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Druid_

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Everything posted by Druid_

  1. Hey Speed, I would be interested in a switch waypoint lua function but am hoping to avoid lua as we both know, its not everyone cup of tea. +++--------------- [bUG NOTE] I thought that maybe a better way to utilise a FAC in a moving vehicle would be to place the FAC engage group commands in the Triggered Actions rather than load them up at various waypoints. I thought it would be simple but everytime I loaded the miz up it crashed when the AI TASK engage group commands were triggered. It turns out that when you place an engage group command into triggered actions, you cannot have a Condition (in my case it was a flag set) in the advanced actions for engage group else DCS crashes. Now this isn't a problem and tbh I almost why, since the flag condition can/should just be placed in the trigger rules condition instead. e.g. ONCE -- FLAG 1 ON -- AI TASK <convoyfac /1. FAC ENGAGE GROUP> More testing required on this but I think the message to all here is beware of triggered actions as they can be responsible for a crash (the crash file description isn't much help either). Doesn't mean its not worth using them, just know that they might be the culprit and investigate.
  2. I can confirm, radio items only work (i.e get added) when the mission is unpaused. Grimes' solution is spot on.
  3. Beware of using Switch Waypoint in triggered actions, you could cause DCS to crash. I've submitted a report on this here . Thanks to JEFX I've been digging into this a little more recently.
  4. Took a look and all looks good, nice one! I may have confused you earlier on this. You CAN use switch waypoint in triggered actions but it does mean you have to have more trigger rules and AI TASK calls as a result. Also the CAP aircraft will not sequence the current WP but will turn immediately towards the switched waypoint. However, there is a bug in DCS patch 09 in that if you issue another AI Task switch waypoint after already having done so without the aircraft having reached a waypoint then DCS will crash. Only 1 problem I see with your miz though and thats the CAP command. You don't deactivate it, so anytime a target appears, even if he's in the CAP orbit, he will head off and intercept/attack. See my previous posts on this. I guess the method you choose will depend on what you are trying to achieve. There is usually more than 1 way to reach a solution, especially when it gets complex.
  5. Finally, for a bit of fun. Ever confused on which way to taxi to the runway? Check this miz out followme test.miz
  6. CAP examples and problems with CAP aircraft. Lets say we have a single F15 on CAP and you set him with a CAP task at a Waypoint (WP). He will search for targets when he gets to CAP WP and on detection will intercept, once he has dealt with ALL targets he detected he will go for the next waypoint or action set under the CAP task. Its a good idea to set the CAP off at some point and there are a few methods to do so. One is to place a WP after the CAP WP and on the stop condition of the CAP task switch it of based on current WP (its at the bottom of the condition list) This won't always work if targets keep popping up whilst he has started his CAP action. ONLY when he can see no more targets will he move onto next waypoint which issues a CAP stop command. So an alternative is on the CAP waypoint stop condition, put in a time limit of your choosing. You can then get rid of the stop CAP waypoint afterwards. Another method is to use ROE weapons Hold in triggered actions which activates based on a condition set in trigger rules. Another favourite method of mine is to use 'Search then engage' & set a max distance, rather than 'CAP'. This is definately more predictable and easier to control than CAP but unfortunately less realistic & sometimes less effective. check out the example mission. cap control cap example The second example miz uses search then engage with a 30nm max distance set and a stop condition of 5 minutes. This way we can spawn all enemy aircraft and the F15 will ignore them as long as his flight path will not pass within 30nm of the enemy within 5 minutes of reaching the search & engage action waypoint. Notice however that you have to place a search then engage at each search waypoint i.e. TGT N, TGT W & TGT S. Also if you want the F15 to go back to an area he has visited previously then you will have to reset any flags that enabled you to do so earlier. check out cap control S&E example EDIT: Search & Engage max distance not working properly, see here . Use search & Engage group or unit instead. CAP control CAP example.miz CAP control S&E example.miz
  7. JEFX ok I shall list the changes which will hopefully make it easier to follow:- 1) Took out all trigger actions for switched condition & orbit as per my post#6 above they don't work (also agree they shouldn't be selectable from list) 2. Added same switched conditions after orbit action at orbit waypoint 2. 3. Added set flag 9 true -->allows exit from CAP orbit 4. Added search&engage and moved trigger zones slightly, as AI takes a while to respond to spawning units 5. Removed references to flag 4 and removed some redundant flag setting trigger rules. Good effort though. Hopefully will work now. Have a look and let me know if you have trouble following it. See below for 2 examples and some more advice (read mission briefs for written info on mission coding/structure). EXPERIMENT CAP AND RADIO ITEMS.miz
  8. SWITCH WAYPOINT is best utilised at a Waypoint for this purpose. However, you can use triggered actions but he will immediately turn towards switched waypoint rather than wait until he has reached the next WP on his route. In fact if you use switch waypoint in triggered actions it says 'switch <current wp> to WPnumber' which is a little different to the waypoint version. I did this in my first mission Op Talisker with a CAP of 2 F15Cs. You are almost there and your thinking is along the correct lines. First select the waypoint you want the CAP to hold at, click add and set an Orbit Hold (circular or race-track) with a STOP CONDITION say flag 9 (you've used 1,2,3 & maybe 4). then, in set rules for triggers SWITCHED CONDITION -- flag 1 ON OR flag 2 ON OR flag 3 ON -- SET FLAG 9 ON so any of your radio calls will firstly allow the aircraft to leave the orbit HOLD then after the Hold command place ALL of your SWITCH WAYPOINT commands. Now an additional problem may exist if you have CAP set as a Perform Task action at waypoint 0 (btw its there by default for CAP aircraft) of your CAP flight because as soon as they identify a threat , off they will go to intercept regardless of your nice code. So delete it! CAP action at WP 0 that is. When they are at the switched waypoint add a CAP action there instead. This means they will head there and only go on CAP once they get there. You could also play around with ROE to make sure. After the waypoint place another with a switched action back to your Orbit waypoint. So once he's dealt with the threat he'll head back there. Lastly place a trigger zone around your CAP orbit and switched condition CAP is outside Zone set flags 1,2,3,4 & 9 to zero again, ready for the next time they get called. You might want to remove the radio items also until he is back in the CAP orbit. Lastly, there is no way that I know of to stop the AI from engaging and do something else once they have started, so you will have to wait until they have finished their task and the list is updated, i.e. they will conduct the next item in the action list. You could also set up an orbit at each switched waypoint but it will make your trigger rules a little more complex, but it is possible. If you get really stuck , I'll whip up an example. Its always best to attempt it first yourself though as it re-enforces the learning process making future forays a little easier.
  9. I've had a few questions with reference to the powerful but rarely used mission trigger system in the ME. There are some great things you can do here without resorting to lua. I've included a few examples in a .miz. First what are TRIGGERED ACTIONS? Click on its icon (next to route) and you will see all those actions that are also available at any waypoint. The difference is that these actions are available at anytime through use of 'set rules for triggers' rather than just at a waypoint on the units/groups route. An example ----------- Problem: You want a convoy B to halt when it gets too close to convoy A infront. Solution: Set a moving trigger zone (say 2000) and place near lead unit of convoy B. Click on convoy Bs TRIGGERED ACTIONS icon 1) ADD --> Perform Task/HOLD i.e. a HOLD action for the convoy 2) in CONDITION tick IS USER and increase flag value from default zero to 1 3) in STOP CONDITION tick IS USER and increase flag value to 2 Now in your 'set rules for triggers' add the following SWITCHED CONDITION (convoy A stop)--UNIT IN MOVING ZONE -------- FLAG ON 1, FLAG OFF 2 , AI TASK convoy A / 1. Hold -?/? SWITCHED CONDITION (convoy A go) ---UNIT OUTSIDE MOVING ZONE -- FLAG OFF 1, FLAG ON 2 , AI TASK convoy A / 1. Hold -?/? ---------------------------------------TIME SINCE FLAG 1,10 So now whenever convoy B is within 2000m of convoy A it will stop & will only move off when it's outside 2000m for more than 10 seconds again. Important: always set your flags before you make the AI TASK action, you can if you want, clear them a couple of seconds afterwards if needed(don't do so immediately else you will experience unpredictable results with some task actions). Also for actions with a CONDITION & STOP CONDITION its good practice to set both flags every time you call AI TASK xxxx. In the attached mission I also show how you can control ground units through the F10 radio menu. examples include stop & start a convoy moving, control their ROE. Order Tanks to fire at point North or South of their position. The opportunities are endless. Would you like a follow me vehicle to take you to the runway threshold? then triggered actions and trigger rules with some clever flag handling allow it (got an example if anyones interested). Triggered_Actions_Use.miz
  10. Try this thread http://forums.eagle.ru/showthread.php?t=79509
  11. I loaded up a well known 1st person shooter and took some recordings from that by jumping in various vehicles and walking about as infantry. Load up this mission and you'll hear em
  12. Not sure if this is just a problem with my version or its an oversight but in the DCS A-10C/Sounds/Speech/Sound/ENG/ATC/Callsign folder "Tusk" has not been recorded properly, all I get is static from the file. I checked an older version and in fact Tusk was not recorded at all so I guess its an oversight. Tusk.zip
  13. BTW I also find that units will not fire for the following reasons :- 1) There is terrain in the way of the shells trajectory or with some units e.g. Tanks it is LOS (Line of Sight) that is obscured. When testing, mouse your view down to directly behind unit at floor level to check (this has had me a few times!). 2) They are to near to say power lines or some map object e.g. I had 3 units of which only 2 were firing, I moved them 50m further away from some power lines to the side of the non-firing unit and bingo all started firing. 3) Distance between the fire at point and the group/unit is either a) Too close or b) Too far 4) Also be aware when testing, some units although activated take over 3 minutes to start firing (e.g. Artillery). So CTRL - Z fast forward is your friend. Finally, although units will at some point FIRE AT POINT, if there are any other targets in closer proximity then they will abort/not start the FIRE AT POINT but engage the closer threat first.
  14. Druid_

    Combat-Helo

    Combat helo is two years old & coming along very nicely. This doesnt have all the post processing effects switched on just yet as its still in development.
  15. Just FYI the sweet spot is 32.5 degrees. The boom only moves between 25-40 degrees. For some getting this correct is one of the problems because if you reach either of the boom operating limits then he will disconnect. Most ppl I've seen sit too high behind the Tanker (i.e. hit upper lmit).
  16. 2 things influence front tyre/gear problems. 1. Not disengaging nose wheel steering at 60kts during take-off roll 2. Rotating too late i.e. Possibly exceeding the max tyre speed under load. also quite possibly taxying too fast especially cornering when loaded might affect the gear damage counter (when counter hits a certain value = failure). I would also say that I have experienced this during a formation take-off from a bumpy runway so I now apply slight back pressure at 100 kts to stop the nose wheel bouncing. As for the EAC prob, post a trk and we'll see what your doing wrong.
  17. Know that feeling well, if all else fails ......
  18. I can prob release Op Lagavullin now for anyone running patch 08. It was ready when 09 was released which completely nerfed it as it had lots of lua in it (game LOAD/SAVE menus etc..). I am in the process of removing all lua and as a result adding triggers and trgigger conditions etc which is a lot more work than doing it in lua code. Anyway, it was about 4+ hrs long so might chop it up and release it as a campaign. Will get there soon ..hopefully
  19. Updated the Multiplayer version. Increased performance through updated features of ME and made some enhancements to mission. This mission is best suited to all players in pit at start rather than a join in progress. Any feedback, +ve or -ve welcome. D_ (p.s. Op Lagavulin is also being rewritten for 09).
  20. Spent some time trawling through this mission, updated & enhanced to work in ver 1.1.09+. All lua is removed and new features of ME utilised to improve performance. Let me know what you think. (You might want to change the default loadout and load up on CBUs, they weren't working on initial release of this mission)
  21. You do realise that as the trigger is circular it will also activate when you initially formate as per SOPs on the texaco's wing prior to falling behind the boom. Also you can't specify exactly where on the unit the centre point is I'm afraid. This is my favourite AAR pick, but then I'm biased. (sorry about quality, scanned, no digital cameras in these good old days)
  22. I am talking of the GBU aligning in flight and not the aircraft. The aircraft in-flight alignment works fine & I've had no problems there. THe EGI knows to take position data from the GPS.
  23. ok, understood, was just interested in knowing why. Is it possible to do an inflight alignment of the GBU? I have tried to no avail. Also btw there is no mention of ALN UNS in the manual that I could find.
  24. Incorrect, unless you are receiving only 2 satellites, GPS will give you a 3D triangular fix (a.m.s.l) that is several times more accurate than any INS. In fact INS alone cannot provide you with a 3D position in space which is why the ADC provides speed and altitude data to the GBU. ALso I doubt an INS exists that is accurate to 10m even after 30 mins of flight. You are fixing on positional error alignment of the INS, I think you may have misunderstood my previous post. Regardless of 'INS DRIFT' the onboard GPS will take care of it. Both aircraft and GBU. Thats what they are there for. Not at all see prev post. ATT stands for ATTitude. A GPS can provide Heading, pitch, roll, yaw, elevation and groundspeed although I believe some of these are fed from the aircrafts ADC.
  25. OK so we are happy that the GBUs take their position & flight data from the aircraft at time of release. So, this information is taken from the EGI which is being supplied by the GPS and therefore very accurate, so no poor EGI alignment there. So if we do not do a full EGI align on the ground (scramble start) then why is this affecting the GBUs? When you also imply the GBUs position is updated by its own GPS then the previous points made make little sense. The only thing that I can see as a problem is the ATT mode(*) of the GBUs INS. It is supplying flight data as well as position (GPS updated) data. Why this is tied in to the aircrafts time to full align I think is the question to ask here. (*) There are various stages in an INS alignment, the first involves orientation with the Earths axis which for most laser gyros only takes 3 minutes.
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