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nomdeplume

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Everything posted by nomdeplume

  1. Is this template still available anywhere. Couldnt find any Info about IT since the link seems to be down? Probably not... but it's a lot easier to do that now with the new trigger actions and conditions, anyway. The main relevant change is that flags are now not just true or false, but can also be set to integer values. e.g. you can do the above with the following triggers: MISSION START; (no condition); FLAG SET RANDOM VALUE (flag 1, min 1, max 4) MISSION START; FLAQ EQUALS (flag 1, value 1); GROUP ACTIVATE (...first scenario...) MISSION START; FLAG EQUALS (flag 1, value 2); GROUP ACTIVATE (...second scenario...) MISSION START; FLAG EQUALS (flag 1, value 3); GROUP ACTIVATE (...third scenario...) MISSION START; FLAG EQUALS (flag 1, value 4); GROUP ACTIVATE (...fourth scenario...) Note that for this to work, triggers 2-5 need to be after the 'set random value' trigger in the trigger list, so they are checked after the flag value is set. If you make them "ONCE" triggers then it won't matter where they are in the list, but they won't be run until just after the mission starts. Since this is quite trivial I won't attach a sample of that, but a slightly more general example which uses the same concept but with an additional flag which is used to start the random selection process. This allows you to have several of the options become active at various points during the mission, for example to have all four scenarios played out but in a random order each time the mission is flown. In the attached mission, a radio option (in the F10 menu) is used to allow the player to spawn one of four different groups (selected at random). The player can spawn a new group whenever they want to. You could of course use another trigger to activate this; radio triggers are just a very handy way for testing your trigger logic. The mission overview contains a brief explanation of how it works, but the triggers are pretty simple so shouldn't take much figuring out. I've placed a player-controlled Su-25T at Kobuleti (just to the north of the target area) since that's a default aircraft everyone has, and you need to be "in" something in order to use the F10 options; but feel free to replace it with another aircraft of your choice. 4-options-template.miz
  2. I rarely do air-to-air so my procedure might be wrong or weird, but I just tested this out (current 1.5) and didn't have any issues. I didn't fire any missiles as I was just testing it on friendlies. I did use bombs before the rockets. So... Took off after two pairs of F-5Es, got them on radar, put the sight selector to missile mode, pressed the acquisition button to put the radar into the acquisition mode. Contacts disappeared from radar, consulted the manual, a-ha!, fiddled the elevation until it reappeared and locked on to the target. Opened guard cover for the guns switch, put it into the up position, activated left and right rail hardpoints, practised getting seeker tone and uncaging the seeker to maintain it while maneuvering. Eventually caught up to the locked friendly and got the in-range indicator, kept closing and got the minimum range indicator, felt satisfied. Don't know how to return to search mode properly, so put the radar to standby and back to oper; seems to do the trick. :D Switched sight selector to MAN mode and the pipper moved down (had already pre-set it at -100 mils). Friendly F-5Es that were supposed to attack the AAA near the target didn't because I'd set them to attack with rockets and they're afraid to, so they wandered off back to base. Oh well, I don't mind being shot at. Put the gun arm switch back to the neutral position, deselected rail launcher hardpoints, selected inner wing hardpoints (bombs), put the weapons selector to bomb ripple, made a bomb run on the target (missed badly). Deselected inner wing hardpoints and selected outer wing hardpoints (rockets), changed weapons selector to rockets, adjusted pipper to -15, made a rocket attack on the targets (barely missed). Returned to base with no damage to targets, skidded on to the grass after landing and flipped over. Everything went dark. All up, one of my better F-5E sorties. :thumbup:
  3. I think that will make a lot of people quite happy. Thanks! On a related note, I've noticed that the cockpit seems to vibrate sometimes even from a cold start (i.e. immediately when you enter the system in, engine not running). Is this something that's known/fixed/being worked on, or do you require repros to nail it down?
  4. Okay, I see - it's on page 90 of the current version (which is here). But a community created guide isn't "the manual" and can contain errors or confusing statements. (Mind you, the manual can contain errors too. :)) Anyway, where it says: Put diamond close to the target and press the “MAGIC SLAVE/AG DESIGNATE” button on your HOTAS. Target will be marked with a cross and will automatically be aligned to what is being lased by the JTAC. is worded in a misleading manner, making it sound like the JTAC lasing has something to do with the cross position on your HUD. To make it clearer, the cross appears on your HUD at the position you designate in the first step (using the diamond and pressing the AG DESIGNATE button). The JTAC laser is not involved in any way. The CCRP with Mk-82 description on page 81 is clearer - deploying the GBU-12 is exactly the same as this. The cross will only be aligned with the target the JTAC is lasing if you happen to designate the same target. You can convert MGRS to L/L, e.g. http://www.earthpoint.us/Convert.aspx Not super convenient and I think there used to be a mod to make the JTAC script provide Lat/Long coordinates instead of MGRS, but you could also use the F10 map to locate the position using the MGRS grid and then read the L/L coordinates. Won't be super accurate but with practice you can probably get good enough to put an LGB close enough to guide successfully. Depending on the mission design, you may also already have some idea of where the target is to be able to acquire it; the waypoint does not do anything special for you other than provide a cue to help you work out where to place the CCRP diamond to designate your target for the Mirage's system.
  5. Which manual? I'm about as certain as I can be that the M-2000C manual says no such thing. I think the only aircraft this is implemented in is the A-10A (Pave Penny pod emulation). I think the A-10C is still the only high fidelity aircraft in the sim that can cue the pilot to a laser spot, by putting the LITENING targeting pod into LSS mode. To make sure it's clear: the Mirage 2000C is not capable of detecting laser spots, and therefore is not capable of indicating the position of such spots to the pilot. Releasing a GBU-xx in the Mirage is precisely the same as releasing a slick Mk-82.
  6. 1.5 is more up to update than 2.0 and I'm pretty sure the binding was added to 1.5 before the update went to 2.0 as well. Are you using any mods/custom commands? That would be my first guess, if you're replacing the file you're not going to get the new bindings. If you're not, then you could try going into the game directory and deleting Mods\aircraft\M-2000C\Input, then run a repair of the game so it will re-download those files. Or if you'd prefer to just check, you could open Mods\aircraft\M-2000C\Input\M-2000C\joystick\default.lua in a text editor and search for "Designate" to see if the binding is actually present.
  7. I get the motor sound if I watch the missile in F6 view or watch the target it's going to hit. There is a bug in the sound engine with many external sound effects only working the first mission you fly (so if you start another mission without exiting the game, the sound stops working). I don't think that applies to the engine sounds though. Are you using any mods?
  8. Flare drop is in the SA342 Pilot Collective section as SA342 Start dispensing. Only trick is you have to remember to open the cover before the switch will work, I normally just click it on the ground before the mission but there's also bindings for it in the same category. (Not sure if the control names actually have the SA342 prefix or not.) No current way to reduce the cockpit shake, has been requested a number of times though.
  9. Fantastic news, that was really doing my head in. And thanks @exil for figuring out what the cause was!
  10. SP is just the start position, DP is the last waypoint. So, click the plane icon in the left side toolbar, click on the map to place the plane (= SP). A pane will appear in the right-hand side with the properties for the aircaft. You can select a different country, and select a task. If you set the task to CAP it'll add the default CAP task automatically, which will just have them engage everything they detect. Setting the task to CAP will also filter the list of aircraft to only those that can perform CAP (i.e. fighters). To add more waypoints, just make sure the "ADD" is selected in the waypoint properties section (it is selected by default), then click on the map to add additional waypoints. The last waypoint is the "Destination Point" just by virtue of being the last one. The new waypoint will have the same altitude and speed setting as the previous one, so it's a good idea to to place the aircraft, adjust its altitude and speed as desired, and then add the additional waypoints. If you want to restrict the area in which a CAP flight will engage targets (e.g. to have it patrol and border and only have it engage enemies that cross it), you can use the ADVANCED (WAYPOINT ACTIONS) button to get the task lists and delete the default CAP task and add a Search and engage in zone task instead, for example. You can find video tutorials for the mission editor on YouTube if you'd prefer to watch someone else add flights and configure the AI.
  11. Maybe if you attached your mission we could find out what's going on. Here's a simple mission with client F-86 vs MiG-21 in one location, and client F-15 vs Su-27 in another. You can just pick the slot you want. Both AI aircraft just have the standard CAP task as well as an orbit waypoint. Black Sea map. dogfights.miz
  12. I just did a quick test and confirmed it with 4x HOT and the IR filter. Then I did another test with only the IR filter and still experience it. I think it might not be quite as bad, but might just be my imagination. I think the best way to experience it is to trim with nose down from a hover, which is fine, but as your speed picks up and raise your collective it'll bring the nose up. Pushing it down and re-trimming won't fix it either, it just refuses to maintain a pitch below a certain amount. Possibly drag from the IR filter brings the nose back up and the trim doesn't compensate?
  13. Oh... it's because helicopters don't follow their waypoints when they have embarked troops and instead go straight to the disembark location. Possibly if your helicopter was flying high at the 'embark' location it would fly high on the way to the destination... yep just tried it, and that's exactly how it works. Your alternative is to fake the embarkation by just despawning the group, and then spawn a new group at the destination. Then the helicopter will follow its waypoints and you can have it do whatever you want.
  14. Allows the AI to magically "see" the unit even if it actually hasn't yet. Sets the priority of the task, where lower numbers means a higher priority. If you set it to e.g. priority 2, and had other tasks with a priority of 0 or 1, they could "pre-empt" this task and be run instead, assuming the conditions they need are met. Sounds like the laser marking requires the distance to be less than 10 km, and/or it thinks the unit doesn't have line of sight. Though from your description of the setup it should be plenty close enough. Could be a bug. Have you tried with different unit types?
  15. Should be possible. Only time I reduce the fuel flow is when I'm shutting down after landing and what that feeling of completeness, but whenever I do that it always smoothly reduces the flow rate. Just tried it now and it worked fine. Connected ground power before reducing fuel flow to maintain NADIR and gyros etc., no problems. Possibly you had a bit of a glitch with your fuel flow axis?
  16. Yes, I experience this too, and like you I've been trying to work out how to reliably reproduce it. I have a feeling there's something in the mission itself, but when I looked at the mission lua I couldn't see anything that seemed like it could even remotely be related. I haven't tried the campaign for a while because the magnetic trim is never working properly for me in it. I had a test mission in 1.5 before the -L version was added and the magnetic trim was fixed for non-FFB users, and when I added the -L it worked fine but the -M already in it wasn't working. Deleted and re-added the -M and it worked fine for both. For last week's update to 2.0 I made a new test mission there with an -M and -L version and found the magnetic trim was working with the -M but not the -L. So I'm still thoroughly perplexed. I use the same startup procedure, and have even tried deliberately doing strange variations of the procedure, but can't seem to reliably break it during startup. So, I'm still leaning toward it being something to do with the mission itself. Absolutely hate trying to fly without the magnetic trim! :mad:
  17. If you want to show people something using a track, it's helpful to tell them what and where to look for. I watched this 27 minute track and didn't see any helicopters embarking infantry. Is it the right one? (MiG-21 bombing training.) Anyway, the default "reaction to threat" behaviour will cause aircraft to go low if there are any enemy units nearby. Could that be a factor? You can try adding an advanced waypoint action Set option -> Reaction to threat -> Evade fire to have them only react if they're actually fired at.
  18. Tested with 2.0 and the bug is still there. So, exit and restart between every mission is now a way of life.
  19. Bumping and confirming. Open beta 1.5.4.55584. Damage to right fuel tank resulted in leak. Managed to enable crossfeed and disable the right boost pump in time to prevent flame-out of that engine. Returned to base, landed, parked, repaired. After repair, connected ground power and requested refuel to 100% and re-arm. Left fuel system quantity needle climbed up to just under 1900 lbs as normal. Right fuel system quantity needle stayed at 0 during this time. Once the left fuel system was full, the right fuel system needle started to slowly climb (much slower than for the left system), getting just below 1500 lbs before stopping. "Refueling complete" message never comes and rearming never commences. So: looks like leaks are not repaired and the fuel will flow out of the tank as fast as it's pumped in.
  20. Yes, ground vehicles all have limited ammunition. Once they're out, they cannot fire any more. They will automatically re-arm if there are transport trucks nearby, but it takes quite a while. You don't have to do anything special to make that happen, but there's also no way of seeing it "in action". If their 'fire at point' task is still active once they're reloaded, they'll start firing again.
  21. I haven't seen any randomness to it, although for a long time it felt random and I thought I was going crazy. I spend most of my time in the mission editor, so I'd be playing/testing a mission and the sound would be fine, and then later I'd notice the lack of external sounds and think I should try to look into it more next time. Then next time the sounds are fine. So I was always confused about what caused it and for a while thinking I was imagining it. But, it's actually just because I had restarted the sim. First mission works fine, but if you fly a new one the external sounds are broken. I suspect something in the sound engine that deals with propagating sounds (so distance sounds are heard after they are generated) is not being properly reset between missions. That's just a WAG though. So now I completely exit and restart DCS every time I finish flying, and the external sound always works. I've been doing this with 2.0 as well, though I need to test if it's actually necessary. If it doesn't occur in 2.0 then we just have to wait for the Great Merge to occur. Fingers crossed.
  22. There is no way to make AI aircraft perform a touch and go, or take off again after landing. The closest you'd be able to get is having AI take off and land, and re-spawn new ones. There are scripts around on the forums to help you if that's a workaround you're willing to accept.
  23. Mentioned here: http://forums.eagle.ru/showthread.php?t=170978 Should be in the bug report subforum now that it exists.
  24. Probably just a technical difference in terminology. It just allows the jammer to emit more often (to the detriment of the radar), but does not increase its power. But, I don't think there's any reasonable possibility to simulate this in DCS at present. At least, not in terms of making the jammer "more effective". So if this was implemented, it would really be a "make my radar perform worse for no benefit" switch at best.
  25. Flight Lieutenant Todd ‘Woody' Woodford, an RAAF officer assigned to VAQ-135, launches an AGM-88 HARM from an EA-18G Growler during a live fire exercise off the coast of Pt. Mugu, CA. (From the Tailhook Association Facebook page).
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