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Everything posted by Dagobert666
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A Super-Farp Modul
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Yes. The Z-Tester slot is just an AH64D-HOT on the Ground. It's just a unit that I can jump into to look around and, as the name suggests, test things out. It is NOT included in all triggers. DO NOT expect the slot to be able to fly the mission normally. I will delete the SLOT once the campaign is done. Just in case someone asks: The letters in A-Player and Z-Tester are just for that, because that's sorted correctly in the slot selection list... It has nothing to do with the current geopolitical situation and I hope that the letter Z doesn't has been idiologically destroyed just because some idiot has it painted on his attacking army. The easiest way. pick a mission. For example M00 - Load this in the editor. - Click on the green button on the left. "PLAY MISSION" - Read the briefing. Then press Start - Pick a slot. It must be one of the "A-Player" group. Definitely not a "Z-Tester". Preferably the one with the lowest "Onboard" number.---- Then press OK. - Then read the briefing again^^ and press Fly. The downside, you're alone. No wingman. But that's how I tested the missions myself. In this way EVERYTHING will always trigger. But you're on your own... The Complicated Way. -Load the mission back into the EDITOR. -Press Unit List on the left. the symbol is: "triangle, diamond, square". - Sort by group name. - Search for A-PLAYER -Click on Unit 1 "PLAYER-1" -The group information is now on the right edge of the screen. -Important for you: the entry "UNIT: < > 1 of < > 4 -For example, if it says "UNIT: < > 2 of < > 4. Then press the arrows in front of the 2 (definitely not in front of the 4) until it says 1. -Then click on SKILL and change from Client to Player. -Then click on "UNIT: < > 2 of < > 4 and put on the SKILL to ACE. Now you click on the arrows in front of the 4 and set the number down to 2. -Then save. and "PLAY MISSION"...... The downside is that the AI wingman is currently as dumb as 10m dirt road. And most of the time it doesn't end up where you're supposed to at the end of the mission. And the "Mission Accomplished" triggers are usually designed in such a way that ALL units from the "A-PLAYER" group that are still alive must have ended up in the LZ. otherwise you won't get the "credits"...
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Yes, the wingman AI is an absolute disaster even with the fixed-wing aircraft. With helicopters it is simply not acceptable! This is largely due to the fact that if you're not careful as hell you're always within enemy gun range in the chopper. And the aimbot of the ground units is absolutely deadly, even at minimum skill, usually with the first or second salvo, it Kills you. Even against real people they are absolutely sureal OP but the wingman AI doesn't understand that. AI Doesn't dodge properly and doesn't keep as far away as possible. The AI doesn't understand where it's safe to be and where you are in the middle of the enemy killbox. That's why I have to put a lot of work (and Time) into the SP. I probably need to link a separate group to player Aircraft instead of a wingman. Depending on the situation, I can then make them invisible to other AI or even invulnerable. The disadvantage is that I have to tell the separate group exactly what to do at each waypoint. And somehow program a few rudimentary commands with triggers, which the player can then give the AI via the radio menue Other tab. OR ED FINALLY SIT ON IT AND FIX THE WINGMAN AI AND MAKE THE LOW SKILL LEVEL GROUND UNITS LESS AIMBOT GOD LIKE..... PLEASE PLEASE PLEASE
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Many thanks for the words. 1) I try to voice over pretty much everything. Really everything. The more ambience the better. I've been a GM at Pan and Paper for 25 years, have built over 1800 hours in Arma3 Missions. And I already have 1000 hours of experience in DCS. And one thing I've learned in all this time: The quest, mission or campaign can be bad. If the ambience is right, then that's more than half the battle. 2) The JTAC is DCS Vanilla which has not yet been converted by ED in such a way that it fully supports Apache.... Apache just needs 8 digits. But hanging a 0 on it is a good idea. So 3 numbers then a 0, another 3 numbers and again a 0. It's only accurate to 100 feet and not to 10 feet like with 8 numbers. But still works. 4) ADF = TSD --->(L1) Inst ---->(T6) Util----> (B6) ADF ----> select one (L2-L6) -----> ( B5) Freq ----> Keypad: 555 and ENTER ----> (T5) Tune.... that's how it works 5) Don't wait. That will come, if at all, in years. That's why exactly, the man is himself. Hint: Find the Flag 100 or Mission_win trigger in each mission. Change the [ALL of Group "A-Player" in Zone "XXXXXXX"] condition to [Part of Group "A-Player" in Zone "XXXXXXX"]. Then your AI wingman doesn't have to land there for the trigger to fire. or Make the last waypoint a landing waypoint. which connects to the invisible FARP then the Ki can also land there (I think) or go to the last waypoint and there on ADVANCED---> Then on ADD. ----> TYPE: Preform Task--->AKTION: LAND--- Place the new reference point in the middle of the end trigger zone...
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[= Attention Attention =] NEW revised version from Mistermann here: Legacy version. -All missions have been created entirely (within my possibilities) with Voice Acting (TTSFree). -All missions are story driven. -All missions contain random elements. I would be very happy about feedback. Even negative feedback can help! But please stay constructive. I hope you enjoy it. That's the reason why I'm doing it at all Story [Alternate History]: In the summer of 2012, the CIA discovered that a nuclear bomb had been sold from Russia to Iran by sea, hidden on a freighter. Two F14B Tomcats immediately take off from the Abraham Lincoln carrier battle group, which happens to be in the Gulf of Oman at the moment. A direct hit sinks the cargo ship with the bomb on it. After a series of Iranian retaliatory strikes against CVN Lincoln and Saudi Arabian assets, the Pentagon decides to weaken Iran so that it no longer poses a threat. The large-scale air operation of the Lincoln and Theodore Roosevelt battle groups. Breaks the backbone of the Iranian Air Force. The Black Skull squadron stands out in particular. Now the ground offensive has begun. Among the units taking part in the invasion is the 101st ARB Griffins Company. You are part of this unit that has just arrived in the Gulf of Ohman at this very moment! - Version 002 - 10 missions made for coop play. 2-8 players. - Full off Voice Acting (TTS). [Requirement] - Gulf of Oman - AH64D Apache [INFO] In this campanie designed for multiplayer, up to 8 players can participate in 4 AH-64D Apache. All missions were created by me so that you can do them with 2 players in 2 helicopters. It is very easy to fly these missions in single player. Just convert the client slots to AI. EVERYTHING should work anyway (but I haven't tested it). [Disclaimer / Remark] - The level of difficulty of the missions varies greatly, since many random elements are installed. - There is no difficulty curve. The first mission is (in my opinion) the easiest but the last one is not the hardest. The missions were created by me so that it fits the situation. - I would be very happy about feedback. Also about information about bugs and balance problems. PATCH002: - Bug fixes for many missions. - M02 Convoy fixt! Link: https://www.digitalcombatsimulator.com/en/files/3322448/ Best regards Dagobert
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AH64D Convoy Escort (Gulf of Oman) [MP, Coop 2-4]
Dagobert666 replied to Dagobert666's topic in Missions and Campaigns
Now it's become a campaign XD https://www.digitalcombatsimulator.com/en/files/3322448/ -
I hope these options are not directly hardcoded together. As a mission builder, I would like to have the option for: In the mission for the player "Labels off" and "Map Show Nothing" BUT George/ Petrovich just sees everything. Or any other combination. Whatever seems right to me...
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Flying for me becomes easier and easier with the coming experience. But what I notice with fright is how precisely and quickly ground units shoot me out of the sky.... even infantry with AKs and on the lowest level of difficulty hit me in full curved flight with the 3rd salvo at the latest... more often already with the first. this is the total aimbot mode... I shoot REAL anti-aircraft guns in the Bundeswehr. for example with two MG3. Hitting a moving air target from the ground is extremely difficult. DCS is overly unrealistic.
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AH64D Convoy Escort (Gulf of Oman) [MP, Coop 2-4]
Dagobert666 replied to Dagobert666's topic in Missions and Campaigns
I've now simulated it (the convoy was set to immortal) I just let it drive through the mission on its own. You are right! it hangs up at both the village stop point and the canyon stop point. What I now know for sure: -It's not the tiggers. They work perfectly. -If I fast-forward the time, the problem solves itself after about 7-10 minutes. My assumption: ammunition trucks are driving in the convoy. It may be that they try to replenish the ammunition stocks of all armed vehicles in the convoy during a stop. And it only continues when this process is completed. Because for me, the traffic jam always clears up again on its own. It just takes an annoyingly long time if you don't know what's going on and whether it's going to continue. but I can also be wrong and it's just a stupid AI bug and after 7-10 minutes I was lucky that it fixed itself every time.... I'll tinker around with it again and maybe there will be an update for the mission soon....if I find a solution.... -
AH64D Convoy Escort (Gulf of Oman) [MP, Coop 2-4]
Dagobert666 replied to Dagobert666's topic in Missions and Campaigns
1)Where exactly did he stop? Roadblock, village or canyon? Just right in the middle, between two stops. Or did a trigger fail? If so, which trigger? If the convoy just stops between two waypoints, then that's an ED AI bug, I can't do anything about it. I played through the mission 3 times alone and 1 time with a friend (two helicopters). The convoy never caused any problems.... TIP1: You can turn on labels, that makes the mission much easier. TIP2: go to the editor and remove enemies (e.g. the MBT's) then the convoy will make its way almost by itself. 2) to the random elements: yes, there are. But most things are fixed. almost all of it in the Village area. Schrasensperre and Canyon have no random elements. -
Hello, everyone, I know that these are new units and that they may still be WIP. But I still have to address it here in case it was overlooked. The new technicals (armed pickup trucks): -Scouts with mounted DSHK 12.7mm or KORD 12.7mm -MLRS with BRM-1 80mm Rocket -Air defense with mounted ZU-23 all are unmanned. Whether active or not. They are ghost vehicles or unmanned drones.... My question to ED is: Will that change in the near future? or will they remain so half-finished for the foreseeable future? I find it not very immersive when I'm attacked in my Apache by a technicals that is unmanned. lg Dagobert
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As far as I know static units are just the normal units and models with disabled AI..... so if you place a normal Apache and set it to uncontrolled, group AI off then it makes no difference for DCS to a static unit.
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1. Is there a way for me as a mission builder to harden the soil of a FARP? Maybe with a script? 2. It's no problem to remove houses and trees using the Remove Scenery trigger. But unfortunately, the waist-high grass usually stays where it is. Can I somehow remove this?
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done! Adding Waypoints while in the mission editor:
Dagobert666 replied to Yeager51's topic in Wish List
??? What are you talking about? please describe the problem in detail. I can give the Apache waypoints in the Mission Editor without any problems and these are then transferred to the Apache without any problems as soon as the simulation starts. -
"Added trigger guard as option and not mandatory!" Thank You ED! you are really awesome! #\ Topic Closed
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Thanks for the answers and suggestions. However, they are all workarounds. I can think of such workarounds as well. Auto hokey, scripting, forced double binding all possibilities to solve the problem, but Unfortunately clumsily. I want a real solution from ED. In a simulation, you not only have to depict reality as well as possible. No, you also have to consider the limitations of the user. ED has already shown that they understand this by adding 3 different trim modes and an option to hide the IHADS monocle for non VR users. That is why I am confident that a correct and solid solution can also be found here.
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UPDATE: I've now incorporated the whole thing into a campaign. Which can be obtained directly from ED. At USER FILES File Name= AH-64D Griffin Campaign [Preview] [Gulf of Oman] [MP, COOP 2-8] https://www.digitalcombatsimulator.com/en/files/3322448/ --------------------------------------------------------------------------------------------------------------------------------------------------------- Hello everyone! I once made the work and tinkered a mission for the Apache. The mission features full voice acting, drama and some story as well. I'm quite experienced when it comes to creating missions. I have 25 years of P&P experience as a GM, 1800 hours in Arma 3 as a mission builder and I have also been creating missions in DCS for almost 1000 hours. But here in the forum it is my debut. Prerequisite: - Gulf of Oman -AH64D Apache Recommendation: -at least 2 players. -I did it alone in the test together with George, but I know the mission inside and out. Properties: -Difficulty = Easy to Medium -Complexity = Medium -Random Items: Built-in, Existing -Voice Acting = Full Voice Acting -Length = approx. 1.5 hrs I would appreciate feedback. Have fun with it! Briefing: The "Black Skulls" did a great job. The backbone of the Iranian Air Force is broken. NATO (Blue Forces) ground troops have advanced into mainland Iran in "Bandar Abbas" and "Bandar Lengeh". The rest of the Iranian Revolutionary Guard (Red Forces) are putting up bitter resistance. Because of the difference in strength between blue and red, Iran has decided to wage a kind of Gurillia war. So we are in an isometric war right now. Blue is currently strengthening its troops in order to build up a stable front line. The "Lar Airbase" is currently on the western flank of our area of influence. From there, an attack on the cities of "Shar eh Gahadim" and "Latifi" is being prepared. Our task today is to accompany a convoy from "Bandar Abbas" to Lar Airbase. Unfortunately the convoy's path leads directly through a valley occupied by the enemy. This is our area of operation today. Mission Link https://www.dropbox.com/s/kvr3r3zeuk6rnml/AH-64_Convoy_V02.miz?dl=0
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it would be better AAA 1 (SA-8) -12km Tank 1 (T72) -6km Tank 2 (T80) -5km Tank 3 (T72) -6km Tank 4 (T90) -2km Tank 5 (M1A1) -5km IFV 1 (M2A2) -5km Range just a rough estimate by George so +-999m The color to see the faction affiliation. George should know his army's vehicles well, that's part of basic training XD
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Hello everyone.. Apache's trigger guard is killing me. -There is no indication whether it is open or closed. Neither visual nor audio. It happens all the time that the Trigger Guard messes up a completely correctly executed attack. Just because he's still closed. But there is no information about it in advance. You only find out when you press the trigger. This is frustrating. -My joystick doesn't have a trigger guard so I have to press a key on the keyboard once every time. This is neither realistic nor immersive. It's just annoying. A completely unnecessary keystroke I understand that Apache has something like that and that you also want to simulate it. But I bet more than 90% of all DCS players don't have a trigger guard on their HOTAS. So to simulate that is a "Schildbürgerstreich" as we like to say in Germany. A Action that foolishly fails in its proper or original purpose... MY SUGGESTION: An option in the "SPECIAL" menu where you can set the trigger guard to be open automatically when you start the simulation (cold as well as hot) Please ED! This is really so frustrating.