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Everything posted by leonardo_c
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I tried moving up the cloud base but it appears that the cloud ceiling is hard wired when using dynamic weather, kind of an antithesis. To improve things a bit I reduced the cloud coverage so now you'll be able to use the TPOD, just pick a good opening between the clouds and there you go. I think that's how they do IRL. I also added all preplanned waypoints for all client planes, that was indeed a nice idea. And finally, for helos, I added a first mission that is perfect for a helo (I think), it's still a WIP feature though. Additionally, CTLD is enabled so you can take crates or troops to Gali, even though it is a risky job to get through Shilkas and Strelas, perhaps it's better to wait for CAS to take'em out :) But there is a troop garrison to be taken out and it’s outside of the hot AAA zone. I'll soon upload these changes. ps: I could include CSAR missions (thanks to Ciribob's script) for shot down planes (AI included), not sure if that's interesting though.
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glad you're having fun with it. you can land for refuel on any RED airport, check on your F10 map which ones are owned by RED coalition. For rearming though you must go to Sochi. as for the "continue" thing you have to press ESC and go back to Spectators and then select again RED coalition and the Su-27.
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that's very strange :) I'm on open beta as well. I'll check anyway, I want to figure out why. do you by chance have these options set differently? (see unlimited fuel and weapons on the left column)
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I tested it again a few minutes ago and I cannot arm those missiles on the Hornet, both from the Stennis and in Kobuleti. I don't know if there is some setting on your server or if you changed the mission or re-saved the file. If you did re-save the mission file check Kobuleti and the Stennis equipment list.
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queste discussioni esistono da quando esistono i giochi PvP, e cioè dai tempi di chi ha inventato il Tris direi. Qualsiasi gioco è, quasi per definizione, competitivo. nei videogames c'è chi gioca in 1024x768 per sfruttare il blur ed individuare gli avversari prima (si faceva già ai tempi di doom2), chi usa postprocessing grafico al volo o settaggi molto particolari, persino chi ispeziona i pacchetti di rete. da quando esistono poi i premi in denaro il tutto è degenerato parecchio. fa stesse discussioni che si leggono spesso, e fino alla nausea, nel mondo Elite Dangerous. Chi fa PvP, chi non lo vuole fare ma voule essere nei server pubblici, etc, etc ed et cetera. nello specifico di DCS alcuni "giocano", altri "simulano". quando questi si mischiano chi simula perde perché incontra uno che lo vede come un gioco, airquake o come si preferisce chiamarlo e sfrutta le possibilità del "gioco" DCS che chi "simula" nemmeno conosce e che magari non è interessato a conoscere.
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updated version uploaded. I tried some ideas for helos but none was good. In general, adding more zones to be monitored for capture (e.g. FARPS) is resource intensive so I dropped the helo idea completely for this mission and performance improved by a good margin (I can now run as Spectator with 8x time acceleration very smoothly). I think helos deserve a special mission on their own, something more guerrilla oriented, already have some ideas and something will come up soon.
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worked, thanks!:thumbup:
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well yes, I'm actually testing it in single player so I guess that's the thing then.:thumbup:
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Thanks for answer. They are already set to client. The problem is when a player selects one of those slots and then dies. The slot, even though displayed in the list of available slots, cannot be picked anymore.
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I'm scratching my head to get around this one. It's the first time I create a mission with "client" slots and I cannot figure out a way to allow slots to be retaken once the group is dead, e.g. a client picks up a Huey, dies and then that slot is not available anymore. thanks in advance for any help.
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Ho letto che sarà un MMO e con versioni pc/mac/console/mobile. Mi aspetto un fortnite con gli aerei.
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Fammi sapere, alcune cose le sto cambiando al momento ma sono dettagli. Il grosso della missione è fatto ed è lì. il grosso ora sarà mettere dentro gli helo, ho dei punti ED che scadono a breve a credo proprio che mi porterò a casa uno Huey.
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Thanks for the quick response, I fixed my problem with support chat. Should anyone encounter the same problem make sure that you setup English as the default browser language.
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how did you solve it? The dropdown is empty for me as well and I tried different browsers already.
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I'll try some refinements. My best guess is that the AI CAP dispatcher is eating the most resources. I will try a different solution which uses another functionality of the MOOSE framework. all aesthetic ground units are mostly static ones and have no AI, at least all those in Sochi and Kobuleti. There's just a group of 4 infantry guys running around the Kobuleti HQ which is not a static unit. I will replace them with a static. all clear about helos, I'll start with a simple implementation for FARPs then. thanks a lot for your input.
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il 104 non ci sarà mai e se mai dovesse esserci perché dovrebbero fare un ASA che abbiamo avuto solo qui, magari pretendiamo pure gli aspide? :) io ad esempio non subisco per nulla il fascino dello spillone. heatblur ha indicato la via per il multicrew, ora tocca agli altri seguire. ed hanno fatto un lavorone, ancora migliorabile certo, ma non mi aspettavo di trovare un'implementazione di quel livello. un f-4 con una jester AI...sarebbe da urlo. le stesse considerazioni che leggo nei post sopra valgono anche per i sim civili. poca gente voleva usare un DC-9 (ricordo l'Iron Knuckles) o 747-200 ed invece andavano per la maggiore i 737NG, airbus, levelD 767, etc. siamo vecchi dinosauri a volere la roba "vintage" :)
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Il problema per me del "di là" è che l'aspetto del conflitto a terra è veramente poco curato, o meglio, poco dinamico. Mi è sempre sembrato un "mondo" del tutto sterile.
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hey, thanks a lot for your input. strange, I have a lesser system (i7 6700, gtx1070, 16gb, ssd) than yours and have no issues. I don't do VR though. Graphic settings are mostly on the high range. that was the idea. Sometimes you can spot the tracers and tanks shooting, I really like how it works. Weather was autogenerated, I edited the intensity and size of the low pressure systems, you can see them using the weather view in the mission editor. The cloud base was set automatically to 2100mt (7000ft approx). It is a simple task to move them up a bit, perhaps to 10000ft or 12000ft. I don't want to move them too high because I actually want to force A-10C TPOD lurkers to be careful. There are some MANPADs and AAA around and I want it to be a bit of a challenge not just a maverick-fest :) It was also intentional to balance a bit with RED coalition that has no such advanced gadgets. But I'll try moving them up to 10-12k feet and see what happens. Now that's something I didn't consider, I'll check how to do it, that's a very good idea. yes :) that's on purpose. now that's interesting. I don't have any helo modules so I don't know what you rotating wing guys do with them. Should get me one though. these FOBs must be FARPS or can they simply be some ground units in an area where you can refuel and rearm? glad you enjoyed it, all those efforts were not in vain then :thumbup:
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La puoi usare eccome in single, io volo poco online e quindi l'ho pensata in single ma con un occhiolino al multi. Tutti gli slot hanno un AI wingman, tranne il viggen perché con quello l'AI wingman non funziona con i mark da mappa F10. Per farla solo PvP dovrei mettere mano un po' allo script e rimuovere qualche unità ma è lavoro di un paio d'ore massimo. Ma per ora è single. La si può anche usare multi, uno magari si prende un A-10C ed un altro giocatore fa CAP con un F-15 o M-2000 o SEAD con il Hornet.
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e chi si offende :) tra l'altro lavoravano al E se non ricordo male. Anche per me è stato il primo modellino fatto, in scala 1/144 della ESCI. Era il classico Black Bunny.
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I am not sure DCS supports such possibility, for the moment there is no save feature.
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Io non lo prendo perché sono offeso :) Hanno bloccato i lavori sul phantom per fare questo. Sono sicuro che venderà di più ma onestamente non vedevo la necessità di ancora un altro caccia moderno, seppur iconico come questo. Io voglio un cavolo di phantom o un mig-23 fatto bene (e ce l’ha razbam :(), o un Su-17 magari. Quante se ne potrebbero fare nella mappa siriana...
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Mi permetto di fare un crossposting ma credo che possa interessare: https://forums.eagle.ru/showthread.php?p=4019791 Qui potete scrivermi direttamente in italiano per suggerimenti, idee, bug, etc.
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that's right. They are mixed units of MBTs, IFVs, AAA and sometimes short range SAMs. ;) And again right, sometimes they will be moving, sometimes they will be guarding a CZ.
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DOWNLOAD https://www.digitalcombatsimulator.com/en/files/3306070/ Gudauta, Sukhumi and Gali are being disputed by both BLUE and RED coalitions. At regular intervals assault forces will be automatically directed by both coalitions to the Capture Zones (CZs). A BLUE smoke means that the CZ is being held by BLUE forces, viceversa for RED. A WHITE smoke marker means that the CZ is unguarded. *** WHAT IS IT? *** Caucasus Pendulum is a PvE/PvP endless mission. The mission is scripted dynamically using MOOSE, a mission will never be the same as another one. AI CAP and CAS units are randomized and spawn fr om different templates with random skill levels to create a different experience every time the mission runs. *** WHY THE NAME Caucasus Pendulum? *** During the development of the mission I noticed at one point that bases were switching back and forth between RED and BLUE coalitions and it reminded me of a pendulum. *** HOW DOES IT WORK? *** The map is a fluid battlefront that reacts to events on the Capture Zones (CZs). There are three main capture zones: Gali, Sukhumi and Gudauta. At mission start RED coalition will have the advantage of owning already all three CZs but with no units in them. On Gali, where the battle begins, there will be spawns for both RED and BLUE coalitions in random locations. If RED mangaes to capture Gali then BLUE coalition will keep sending columns at regular intervals to attempt re-capturing, BLUE side will send CAS flights to Gali until it is captured. If BLUE manages to capture Gali then a BLUE armoured column will be directed to Sukhumi at regular intervals and RED coalition will send CAS flights to Sukhumi and Gudauta. RED reinforcements will be sent regularly to Sukhumi and Gali until BLUE doesn't capture Sukhumi. If BLUE manages to capture Sukhumi a BLUE armoured column will be directed to Gudauta at regular intervals and a BLUE reinforcement column will be sent to Sukhumi. RED will get reinforcements to Gudauta and attempt to capture Sukhumi while they control Gudauta. If BLUE manages to capture Gudauta then RED will not send columns to Sukhumi and will focus on Gudauta, hopefully with help from air units they will get it back and restore their troops going to Sukhumi. If RED captures Sukhumi again then the cycle will continue as Gali will get RED columns to Gali and Sukhumi will get RED reinforcements and the cycle will keep looping. AI will take a part in the mission as both sides will be sending CAS and CAP flights to support their offensive. BLUE side has FAC units deployed and use CTLD for interaction. Again, FACs will be directed to the most forward capturable CZ. This means no FACs in Gudauta if BLUE does not control Sukhumi and no FACs to Sukhumi if BLUE doesn’t control Gali. RED side has forward observers nearby and they will shoot RED flares when in proximity of enemy units so you can finally pull out the Su-25 out of the hangar. Strike missions are available and targets spawn in random locations so finally there's something to do with the Viggen. There are also ship convoys coming to support RED coalition so, again, the Viggen can shine. The Viggen is flyable for both coalitions as RED side, at the moment, does not have a valid player module with strike capabilities. Briefings include recon data for strike missions with a recon photo of the target. Additionally, these strike missions are marked on the map to get coordinates for the target area. Players from both coalitions can request CAP/Air Cover, e.g., you are flying the Su-25 supporting troops over Sukhumi and two BLUE airplanes are coming for you. They can be requested through the F10 Radio Menu and have a cooldown of 30 minutes. Air Strikes can also be requested. For RED side a Su-34 will be vectored to a strategic target and for BLUE there will be a F-15E vectored to the strategic target. The above-mentioned strategic targets are a Barracks compound for RED and a Command Outpost for BLUE. Destroying these targets (or half or more of its units to be precise) have an effect as there will be no ground units spawning for 30 minutes. Use your strike planes wisely. CAS supports can be requested on demand to Sukhumi. An A-10A flight will be dispatched to attack enemy columns in the area. *** WHAT DO I DO? *** When a coalition captures a CZ it will direct units to the next capturable CZ. Additionally there are F10 Radio Menu commands to request CAP cover or a strike against enemy strategic targets. There is a 30 minute cooldown for these requests. If the enemy loses a strategic target (Barracks for RED, Command Outpost for BLUE) there will be no ground units spawned for 30 minutes. If RED coalition loses 50% or more of the supply ships there will be no SAMs respawning in Gudauta for 120 minutes. To consider a strategic target as "lost" it is enough to destroy half of its units (no need to destroy every single unit in the target area). *** IMPORTANT NOTE *** To make the scoring system work login as spectator and wait for all scripts to be loaded (you will see the notification messages). After successful loading you can login with your desired coalition/slot. See LIMITATIONS / KNOWN BUGS below for further information. *** SUGGESTIONS *** Take it easy, avoid taking off in a rush and relax, give the map a bit of time to "settle" and spawn the units that are moving around, there are approx 150+ groups for almost 400 units (excluding client planes). The map has been thought from the beginning to be playable both PvE and PvP. Destroyed targets inside Gali/Sukhumi/Gudauta space give a 20% score bonus. Strategic targets such as Barracks/Command Outposts give a 50% score bonus. You are free and encouraged to host the mission on a server but if you decide to host this mission on a server please get in touch with me because I'd really like to play it in a multiplayer scenario :) *** SUPPORTED MODS *** - FC3 aircraft (A-10A, F-15C, J-11A, MiG-29A, Mig-29G (for BLUE coalition), MiG-29S, Su-25/Su-25T (both coalitions), Su-27) - A-10C - AJS 37 (both coalitions, I had to supply that there's no RED coalition strike aircraft module, see the nice soviet skins for the Viggen below) - AV-8B N/A - F-14B - F-5E-3 - F/A-18C Lot 20 - Ka-50 Black Shark (both coalitions) - L-39ZA (both coalitions) - M-2000C - Mi-8 (both coalitions) - MiG-19P - MiG-21bis - UH-1H (blue coalition) *** SUGGESTED DOWNLOADS *** - AJS-37 Fictional Soviet Livery Pack by Krasniye (https://www.digitalcombatsimulator.com/it/files/2360416/) - Italian Navy AV-8B N/A by TBear (https://www.digitalcombatsimulator.com/en/files/3050917/) *** CREDITS *** Credits go to the original authors of: - MOOSE (and to the Moose Discord for the help!) - Mist - CTLD *** CTLD MODIFICATIONS *** Reduced the amount of messages (see configuration parameter ctld.JTAC_sendNotificationMessage). Function ctld.getJTACStatus has been modified for greater readability and message duration to allow interaction when inputting coordinates into aircraft systems. Target elevation is also included in the message. Additionally, JTACs that have no targets will not display message "searching for targets" when ctld.JTAC_sendNotificationMessage is set to false. Function ctld.JTACAutoLase has been modified in "out of sight" to send notification only when ctld.JTAC_sendNotificationMessage is set to true. Some messages have now a shorter duration. Some notifications now trigger a short radio squawk sound. Smoke is no longer on top of target but scattered in a 250mt radius, you'll have to work a bit to get the precise target spot. *** LIMITATIONS / KNOWN BUGS *** - Due to a known bug with DCS events in order to see the SCORING menu you will need to relog into the mission. Join in as Spectator and wait for "Caucasus Pendulum loaded OK" notification and then you can logout of Spectators and pick your desired slot/coalition. *** AIRBOSS SOUND FILES *** I'm including Airboss Soundfiles at the moment, hence the larger download. The sound files account for approximately 1.4Mb. If you don't need/want them simply open the miz archive with 7-zip (or similar tool) and remove folder "Airboss Soundfiles". *** ToDo *** - add a Radio Menu option to disable CTLD JTAC notifications if desired - add ground and air support on call to Sukhumi for RED coalition - extend BLUE coalition TARCAP/CAS/SEAD(?) to Gudauta *** FORUM DISCUSSION *** See ED forum post: https://forums.eagle.ru/showthread.php?t=248459 *** CHANGE LOG *** ** 1.1 - Migrated AI_A2A_DISPATCHER to AI_CAP - Added flight plans with waypoints to client planes - Added BK-90 and RB-15 to BLUE coalition - Added U-22/A to BOTH coalitions - Remove low frequency (138mhz) AWACS - RED ships attack now influence Gudauta SAM respawns - fixed Zuni rockets - removed AI Helos and client helos slots (will have a specific mission for helos) - reduced resources usage - units heading to airbases randomize their end positions for more variety ** 1.2 - Added helo missions for BLUE in Gali CZ. (more missions to come) - Reduced cloud coverage by 30% - Disabled "player hit $some_unit" messages - Enforce mission flags to disable Unlimited Ammo and Unlimited Fuel - Added more units to CTLD filter in function ctld.isInfantry() ** 1.3 - Added CSAR missions - Added random enemy infantry around CSAR downed pilots ** 1.4/1.5 - Update MOOSE distribution - add Airboss functions (and replace some standalone scripts for Carrier functions) - removed CAS weapons from F/A-18 wingmen (they never detect anything anyway) - added random infantry spawning nearby CSAR BLUE missions - fixed missing rockets after latest DCS update - removed weapon restrictions by popular request and, consequently, balanced AI loadouts - set mission start at early morning - added AI J-11A - added AI F-15C - AI F-16A is now F-16C - because we have JSOW/JDAM now JTACs give also elevation data - removed AI wingmen, see https://forums.eagle.ru/showthread.php?p=4036667 - added BLUE CAS to Sukhumi on request - added LHA Tarawa ** 1.6 - DONE: fix CAP request script and Bomber request scripts to work with coalitions rather than groups! - removed CSAR due to downed pilots/infantry spawning in CZ area and messing up the capture states - removed Gali HELO mission due to interference with CAS AI - moved AI aircraft from Kobuleti to Kutaisi - AI CAP/CAS aircraft are removed after landing (no taxiing anymore) - add airboss sound files bundled in miz file (see above) - fix bug in BLUE CAS requests - fix bug in BLUE/RED CAP requests (follow up CAPs would never be available) - repositioned BLUE Command Outpost to make it less difficult to attack and balance with RED Barracks - RED AI CAS spawns only if BLUE captures Gali CZ - BLUE AI GALI CAS spawns only if RED captures Gali CZ (has no effect on CAS on request to Sukhumi) - moved shorter ranged RED units to Gudauta (L-39ZA, Mig-19, Mig-21, Mig-29, Su-25, Su-25T) - added Gudauta AAA defences - RED AI STRIKE Su-24 is now a Su-34 - RED CAP on request is now a Su-30 - BLUE CAS Sukhumi is now an A-10A - BLUE CAS Gali is now a Su-25 - replaced BLUE CAS with a more dynamic CAS on request over Sukhumi - replaced BLUE CAP with a more dynamic TARCAP on request over Sukhumi