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daemon1808

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Everything posted by daemon1808

  1. No, I can't get it to work if the SA-11 is fully operational I have changed your mission script to add a SA-11 Command Center, SA-11 radar and a SA-11 launcher (minimum fully operational SA-11 site), and the F-5 RTB. Tried SEAD/CAS. And AttackGroup/AttackUnit and same result everytime. It seems imposible to order a unit to attack a fully operational SAM site I believe that is better to find a workarround (like destroy through scripting the SAM site as soon as the "attacking" group is near enough the target) test-attack-group-CAS-allbyscript_FULL_SA11.miz
  2. I have checked it and its working because your target are tanks without active radar. Just changed the type of the tanks by a SAM radar (i.e unitType = 'Kub 1S91 str') and you will see that the f5 will ignore it and land on Kobuleti You can add a couple of launchers (unitType = 'Kub 2P25 ln') to the target group and you'll see the same behavior. But as soon as you remove the Kub 1S91 str (radar unit), the F5 will attack the target again. Tested with attackunit task, and it happens the same. It is like when a radar unit is present in the group, the attacker can't see them. It is very strange! test-attack-group-CAS-allbyscript_WITH_SA6.miz
  3. Ummm, I believe there is some kind of bug after many uses of trial-error method. I am using a attacker group created dinamically (not placed in the mission, but created through lua script), and I have found these behaviours: 1. If the target group contains a radar unit: the attakers ignore the target no matter the script used. 2. If the target group doesn't have a radar unit and the target group is created dinamically through lua script: the attakers ignore the target no matter the script used. 3. If the target group doesn't have a radar unit and the target group is created in the mission editor (same units as case 2): the attakers will attack the target (same script that fails in case 1 and 2) So, the problem seems to be happening only when the target unit is created through lua. O_O
  4. Thanks for your help Toutenglisse. Are you trying the scripts in v2.7 OB? I have found that I can't get the ally group to attack neither in SEAD or CAS. In fact, I had similar scripts that worked in the pass, but now the ally groups ignore completely the targets and RTB (even using task in route and creating the group close to the targets). Haven't tried in mission editor with triggers, but this scripts worked in the pass, and now they don't function createAllyBombingGroup(posInitialAir, distance, typeGroup) local xAlly = posInitialAir.x - distance local yAlly = posInitialAir.y local heading = 0 --trigger.action.outText("x: " .. xAlly .. "y: " .. yAlly, 10) local _airtype = "" if typeGroup == 1 then _airtype = "A-10C" end local _country = country.id.USA local _payload = nil _payload = { ["pylons"] = { [1] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [1] [2] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [2] [3] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [3] [4] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [4] [5] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [5] [6] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [6] [7] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [7] [8] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [8] [9] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [9] [10] = { ["CLSID"] = "{A111396E-D3E8-4b9c-8AC9-2432489304D5}", }, -- end of [10] [11] = { }, -- end of [3] }, -- end of ["pylons"] ["fuel"] = "6103", ["flare"] = 120, ["chaff"] = 240, ["gun"] = 100, } local _allydata = { ["modulation"] = 0, ["tasks"] = { }, -- end of ["tasks"] ["uncontrolled"] = false, ["groupId"] = math.random(9999,99999), ["hidden"] = false, ["units"] = { [1] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] [2] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly - 50, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] }, -- end of ["units"] ["y"] = yAlly, ["x"] = xAlly, ["name"] = nameAllyBombersGroup, ["communication"] = true, ["start_time"] = 0, ["frequency"] = 117.5, ["task"] = "CAS" } coalition.addGroup(_country, Group.Category.AIRPLANE, _allydata) return Group.getByName(nameAllyBombersGroup) end function doGroupBombing(attackingGroup, objetiveGroup) local routePoints = {} local AttackGroup = { id = 'AttackGroup', params = { groupId = objetiveGroup:getID(), } } routePoints[1] = { action = "Fly Over Point", type= "Turning Point", x = attackingGroup:getUnit(1):getPoint().x, y = attackingGroup:getUnit(1):getPoint().z, alt = 5000, alt_type = "RADIO", speed = 350, ETA = 100, ETA_locked = false, name = "Starting point", task = nil, } routePoints[2] = { action = "Fly Over Point", type= "Turning Point", x = attackingGroup:getUnit(1):getPoint().x + 100, y = attackingGroup:getUnit(1):getPoint().z + 0, alt = 8000, alt_type = "BARO", speed = 350, ETA = 100, ETA_locked = false, name = "WP1", task = AttackGroup, } local _mission = { id = 'Mission', params = { airborne = true, route = { points = routePoints }, } } local _controller = attackingGroup:getController(); Controller.setOption(_controller, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) _controller:setTask(_mission) end;
  5. Hi all, I am having many trouble to create a group of su-25T and assing a ground target to them throw mission scripting (I'm not using mist or moose, just mission scripting commands) As soon as the group is created, I try to assign them the task of attacking the enemy group, but they ignore completely the target and go to the nearest ally airbase to land. I don't know what I'm doing wrong Please, somebody could help me? This is the function that creates the group of Su-25T (it is working, and the group is created as expected) function createAllySEADGroup(posInitialAir, distance, typeGroup) --trigger.action.outText("createAllySEADGroup", 3) nameAllySEADGroup = getAirCallsign() local xAlly = posInitialAir.x - distance local yAlly = posInitialAir.y local heading = 0 local _airtype = "" if typeGroup == 1 then _airtype = "Su-25T" end local _country = country.id.GEORGIA local _payload = nil _payload = { ["pylons"] = { [1] = { ["CLSID"] = "{44EE8698-89F9-48EE-AF36-5FD31896A82D}", ["num"] = 1, }, [2] = { ["CLSID"] = "{CBC29BFE-3D24-4C64-B81D-941239D12249}", ["num"] = 2, }, [3] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 3, }, [4] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 4, }, [5] = { ["CLSID"] = "{E8D4652F-FD48-45B7-BA5B-2AE05BB5A9CF}", ["num"] = 5, }, [6] = { ["CLSID"] = "{0519A264-0AB6-11d6-9193-00A0249B6F00}", ["num"] = 6, }, [7] = { ["CLSID"] = "{E8D4652F-FD48-45B7-BA5B-2AE05BB5A9CF}", ["num"] = 7, }, [8] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 8, }, [9] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 9, }, [10] = { ["CLSID"] = "{CBC29BFE-3D24-4C64-B81D-941239D12249}", ["num"] = 10, }, [11] = { ["CLSID"] = "{44EE8698-89F9-48EE-AF36-5FD31896A82C}", ["num"] = 11, }, }, ["fuel"] = "6103", ["flare"] = 120, ["chaff"] = 240, ["gun"] = 100, } local _allydata = { ["modulation"] = 0, ["uncontrolled"] = false, ["groupId"] = math.random(9999,99999), ["hidden"] = false, ["units"] = { [1] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] [2] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly - 50, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] }, -- end of ["units"] ["y"] = yAlly, ["x"] = xAlly, ["name"] = nameAllySEADGroup, ["communication"] = true, ["start_time"] = 0, ["frequency"] = 117.5, ["task"] = "SEAD", } coalition.addGroup(_country, Group.Category.AIRPLANE, _allydata) return Group.getByName(nameAllySEADGroup) end And this is the function that assing the task of attacking one ground target (created too throw mission scripting and passed as 2nd parameter) function doSEAD(attackingGroup, objetiveGroup) trigger.action.outText("doSEAD attacker: " .. attackingGroup:getID(), 30) -- I get Id in the screen, so this is OK trigger.action.outText("doSEAD objetive: " .. objetiveGroup:getID(), 30) -- I get Id in the screen, so this is OK AttackGroup = { id = 'AttackGroup', params = { groupId = objetiveGroup:getID(), weaponType = 3221225470 , expend = "Auto", attackQtyLimit = false, attackQty = 1, directionEnabled = false, direction = 0, altitudeEnabled = false, altitude = 10000, groupAttack = false, }, } local _controller = attackingGroup:getController(); Controller.setOption(_controller, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) _controller:setTask(AttackGroup) trigger.action.outText("SEAD asignado", 30) --this appears in the screen, so the execution reach this end
  6. daemon1808

    DCS 2.7

    IT world: Months of changing and improving the a hell of sourcecode = "bah, so many month for just that?. Lame!!!" 2 days of easy changes for some visual effect = "UAAAAAUUUU.. you see that?, now is red!!! and blinking!!!! best update ever!!!!" ^_^
  7. Hi, I was wondering if radar ground moving target mode is as usefull in real live as it seems to be in DCS. I mean: In DCS, cities and roads are not crowded with cars, trucks, etc. So, you put some moving tanks/transports on a road near a city or a military base, and they are sitting ducks for your ultra cheated radar ^_^ But in real live, if the targets are near a city or a crowded road, will not be the radar completely overwhelmed with hundreds of returning signals from the ground? (Even if the target is more than 2 or 3 km separated from "civil" trafic) Or, if you are fighting insurgents in a middle east country endless desert, the radar be very usefull to track and destroy loney targets. But, if you are fighting over let's say Europe, your radar will be completely useless, isn't it?
  8. Hi I have been trying the new funtionality to populate waypoints through the F10 map, and I have found that in VR is not working. When I try in 2D ther is no problem. After using Ralt+Y in F10, the cursor coords are populated into the selected WP. Doing the same process in VR, the coords are not readed and populated. Anyone is having the same issue? thanks!
  9. hi! try this to get muscle memory while get some fun in the process. hope it helps
  10. No, they are right. In STEAM store there is not any option to play them for free. Maybe the free trial will not be applied to steam users? (again)
  11. Hi, I haven't installed the reshade but I have a huge fps drop with this mod. Maybe is because I'm using steam version of DCS? Best regards
  12. Ey! That's it. I haven't understood how to make the TPOD the SOI and I was moving the cursor on the map! All is good now ^_^ Thanks for the advice!!
  13. Similar behavior here, and for me is happening something more weird. The Y-axis direction seems to be somehow liked with the relative diference of heading of the harrier and the TPOD. In example: If the harrier and is heading direcly where the TPOD is pointing (target of TPOD at 12 o'clock), the Y-axis movement makes de cursor go up and down (as it must be). But if the harrier is heading 90º compared to where the TPOD is pointing (target at 9 o'clock) the Y-axis movement makes the cursor go left and right. Other point between 0 and 90º Y-axis makes the cursor go up/down and lef/right at the same time edit: the slowness in y-axis and this other weird behaviour seems to be happening to the DMT too
  14. Thanks for your comments HILOK. No, it should not interfere with another dynamic campaign.
  15. ummm, it's a pity. But thanks for your answer!
  16. Hi, Is there any way to center the view in one particular chosen unit, at the begining of the mission when the free client slot panel is shown? I mean: You make a mission with a couple of "client" aircrafts. You start the mission, and the panel with these slots free appears in the front In the back, where the camera has been randomly positioned, some unit appears until you choose the slot and enter the chosen aircraft. This random initial position of the camera can be configurable some how? Thanks!
  17. No worries! Hope they solve it soon
  18. Have you tried doing SOI the TGP? For me at least it worked
  19. I have similar behavior, as you can see in the attached video. All is set as it has be (AFAIK) but with the SOI in the left DDI the MAV F doesn't fire at all, and the lock only happens for a milisecond randomly (seems to be related with the AOA). But, as soon as I put SOI in the right DDI (nothing more), the problem disappears, the lock is achieved and the mav is fired O_O SOI in Left DDI (mav) --> lock KO SOI in right DDI (TGP) -->lock OK https://www.dropbox.com/s/wicep9w3q9nuk6k/F18_MAV_bug.mp4?dl=0 (track attached also) f18lasemav.trk
  20. It's cool it will be solved in the next patch. Thanks!
  21. Today I was building a new campaign with the Campaign Builder, but there is some issue that doesn't happened with my other campaigns. I believe there is a new bug. The settings in the CB: a. I have an initial mission in the Stage 1. In this mission, when the mission is complete, I give 51 points to the player. b. In the second stage, there are more missions to cover the full range (0..100). One particular mission is in the 51 points range. The test: 1. I play the 1st mission, and get the 51 points 2. I can see my score (51) in the after mission briefing screen, where I click "next mission" button. 3. As 51 points is more than 50, the next mission should be Stage 2, mission on range "51". But when I fly next mission, the campaign has not advanced. It remains in Stage 1 in the same initial mission. Even tho, no matter how many times I play and win the initial mission, the "missions flown" score in the campaign resume is always = 1 Easy to reproduce: 1. build two simple missions, one for stage1 and the other for stage 2. 2. In the Stage1 mission, give the player a score of 51 or more throw the mission goals, with a condition that always is achieved (like time>1) 3. You'll see your score is correct 4. But you will never advance to the stage2 mission Very annoying :cry:
  22. It seems that the problem is related with the miniguns. I have found that the left and right gunners refuse to fire too, if they are equiped with miniguns. But they fire as usual, if they are armed with machineguns. What really amaze me is that there not much people complaining about this. This bug is nearly a game stopper for the Huey O_O
  23. yes, even if you take control of the copilot and put the sight down, when you return to the pilot the copilot doesn't open fire. :(
  24. As said, the UH-1 copilot IA do not fire. I believe this happens after the last DCS update, because some days ago I was flying the UH-1 and the copilot IA work as intended. I have attached a track with one example. As you can see the copilot doesn't fire a single bullet in all the fight. UH1 bug1.trk
  25. JDAMs are GPS guided, so no need of TGP. But, as far as I know, Laser Guided Bombs need someone paint the target with laser. You can paint yourself the target, but for that you need a TGP for many aircrafts (like the av8b) I have attached a track, where a harrier without TGP is able to guide a GBU12. Anyway, it is very easy to test it: just put an aircraft with a custom payload, set a ground target with a trigger and enjoy seen the GBU splashing the targed ^_^ GBU bug.trk
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