-arm if necessary to take out any remaining ammo dumps. On return beware of additional enemy advancement. Last but not least, be alert, for Command and Control personnel fleeing the Command Center from the nearby FARP north of the river. If the opportunity arises, take their helicopter down and cancel their departure. Command Center Down.miz
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Here's a quick one I put together for you. Cold Start - No Threats This allows you to practice your cold start procedures, takeoff and landings and basic navigation. There are also 2 INU update points over the bridges along your route to practice updating the ABRIS. Also, if you tune your radio to 125.675 and flip the radio switch to AM you can listen to the latest tunes from radio Maykop while your flying. enjoy :D Cold Start - No Threat.miz
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I've found that when I assign the trim to my Cougar button through the game interface that it works better than setting it up through the Foxy software. Just assign a DX button to the button you want to use for the trim button and then go into the game and assign the trim there. Also make sure all the other "Joystick" buttons are cleared if you are using a Foxy profile. Last but not least, understand that the trim operates differently when using different autopilot stabilization modes - When in autopilot or autopilot stabilization mode, press the trim button, put your controls where you want them and let go. When in the Flight Director mode with stabilization engaged, put the controls where you want them, press and release the trim button, and let the controls re-center. This takes a bit of getting use to, however, once you do this thing really flies sweet! :D enjoy
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Time for a reality check - Go to your favorite software store and see how many study simulations of this caliber are on the shelf for you to choose from........ The answer is not many. Why? Because the return on X-Box, Nintendo and Wii games is much higher due to the fact that their lack of realism is cheaper to develop and their simplistic game-play appeals to a much broader market - meaning $$$$ for the companies that invest in their development. Software development takes time and costs money, particularly a simulation with this amount of detail. You simply can't have it both ways, if you want simulations like these to flourish and expand with future additions. If there isn't a viable retail market that supports them they will simply go the way of the Jane's Longbow series and so many others. If you complain about how long you have to wait only to complain about how much it costs, you won't have anything else of this caliber to wait for in the future because it simply won't be developed. This is a fantastic simulation that offers a great deal to this community, $upport ED and 1C and hopefully this will be the first of many great simulations we will have the choice to experience in the DCS series. my 2 cents
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What tweaks are you recommending? Thanks
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It depends on how the Migs fair against the enemy fighters. The 3rd Hind (if it shows up) is loaded for bear :D ron
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The artillery is located north of the city pretty much straight east of where the enemy tanks are coming from. Look for the flashes as they fire. If you follow the ABRIS course out over the city and turn north to the next waypoint you should be pointed pretty much at them, turn the brightness on the ABRIS down so you can read it. The aircraft carrier is located south west of the airport. Look for the lights on the carrier and take care not to get too close to the airport if the airport is over-run. Just for reference, the carrier is traveling eastbound. If you check out the map before starting the mission you should get a pretty good idea where it is located. Use your night vision goggles and the searchlight, landing on the carrier at night provides a bit of a different challenge. enjoy ron
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I have been away at work and didn't have time to fully explain what you can expect or what I was trying to achieve with this mission. First of all this mission takes place at night, which in BS - like the real world is VERY dark. This mission was designed to explore the possibilities available with the mission editor and as such you will not face all the same challanges each time you play it. To fully enjoy this mission, you need to be comfortable with your flying abilities with the KA-50 because of the limitations of using Night Vision Goggles and the need to rely heavily on the helicopters instrumentation. This is more of a technical mission, that explores the challanges of fighting with the KA-50 at night (at the edge of it's designed capabilities) and as such offers a much different and limited visual experience. ron
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Glad you enjoyed the mission. This was the first mission I put together with BS and was done before the documentation came out so I wasn't sure at the time how to include a "Mission Success" trigger in the mission. I have to admit that I'm still learning the ins and outs of what can be done in this mission editor. I did create a "Mission Success" trigger in the Airbase Under Siege mission I created, but that is a much different mission concentrating more on what can be accomplished with the mission editor. That mission requires you to have a good understanding of how to fly the KA-50 with reference to instrumentation in the dark (which is very dark) in BS. Here's a run down of what you are up against in my Road Block mission: At the road block by the bridge: 2 SAM's 2 AAA 2 tanks 2 Missel launchers Several insurgent ground forces. 3 Artilery on the hill that become active when the Russian ground forces arrive at the bridge. Beyond the artilery is a FARP with several vehicles and 2 AAA which if left in tact can lauanch another helicopter (more on that below) There is a tank column on it's way to the bridge to re-enforce the force already there. In the beginning 2 hind helicopters provide aircover and at random a heavily loaded hind that may appear later that can wreck havoc on the Russian force that arrive at the bridge. Overhead are 2 Mig17's that while you are not equiped to take down, you must be aware of and evade until your fighters are launched once the SAMs are taken out because they can and will take you out if the opprotunity arrises. As I made the mission, I wanted to create a dynamic environment that gave you a lot to consider and yet create a challange that, had some degree of difficulity but wasn't impossible to accomplish. Mission success can be various things in this mission, including the ability to return to the base to re-arm and head back out to clean up everything you couldn't accomplish on the first run. There is also some degree of sucess if the transport and rescue helicopter make it back to the base for a safe landing - that won't always happen. Anyway, I hope that better gives you a feel for what kind of sucess you can have with that mission. Ron
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I find the LAR - HHS method of dropping bombs works the best. LAR - HHS = Looks About Right - Hope (they) Hit Something :D
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Here is a night mission that I've been working on that provides a bit of a different challange. Keep the cockpit lights turned off and use the Night Vision Goggles. For best results, turn on the Night Vision Goggles then - Turn down the contrast on the Shkval screen so it's not distracting. You will not be using the Shkval on this mission. Turn down the Abris brightness so it's readable Turn down the HUD brightness Your loaded with rockets, use of boresight sighting is recommended. Also, be familiar with how to use the search light, the first click extends it the next click turns it on. Use the searchlight close in to light up your targets when aiming rockets then turn it off. Enjoy ron Airbase Under Siege.miz
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I attached my mission to my first post in this thread. I see a page on the DCS web site for user created missions, so at some point in time I would suspect we will be able to upload them there. ron
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This was mentioned in another thread, but I don't believe it has received enought credit or attention. Version 1.0 of Black Shark is the MOST STABLE release version of ANY simulation of this type that I can remember and I have had them all. :thumbup: There has always been a great deal of frustration associated with waiting for the release of a study sim such as this one, but I just wanted to give the Developers and Beta testers credit, over how stable and how well version 1.0 works! You guys have not only set a new standard in simulations, but a new standard in the quality of the initial release product - which leaves the users to just enjoy your work. Kudo's to all and thanks for your efforts. ron
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I'll look into this when I get home, as was mentioned earlier I need to readjust the FARP layout. (I wish we had a templet for a good FARP layout - I need to look into this as well) and I have a couple of ideas for some improvements to this mission. Anyway, part of doing it the way I did was to create the "reality" atmosphere of taking off and not having a clear idea of what you were going to find when you arrive at the target area with the confusion of a battle on-going. This simulation is GREAT for creating this IMHO. Use F2 and F7 as you progress to the target area to get an idea of what starts happening AFTER you take off. I still have some plans to use triggers to have the mission randomly start a bit differently with different units that appear in the mission. Once you arrive at the hilltop select target area #1 on the INS and the "turn on target" mode to get you started, this is also a good mission to go back and reload to clear out the FARP or artilery once the bridge area is somewhat secure. Thanks to all for the comments. I'm glad everyone is enjoying it. I've learned alot about the new mission creator by creating this mission and can't say enough about how great this simulation really is. I have already started the layout for another mission and will upload it when it's ready. ron
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Well I'm still learning what all can be done with the flags. As a simple example, in the Road Block mission I set up a small Trigger Zone over my airport, so when the transport landed it set flag 1, then I followed with the following script: Once Flag 1 is true Time since Flag 1, 200 seconds ----> Activate Group Russian Migs. Anyway, I have a couple of good ideas for further missions, and will get started on them when I get back home. It's Thanksgiving here and I'm looking forward to eating too much :D ron