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Druid_

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Everything posted by Druid_

  1. As far as I know the AN/AAR-47 uses 4 IR sensors. Find out exactly where they are placed on the A10 and you have your detection coverage. IIRC each sensors has a FOV of 120 degrees. Therefore I would have thought that it is easily capable of detecting missile launches from any quadrant if the sensors were placed correctly.
  2. might be related to this bug http://forums.eagle.ru/showthread.php?t=80024
  3. I've used 'is damaged' successfully in Op Lagavulin which was tested fully in 1.1.0.9 so I know it works fine. Can't vouch for 1.1.10 though as I am staying away from it at the moment. Just make sure you have the percentage logic right in 'is damaged' and it should work fine. D_
  4. ONCE > Unit Friendly is damaged > FLAG 1 ON && perform whatever action you want Continuous Action > Group Alive && TIME SINCE FLAG 1,60> Set Flag 1 ON && perform whatever action you want (setting it ON resets the time to zero, even if it was previously ON, useful as it cuts down number of triggers req'd) there is no need to check using continuous if an enemy unit is dead once will do e.g. ONCE > UNIT x DEAD > FLAG 1 OFF && Display "Enemy Unit x destroyed"
  5. The F-16s will let you know that they are attacking a SAM / Radar site. Can't quite remember if they actually confirm a kill on it but if its still emitting then they will keep launching until they are out of missiles. To check this kind of stuff, I usually quickly build a test mission and run it. Shouldn't take more than 10 mins to check.
  6. :helpsmilie:Is this for U.S. pilots only? Us Brits don't get involved in friendly fire incidents :lookaround:
  7. Thanks for the comments, glad your enjoying it. Hopefully there is enough variety in the tasks to keep everyone interested and challenged. That particular task is an interesting one and yeh, it does require a little thought and planning beforehand. In that task there are a number of ways of achieving success including operating at, below or above 20k. Shalln't say anymore as it will spoil it for everyone else.
  8. Shame as mp is much better, even if you can just find 1 other person to run it with. lol. I started this mission in May. Its something I've worked with on & off though tbh. Incorporated a lot of the updates to the ME and things I've worked out & developed over the last 5 months. Hope you enjoy it.
  9. OPERATION LAGAVULIN ================= This is a fairly long mission comprised of many short CAS type tasks. You will be mainly tasked with supporting special forces recce & strike units operating in the amber zone. It was designed as a 2-4 multiplayer mission and the tasks incorporate the kind of things that you would expect an A10 to be called upon to do. The tasks are varied and vary in difficulty. It also relies fairly heavily on FACs & AFACs but good Mark1 eyeballing is essential also. Also your choice of loadout may be a factor occasionally. You won't be idle for long, your reaction and skill will have a direct influence on the ground. In MP teamwork and communication is essential. I have uploaded 3 versions, the slmod version uses the chat window for comms whereas the other 2 versions rely heavily on the Radio F10 menu, and in these 2 versions the Host must also play the lead aircraft. I would suggest that you utilise the most powerful pc to play host as there are around 400 units and 200 triggers in total. This mission has been tested fully & runs fine on my pc. Also included is a single player version (sp) but be aware that this mission was originally designed for mp and as such it will be difficult to achieve all of the tasks especially as wingmen can't re-arm. The task randomisation should help though each time you run it. OP LAGAVULIN (CAS) ============== After our recent advances South East from SOCHI, US Forces are assembling for the next offensive from Sukhumi. Units of the 761st Tank Battalion are established at the current front line 16k to the East of Sukhumi extending Northwards. Further re-inforcements will arrive from the West within 48 hrs. We have a small roadblock on the west side of the river (TADS WP1) indicating our most easterly forces. We have also established 2 FOBs, Biscuit & Cracker, to the North East of Sukhumi, both of which have come under scrutiny by enemy forces recently. The main bulk of the enemies forces have retreated to within the area in RED shown on area map.The city of Zugdidi appears to have become a focal point of their defense. Many enemy units are still active within the area marked amber but we are slowly neutralising these positions mainly with the help of special forces recce teams and airborne assets. Currently we have CAP flights operating to the West of ZUGDIDI to intercept any enemy fighters launching from Senaki and other airfields in the interior. We are in a recon & interdiction phase preparing intel & softening the enemy prior to our next push East. A10s involvement with Special Forces Recon teams and AFACS will be fundamental to our success. Payload: A/R Launch from Sukhumi and HOLD in the area North & West of Dzhvari as denoted by the area marked CAS HOLD on map & by the waypoints shown on your TAD (WPs 2-5). Await instructions from AWACS, BlackOps (Special Forces Operations) or other AFACS operating in the area. Host (Tusk11 lead) is able to relocate the tanker to any of the indicated areas A,B,C & D using radio F10 Menu. --------------- Mission Tasking --------------- HOST - Many options are available in your Tx F10 Menu (press any Radio transmit button & select option F10) such as texaco reposition, comms with Blackops etc. Utilise it effectively to complete each Task. Menu F10 options include 1. Task Complete 2. Off task & RTB 3. Ready to Copy, Go Ahead 4. On Task & CAS ready 5. Say Again (i.e. repeat last task message) 6. Tanker relocate menu items x4 To get a new task you must either select option 1. or 4. These options will only become available once your previous task was completed satisfactorily or higher priority tasking becomes available. If in doubt select option 5 to check current Task details [slmod version instructions differ, please read brief]. Op_Lagavulin_MP4_v2.6slmod.miz
  10. Sounds to me like everyone is getting trigger happy :gun_sniper:
  11. Thanks for reply. A real shame that since .. ADD RADIO to All ADD RADIO to Callsign ADD RADIO to Group would be an immense boost for a mission designer. It would allow a huge range of possibilities and improve immersion and realism for Multi client designed missions. I'd be happy with just 'ADD RADIO to all' tbh. Surely it can't be that hard to implement? p.s. Appreciate the other improvements to the mission editor!
  12. ^+1. Nice! Now just F10 radio comms for Multi CLients and I'll be over the moon!
  13. I agree. Although I haven't played this mission yet, a simple thank you by those who downloaded it would be nice I think. I know how much time & effort goes into mission building, especially when you want to get it right as DH does. p.s. Thanks for the miz DH, will probably have a go at it this w/e.
  14. We need to control where AI aircraft park on the ramp after landing. I'm getting a little tired of spawing inside AI aircraft. That or the client parking spots are automatically reserved by the ME code and therefore unavailable for any AI aircraft.
  15. The only problem with unscripted messages such as Blue on Blue I've found is that if an important mission message is triggered and half a second later an unscripted one is activated then it will overlay/replace your important mission message, which is lost. Now its possible to avoid this by setting say a mission msg flag. So my question is, using your slmod script (which I really need to look at soon) do I have to check my miz flag in trigger rules conditions or is there a facility wthin the slmod function to check a flag for true/false? Good work Speed btw. If only ED would allow your hard work to be incorporated into the DCS code base and modify the ME GUI too, many would be happy. 1 other question regarding comms. Where are F10 radio messages and logic stored? It would be a nice tidy solution if we could port this to other clients. I know slmod allows you to use the console to do this already, its just that Tx F10 is tidier and more controllable/flexable.
  16. Is ED working on F10 radio comms for multiplayer by any chance?
  17. Declination is negative if variation is Easterly. Magnetic North must therefore be west of true north in Batumi (and whole playable map area for that matter) giving an easterly variation. Maybe you are getting confused with the isogonal lines. They don't point at Mag N, they are lines of equal Mag variation. Go 5 Isogonal lines left of Batumi and that is Zero degrees variation. It doesn't help that the lines are in a fairly NOrth/South direction, this isn't always the case .. Earth Iso Lines link btw, the magnetic pole is moving Northwards at around 40-40 km/year, in 40 years it will be in Siberia. God knows what the Russians will do with it;)
  18. Afraid so At Batumi , var is 5.5E so Mag Hdg = True Hdg - Mag Var making the aircrafts heading when lined up 300..5 or 120.5 ( the old aviation phrase 'West is best, East is least' springs to mind). So as long as the ME ruler is orientated on true North (not sure on this one but I thought it was magnetic) the ME map is correct and cichlidfan's HUD display is correct. Batumi should be redesignated 30/12.
  19. Enemy radar detection is automatic. i.e. Once you activate the radar unit it will detect and fire at preset ranges according to its radar & missile type. Terrain masking will break lock. If you are trying to control the radar outside the AI presets then UNIT IN ZONE / UNITS ALT triggers on the A10c and GROUP AI ON and GROUP AI OFF on your Radar/SAM unit are your only options. There are no triggers specific to the Radar unit.
  20. tbh it was one of the guys who I was flying with, he was orbiting over base whilst I took my turn at targets approaching on Road. He reckoned a couple of tanks spawned but just maybe they sneeked in unnoticed and he's making excuses for his poor surveillance:music_whistling:
  21. Any news on fixes, changes or enhancements to Mission Editor? As for the JTAC/FAC, I still have problems in some missions where he refuses to designate a target (even with visible unticked), will try and replicate and post. I thought it was known.
  22. SkyWalker-11 clear to hover taxi to runway 30
  23. DH, great mission again, although I have to agree with Speed the loadouts just aren't enough. We had 3 flying the 4 miz, and we also took custom loadouts otherwise we just wouldn't have had enough to defend with. Only trouble was we had to reduce fuel amount for heavy loadout. On miz complete we headed back on fumes. I plugged into texaco, 1 made it back and 1 flamed out and after a very dark cockpit glide he crashed 2 miles short of the field (boy did we laugh). We did take out air defence first as it allowed us to drop lower and use guns on soft targets saving the rest for harder/more difficult targets. I guess Speed wimped out and doesn't like to use his Gau ;) It certainly helped having 2 others who are great with comms & coordination. Prioritization and teamwork is the key to success. My only criticism is with seeing units spawn. Apart from ground troops to simulate them coming out of buildings. Thanks again for the mission. Keep em coming!
  24. Druid_

    Combat-Helo

    They are releasing a Firing Range first which will allow all to get familiar with aircraft, its systems, weapons etc. This will allow development to continue on a Dynamic Campaign and a scripted campaign. Developmet will continue with other helicopters (the CH47 is already looking good).
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