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leonardo_c

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  1. 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.
  2. 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.
  3. 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
  4. alla fine ho trovato il maledetto problema. giorni e giorni di frustrazioni. c'è un maledetto bug con il calabrone che non allinea l'INS se la missione ha una data precedente al marzo 1994. quindi sapetelo, se avete missioni precedenti al 1994 non ci sarà INS per il calabrone. se non sai cose le cose allora salle.
  5. Per questo motivo ambiento le mie missioni temporalmente prima degli ARH. Online però cambierà poco. Decollo, 6 120B/C sparati in salvo mode, virata 180° e tornano alla base in full burner.
  6. Ci lavoravo parecchio con un ufficio a shanghai e uno ad hk anni fa. Il mio ex-capo diceva sempre “stai sempre attento a dire che c’è da fare questo e quello con i cinesi perché, se hanno il cucchiaio a portata di mano, quelli iniziano a spostare la montagna senza dirti nulla”. Ed era assolutamente vero.
  7. Tested today the Viggen and it was working perfectly. The Tomcat appears still broken though. ;) Entering coordinates manually still works however.
  8. mi rimangio quello che ho scritto. hanno sistemato entrambi ma non erano inclusi nelle note di rilascio. perfetto Heatblur.:thumbup:
  9. yes! working perfectly. Thank you very much for the quick fix ;) I was disappointed because it wasn't listed in the latest update fixes but then I received this nice surprise.
  10. caspita mi aspettavo la fix per viggen/f14 con i punti segnati sulla mappa :(
  11. 448 pagine. Ooooof. Però in effetti è un modulo complessissimo. Io per ora sto solo studiando la parte pilota e non RIO e già così c'è tantissimo materiale da digerire.
  12. Well there are always workarounds, that's the wonderful thing with programming. This command could simply activate a jammer that you are not carrying. I'm quite sure that you can code an AI wingman function that enables jamming for the wing leader (player). In short, when you issue ECM ON to your wingman an onboard U22 or U22/A jammer can be enabled, even if you are not carrying it. Of course when your wingman is gone then no more jammer. It cannot be harder than what they did for Jester ;)
  13. Could we have a "ECM ON" for our wingmen? I like the idea of having a wingman that carries U22 or U22/A only and I would like to command him to turn on his ECM when we approach the target. It is even more realistic I recon. thanks in advance for taking it into account :thumbup:
  14. figured out the problem thanks to the support of the discord channel. On the last update the setting "allied flight reports" got reset, who knows why.
  15. I'm giving the final touches to an endless mission I've been working on. There are some spawned CAP and CAS flights which are working nice but they don't generate any radio chatter. I've created the template in the Mission Editor with all Radio flags ON (e.g. radio usage when contact/engage/kill) and setup the right frequencies but I'm not hearing anything over the radio. Is there any special action to enable spawned units chatter? thanks!
  16. Per semplificarti la vita, gli aerei simili (ad esempio quelli di flaming cliffs hanno comandi simili) puoi importare i file generati da altri aerei. Siccome la spiegazione sopra sembra fatta da uno con 20 grappe alle spalle la faccio semplice. Puoi importare i profili del Mig-29A nel Mig-29S e, con qualche piccolo ritocco, nel F-15 e anche Su-25.
  17. I file profilo sono salvati automaticamente su: C:\Users\USERNAME_HERE\Saved Games\DCS\Config\Input ;)
  18. https://forums.eagle.ru/showthread.php?t=247681 and https://forums.eagle.ru/showthread.php?t=213275 I'm getting no notifications at all for any contact now. Friendly reports still working though. Could it be related or should I look somewhere else?
  19. I can confirm that some modules are having problems with map marks (Tomcat) and even with initial INS alignment (Hornet) For the Hornet you can workaround it with a TCN position update. For the Tomcat I still coult not fix the problem. A-10C and Mirage appear to be immune. I'm loading a mission, where I know that BULLS is 97nm and I get a 452nm waypoint. I also tried using different radio D/L (AWACS or carrier) but my best guess is that the initial position of the INS is completely way off. The same issue happens if starting from ground and with hot starts.
  20. occhio se avete missioni salvate con limitazioni di armamento con l'ultima open beta. io ne avevo qualcuna dove la base non aveva disponibile gli ARH e si sono disallineate tutte. Ho trovato dei record "vuoti" (senza nome arma o quantity) nella pagina Full Info della base. Ho dovuto riazzerare tutto con Unlimited, risalvare, riaprire e di nuovo editare le armi non disponibili. credo sia dovuto all'introduzione del harpoon.
  21. mi autoquoto perché, almeno con l'hornet ho trovato una soluzione. Nella pagina HSI forzo un UPDATE con riferimento TCN e dopo qualche minuto mi ritrovo il BULLS correttamente a 97nm invece di 346nm. Con il tomcat ancora non ho trovato una soluzione. A-10C e Mirage sono a posto. edit: apparentemente è un fix di un bug che alcuni sviluppatori avevano "aggirato" invertendo le coordinate che erano già invertite dal bug. https://forums.eagle.ru/showthread.php?t=247681
  22. Ultimamente mi sta capitando un problema che non riesco a risolvere. In qualsiasi tipo di missione ottengo riferimenti inerziali senza senso. Posizioni che da ruler vedo a 100nm mi sono riportate, sia dal Tomcat che dal Hornet, a 458nm in direzioni che non c'entrano nulla. Mi sta capitando sia online che offline e sia partendo da portaerei che da terra. devo ancora provare mirage e a-10 per sicurezza. A qualcuno è capitata un'esperienza simile? ps: sono su open beta da qualche settimana (un bel benvenuto)
  23. Thank you for the explanation :thumbup: Guess that I will have to update the documentation in the mission I'm making.
  24. Hi, I'm trying to add score to a mission I'm creating. I have the main mission LUA script in a separate file and I'm loading the scores a few seconds later in a separate file. However, the F10 scoring menu does not appear unless I do not relog with a different slot. Is there any workaround for this or am I (probably) doing something wrong? This is the scoring file and it is loaded 5 seconds after the main mission LUA script. SukhumiZone = ZONE:FindByName( "SUKHUMI ZONE" ) GudautaZone = ZONE:FindByName( "GUDAUTA ZONE" ) -- SCORING CaucasusPendulumScore = SCORING:New( "Caucasus Pendulum" ) CaucasusPendulumScore:SetScaleDestroyScore( 100 ) CaucasusPendulumScore:SetScaleDestroyPenalty( 200 ) CaucasusPendulumScore:AddZoneScore(SukhumiZone, 20) CaucasusPendulumScore:AddZoneScore(GudautaZone, 20) CaucasusPendulumScore:SetMessagesHit() CaucasusPendulumScore:SetMessagesDestroy() CaucasusPendulumScore:SetMessagesToAll() SCORING_MENU_SCHEDULER = SCHEDULER:New(nil, function() for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do CaucasusPendulumScore:_AddPlayerFromUnit( PlayerUnit ) CaucasusPendulumScore:SetScoringMenu( PlayerUnit:GetGroup() ) end end, {}, 5, 10, 0.2 ) env.info("Caucasus Pendulum Scores loaded ...") trigger.action.outText("Caucasus Pendulum Scores loaded ...", 10) thanks in advance for any help ;)
  25. Non so se prevedono di dare una sistemata al netcode prima. Io nei server multiplayer non ho modo di finire l'allineamento dell'INS del tomcat o anche solo finire di preparare l'hornet senza che qualcuno mi distrugga un'ala per via del lag. Con tutti quei giocatori a distanza ravvicinatissima sarà un macello, con l'attuale netcode. Gestione semplice sarebbe una sorta di invulnerabilità mentre si è sulla portaerei.
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