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Surrexen

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Everything posted by Surrexen

  1. Oh now I know what you are on about. The fog of war is obscuring your vision of the airfields. Perhaps turn it to visibility all until you learn the map or something if it's an issue for you. Yes some of the Syrian/Israeli/Turkish/Lebanese airfields are close to one-another, regardless the options will stay for completeness.
  2. Mission updated again as ships in Jask and Havadarya harbour's ended up underneath the map due to the shoreline changes in the patch.
  3. Ships placed inside the Jask and Bandar Abbas main port areas now end up underneath the water/map. If I move the ships outside the port areas, they show up correctly. Moving them back into the port areas makes them dissapear under the map again. I think this must be something to do with the changes to the maps shorelines? Edit: Upon further investigation, it seems to be related to the proximity to the shorelines in these areas. If the boats are really close to the edges of the dock, then they end up under the map. If you move them further away from the edge it seems ok. Is there a new minimum distance that the ships need to be from the edges of the dock or something?
  4. Mission updated to fix everything related to airfield names (I hope) after today's patch.
  5. Can you provide an example please? The only target area I can think of off-hand that isn't actually listed on the map itself would be the raid on Barisha to wipe out a certain somebody whose name will not be mentioned here. The radio call in flights are directed to airfield spaces, not to specific targets. For example, if you are hitting targets at Latakia, you would call the radio flights to head to Basel Al-Assad. For pinpoint strikes, so long as the target is within range of the base you called it to, it will get given the coordinates etc en-route. Hopefully that helps, but yes, require more information.
  6. Mission updated with improvements to AI behaviour.
  7. Mission updated with improvements to AI behaviour.
  8. Mission updated with improvements to AI behaviour.
  9. The helo ops menu will only add to Mi-8's and Huey's, you need to wait about 5-10 seconds before joining a helo slot after mission start, and the menu must have everything set up correctly for utilising persistence or the script will not run.
  10. Geography lessons for the country of Syria is outside the scope of what I'm doing I'm afraid
  11. Yes there is a text alert saying that the general is mobilizing aircraft. That is the hint that something is going on. Blue general announces the target airfield, and where the transport is leaving from.
  12. Point 3 above, is totally incorrect. The planes will land and park etc, and will be removed from the map after between 5-10 minutes. At that point you can send them out again.
  13. 1. Waiting for map updates before anything else gets added 2. The current primary objective lists the grid reference and sector that the target is in, and you can still use skip mission from the radio menu to change the current primary objective to a different thing if you don't like/want the one that it chose. Hopefully that helps. Anti-ship strike call-in's will likely be refined more later down the line.
  14. It is for those out there, like yourself, that this has been made to happen. Enjoy.
  15. I will be specifying the parking spots that the AI use at a later time for this mission. I have not done so now, simply because parking spots in some areas have known issues, and something may change from the map developers (Ugra) at any given moment.
  16. Small update made to the mission as I'd forgotten to swap it back to fog of war. This has been corrected.
  17. Small update made to the mission as I'd forgotten to swap it back to fog of war. This has been corrected.
  18. Immortal, unlimited fuel and weapons are "enforced off".
  19. This is awesome news, I look forward to flying it :thumbup:
  20. That will probably depend on how this one and Snowfox Escalation are received.
  21. Yes upon further investigation, it's just that the shrapnel is far more dangerous now. Situation normal.
  22. I have a funny feeling that flak accuracy increased somehow in the last update that came with the WW2 damage model (I noticed flak was more accurate than usual whilst testing some things in Operation Crystal Sea today). I have no solid evidence to back this up, but it sure seems that way. I will look into it properly when I can, die with dignity in the meantime.
  23. Operation Scarlet Dawn Operation Scarlet Dawn is a self-contained persistent campaign for the Syria map. The mission will randomly choose targets throughout the map but you can do things in whatever order you like. You can fly any role you like, and if you are on your own, you can use the radio menu to request support flights of AI planes to assist you. Most modules have been included. You will be flying against Iranian forces, who are supported by the Russians. The mission utilizes Moose functions and custom scripts which have been included in the mission file. To allow the mission to provide persistency, it is necessary to de-sanitize 'lfs' and 'io' in MissionScripting.lua. This is a requirement for all features of the mission to work correctly. Check the mission briefing for AWACS/Carrier Group/Refuelling frequencies etc. Notes on requesting support flights: - CAP/CAS/Anti-Shipping/SEAD and Pinpoint Strikes are available to call in, you can choose the sector they will fly to - Only one flight of each type can be active at any given time, so choose carefully Other radio options - Check Current Objective will remind you what the current target is - Target Report will give you coordinates and distance to the target, and if the target is a group it will tell you how many units are remaining in the group - Abort Directives will allow you to send support flights back to base - Skip Mission under Scarlet Dawn Options will allow you to put the current mission back into the pool and draw another one - Scarlet Dawn Sound Options will allow you to toggle all custom sounds on or off To Enable Persistency Inside your DCS installation there is a folder called Scripts. Inside that there is a file called MissionScripting.lua, if you want persistency to work, edit this file (make a backup first if you like) and make the bit that looks like this: do sanitizeModule('os') sanitizeModule('io') sanitizeModule('lfs') require = nil loadlib = nil end Look like this instead: do sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Important: The user that runs DCS must also have write permissions to the installation directory or the lua files for persistency will not be generated. Once you have done that, start DCS and launch the mission. The mission will then write out a list of dead units and statics to a pair of lua files inside the DCS root folder. A file is also generated to track the status of airfields. Another one is generated to track what you have built from the helo operations menu. Once these files exist, the mission will load those files when it starts up and remove the units and statics that were previously destroyed so you can pick up where you left off. Note: MissionScripting.lua will need to be changed any time an update or repair is run. Download here: https://www.digitalcombatsimulator.c...files/3313323/ General Flow In the early game, there are a lot of neutral airbases. Periodically, red and blue AI generals will dispatch transport planes which will attempt to land at these bases. If they land, they will capture the airfield with a vehicle. Once there are no neutral bases, the mission will ‘escalate’. The red general will then dispatch various strike packages ahead of transport helicopters towards a target airfield. If the transport helicopter lands, it will attempt to capture the airfield with a vehicle. The blue general will only dispatch a transport helicopter, so you need to clear a path for it yourself. Aside from this, using your own transport helicopter (Huey or Mi-8) you can bring an infantry team to an airfield, and they too will attempt to capture a base with a vehicle. The status of the airfields is persistent between sessions. Note that the red general will not target Incirlik or Ramat David since that is where all the player client slots are located. The blue general will not target Palmyra. Helo Operations Menu Huey’s and Mi-8’s get a special menu to be able to call in infantry squads and cargo containers. Please note you need to join a helicopter slot after about 5-10 seconds into the mission before the menu can be automatically added. The infantry teams are specific to the FARPS (London and Paris). Navy Seals, Özel Kuvvetler Komutanlığı (OKK) and the USACE 1st Squad Engineers start at London FARP, DELTA Force, Shayetet 13 and the USACE 2nd Squad Engineers start at Paris FARP. Cargo Containers will spawn at the nearest cargo loading zone to your helicopter. You can carry only one container or infantry group at a time. The locations of the infantry teams when they are on the ground, is persistent. To construct something, you will need the engineering team, and the required amount of containers to be present in the same area (the engineers construction zone, the construction zone is set when the engineers are “inserted” into an area). Cargo Loading Zones, Infantry pickup locations, Construction Zones, and Extraction zones can be smoked via the radio menu. Also note that the containers are loaded ‘on’ your helicopter, and not slingloaded. Note: At the current time, repairing damaged constructions such as a HAWK site is not implemented, therefore, a HAWK site will only be persistent while it has all members of its group alive. This is because the amount of HAWK sites (and other vehicles you build) is restricted, and will allow you to build a new site when the mission reloads, instead of a semi-destroyed HAWK counting towards the total. If you want to utilize combined arms, you can add a tactical commander slot, and allow ‘planes can control vehicles’ in the mission editor. This will allow you to be able to drive or command the M1A2 Abrams tanks, M818 Trucks, and Roland ADS systems. I would like to expand on the Helo Operations section, but it may not happen for a while. Known Issues I Cannot Do Anything About So Don’t Ask Incirlik hangars on the Northern central side of the airfield appear to have some potential FPS issues until you get your plane out of the hangar. I have had to relocate the JF-17's to be out of the hangars completely as those planes in particular cop it bad. Either way, this is a map related issue from what I can see. Beirut is supposed to start as a neutral base, but I've had to set it to blue as the Northern approach for runway something something has a tree and building in the way that the developers know about from bug reports. AI transport planes etc crash into it, therefore it is set to blue temporarily until this issue gets fixed up. When it is fixed, this base will be set back to neutral. The carrier group has AI CAP planes and an S-3B tanker that will spawn on the deck and go hook up to the catapults. If players do not co-operate with the AI, horrible deck accidents may occur. In the interest of ‘immersion’ I am keeping these spawns starting from the carrier deck instead of air spawns. 99% of the time it is fine. If the AI get stuck on the deck and don’t/can’t launch for whatever reason, they will self-delete after about 5-10 minutes and respawn by themselves at a later time.
  24. Operation Snowfox Escalation Operation Snowfox Escalation is a self-contained persistent campaign for the Persian Gulf map. The mission will randomly choose targets throughout the map but you can do things in whatever order you like. You can fly any role you like, and if you are on your own, you can use the radio menu to request support flights of AI planes to assist you. Most modules have been included. You will be flying against Iranian forces, who are supported by the Russians. The mission utilizes Moose functions and custom scripts which have been included in the mission file. To allow the mission to provide persistency, it is necessary to de-sanitize 'lfs' and 'io' in MissionScripting.lua. This is a requirement for all features of the mission to work correctly. Check the mission briefing for AWACS/Carrier Group/Refuelling frequencies etc. Notes on requesting support flights: - CAP/CAS/Anti-Shipping/SEAD and Pinpoint Strikes are available to call in, you can choose the sector they will fly to - Only one flight of each type can be active at any given time, so choose carefully Other radio options - Check Current Objective will remind you what the current target is - Target Report will give you coordinates and distance to the target, and if the target is a group it will tell you how many units are remaining in the group - Abort Directives will allow you to send support flights back to base - Skip Mission under Snowfox Options will allow you to put the current mission back into the pool and draw another one - Snowfox Sound Options will allow you to toggle all custom sounds on or off To Enable Persistency Inside your DCS installation there is a folder called Scripts. Inside that there is a file called MissionScripting.lua, if you want persistency to work, edit this file (make a backup first if you like) and make the bit that looks like this: do sanitizeModule('os') sanitizeModule('io') sanitizeModule('lfs') require = nil loadlib = nil end Look like this instead: do sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Important: The user that runs DCS must also have write permissions to the installation directory or the lua files for persistency will not be generated. Once you have done that, start DCS and launch the mission. The mission will then write out a list of dead units and statics to a pair of lua files inside the DCS root folder. A file is also generated to track the status of airfields. Another one is generated to track what you have built from the helo operations menu. Once these files exist, the mission will load those files when it starts up and remove the units and statics that were previously destroyed so you can pick up where you left off. Note: MissionScripting.lua will need to be changed any time an update or repair is run. Download here: https://www.digitalcombatsimulator.com/en/files/3313322/ General Flow In the early game, there are a lot of neutral airbases. Periodically, red and blue AI generals will dispatch transport planes which will attempt to land at these bases. If they land, they will capture the airfield with a vehicle. Once there are no neutral bases, the mission will ‘escalate’. The red general will then dispatch various strike packages ahead of transport helicopters towards a target airfield. If the transport helicopter lands, it will attempt to capture the airfield with a vehicle. The blue general will only dispatch a transport helicopter, so you need to clear a path for it yourself. Aside from this, using your own transport helicopter (Huey or Mi-8) you can bring an infantry team to an airfield, and they too will attempt to capture a base with a vehicle. The status of the airfields is persistent between sessions. Note that the red general will not target Al Dhafra or Al Minhad since that is where all the player client slots are located. The blue general will not target Lar, Jiroft, Shiraz or Kerman, as those airfields are beyond the scope of the mission. Helo Operations Menu Huey’s and Mi-8’s get a special menu to be able to call in infantry squads and cargo containers. Please note you need to join a helicopter slot after about 5-10 seconds into the mission before the menu can be automatically added. The infantry teams are specific to the FARPS (London and Paris). Navy Seals, UAE Presidential Guard and the USACE 1st Squad Engineers start at London FARP, DELTA Force, Sultan’s Special Forces and the USACE 2nd Squad Engineers start at Paris FARP. Cargo Containers will spawn at the nearest cargo loading zone to your helicopter. You can carry only one container or infantry group at a time. The locations of the infantry teams when they are on the ground, is persistent. To construct something, you will need the engineering team, and the required amount of containers to be present in the same area (the engineers construction zone, the construction zone is set when the engineers are “inserted” into an area). Cargo Loading Zones, Infantry pickup locations, Construction Zones, and Extraction zones can be smoked via the radio menu. Also note that the containers are loaded ‘on’ your helicopter, and not slingloaded. Note: At the current time, repairing damaged constructions such as a HAWK site is not implemented, therefore, a HAWK site will only be persistent while it has all members of its group alive. This is because the amount of HAWK sites (and other vehicles you build) is restricted, and will allow you to build a new site when the mission reloads, instead of a semi-destroyed HAWK counting towards the total. If you want to utilize combined arms, you can add a tactical commander slot, and allow ‘planes can control vehicles’ in the mission editor. This will allow you to be able to drive or command the M1A2 Abrams tanks, M818 Trucks, and Roland ADS systems. I would like to expand on the Helo Operations section, but it may not happen for a while. Known Issues I Cannot Do Anything About So Don’t Ask Occasionally, AI planes spawning at Khasab have a weird thing happen, where the flight leader will taxi to runway and take off correctly, but the wingman decides to taxi into the dirt and goes nowhere. I have no idea why this happens sometimes, and it appears to only happen at this airfield. I’m just going to assume that sometimes the wingman has been drinking too much of the radar coolant. The carrier group has AI CAP planes and an S-3B tanker that will spawn on the deck and go hook up to the catapults. If players do not co-operate with the AI, horrible deck accidents may occur. In the interest of ‘immersion’ I am keeping these spawns starting from the carrier deck instead of air spawns. 99% of the time it is fine. If the AI get stuck on the deck and don’t/can’t launch for whatever reason, they will self-delete after about 5-10 minutes and respawn by themselves at a later time.
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