Jump to content

NeedzWD40

Members
  • Posts

    697
  • Joined

  • Last visited

Everything posted by NeedzWD40

  1. Nothing that I can share I'm afraid. On a pure technical basis, nothing is actively preventing one from taking a M282 warhead and slapping it on a Mk66 motor, but the warhead was developed for use with APKWS to make a more potent light anti-armor weapon. For the 64's software, it'd probably be no different than the existing ballistic calculations for the M151 we already have, though I'm not sure what fuzing combination a M282 would use (most likely just the PD setting). On a reality basis, the US Army doesn't use this warhead with a raw Mk66 motor; I'm uncertain if they even use APKWS with this warhead, as to my knowledge only the M151 is used with that system. The reason you see it in promotions is it's still technically possible to use it, either with old saved payloads or payload hacks. It was erroneously added to the initial payload options for the module. I did like them for anti-armor operations, but as noted, from a strict realism standpoint they're inaccurate.
  2. Make sure the TDU is turned on (knob on upper right of display) and TADS is your currently selected sight.
  3. I've been trying to track down the main cause of this issue and the only thing I can report is that it's somehow related to AI aircraft combined with ground units, but mostly AI aircraft. I ran a simple script in OP's mission to remove all fixed wing aircraft 10 seconds after mission start and my frames returned, though there was still an occasional skip on the frame time. Spawning in as the F-18 had a considerable reduction on frames, though still playable. If you wish to test this, add in a trigger with the condition of time more than 10, then a do script action with the following code: local aigroups = coalition.getGroups(1,0) for i, d in pairs(aigroups) do d:destroy() end local aigroups = coalition.getGroups(2,0) for i, d in pairs(aigroups) do d:destroy() end This will delete all blue and red fixed wing aircraft 10 seconds after mission start. Helicopters will remain, however, which I felt there were few enough that they didn't merit removal. I tested removing all ground objects, but this didn't have the same impact as aircraft removal. Variations of removing every other aircraft had some impact, though performance didn't really improve until every 7 out of 10 aircraft were removed.
  4. Those are the inaccurate M282 AP warheads that were removed. Check the M257 and M151 w/ M433 RC fuze and see if those stick out; also check the back of the launcher as M151 sized warheads will be mostly flush with the front of the launcher.
  5. This is a simple anti-armor mission that I originally built as a demonstration for radio triggers and scripting, but then decided to polish it and release for those who want an easy curb-stomp anti-armor battle. Originally envisioned for the AH-64D, I've included slots for other helicopters like the OH-58D and Mi-24, as well as some fixed wing CAS roles and tactical commanders. It's fully multiplayer capable and all slots outside of jets are hot starts, making for a mission length of about 30 minutes depending on player count. The objectives are simple: destroy two waves of armor and the supplying depot to the rear while defending a bridge and Kutaisi airfield. AI assets are available to assist, as well as a FARP near the front lines. F10 map marker functionality can be utilized to direct friendly assets in certain ways, as well as the F10 radio menu for special requests. The mission will automatically restart upon a success or fail condition, but otherwise has a time limit of 6 hours before restarting. rumble_at_rioni_ca_ob29v0.miz
  6. Make sure you're selecting FLIR. It defaults to TV when unstowed.
  7. Yes, that's the only way to do it, unless you want to manually enter the point via the KU.
  8. If one is willing to compromise a bit, the WWII maps are excellent for up-close details, and for the most part can work within the modern eras. The Channel is probably the best as it has all seasons and good detail, making it far more ideal for helicopter focused missions. Normandy is very similar, though it only has two seasons, but it is quite a bit larger. Lastly, Marianas boasts some good visuals at the cost of performance.
  9. For the warehouse settings, I set a unique number for the quantity of equipment that wasn't getting added through getInventory, then went into the mission file and opened warehouses, then found the equipment through the unique quantity number. Tedious, but it's how I found (most) of the missing equipment. I didn't have any problems with getInventory returning the APG-78 so I might have to check for that one again.
  10. Just to share, as a result of looking into some warehouse functions for dynamic FARPs (arming/fueling, not spawning), there is another mechanism that involves reserving warehouse IDs and having limited dynamic spawning FARP availability detailed here.
  11. So there is a way, but it's incredibly inconvenient and has its own limitations, but it does work (at least, for the server side): The warehouses file is where our dynamic spawn locations are listed, which unfortunately we can't change (yet) via scripting. However, we can fool the game into working with this by creating fake entries linked to IDs assigned by us. We can then create a FARP object with the ID as defined in the warehouse file anywhere we wish, with the caveat we can only do so once. This means that we can only have a limited number of dynamically created FARPs with spawn points that, once set, cannot be moved after they've been set. If it were possible to delete FARPs after creation, we could probably circumvent this rule, but as it stands, once a FARP object has been created, it's there forever. You could have a list of 10-20 or however many FARPs you wanted with reserved IDs manually added to the warehouses file, then use and discard this reserved ID list until depleted, at which point it would be set in stone. I'm including an example mission where a F10 command is utilized to generate a FARP with dynamic slots with this method. I cannot say if this mechanism will work for all clients, only that it works on the server side. dyn_spawn_tester.miz
  12. An interim fix I'm using for the time being: Create an invisible FARP on a neutral side, place it off in the corner somewhere. Set the resources to limited; count doesn't matter. Call it "myfarpwarehousetemplate" or as desired. This can then serve as a basis for most of the equipment you want your generated FARPs to have. Next, use this code and run it in an init somewhere: --this is the current gunpods and equipment used by most helicopters as of 07/13/24 --expect these numbers to change after DCS updates myuber_megawarehouse = { {4,15,46,2578}, {4,15,46,2577}, {4,15,46,2576}, {4,15,46,2575}, {4,15,46,2574}, {4,15,46,1771}, {4,15,46,1770}, {4,15,46,1769}, {4,15,46,1764}, {4,15,46,1765}, {4,15,46,1766}, {4,15,46,1767}, {4,15,46,1768}, {4,15,46,170}, {4,15,46,171}, {4,15,46,183}, {4,15,46,1294}, {4,15,46,1295}, {4,15,46,824}, {4,15,46,825}, {4,15,46,300}, {4,15,47,1100}, {4,15,47,680}, {4,15,47,679}, {4,15,46,2476}, {4,15,46,2477}, {4,15,46,2478}, {4,15,46,2479}, {4,15,46,2480}, {4,15,46,2481}, {4,15,46,2482}, {4,15,46,2483}, {4,15,46,2484}, {4,15,46,2579}, {4,15,46,2580}, {4,15,46,2581}, {4,15,46,1057}, {4,15,46,160}, {4,15,46,161}, {4,15,46,184}, {4,15,46,174}, {4,15,46,175}, {4,15,46,176}, {4,15,46,177}, {4,15,46,20}, {4,5,32,94}, {4,5,32,95}, } --this will grab the weapons from our template and fill our array with everything else for i, d in pairs(Airbase.getByName("myfarpwarehousetemplate"):getWarehouse():getInventory("weapon")) do if(i == "weapon") then for i2, d2 in pairs(d) do table.insert(myuber_megawarehouse,i2) end end end Next, wherever or however you generate your FARP plates, use schedulefunction to fill the FARP "warehouse" with the items from the array: --farpname is the name of the dynamically generated FARP local function addmystuff(array) --500000 is not required but its a good large figure for now Airbase.getByName(farpname):getWarehouse():setLiquidAmount(0,500000) --iterate over each uber warehouse item and add nuclear stockpile for warei, wared in pairs(myuber_megawarehouse) do Airbase.getByName(farpname):getWarehouse():setItem(wared,500000) end return nil end --schedule function 5 seconds after the FARP has been made so the game has time to init the plate timer.scheduleFunction(addmystuff, {1}, timer.getTime() + 5) This should cover most helicopter equipment and replicate the previous infinite levels, but it also means we can now dynamically generate a FARP but require supplies to be ferried in before usage. In theory, we could also add dynamic spawns to these FARPs, if the miz level code lets us.
  13. Dynamic FARPs now spawn without fuel, munitions, or equipment and have to be added via scripting. The problem remains as I noted before: some weapons and equipment lack a definition and can't be easily added via scripting (if you can dig out the wsType definition you can add it that way, but wsType changes now and again and so is difficult to keep up with changes). Current examples include the M3P gunpod utilized by the OH-58D. So you can add fuel and weapons like AGM-114 to your dynamic FARP, but you can't easily add certain classes of gunpods and other equipment.
  14. The video and the game seem to match up with each other from what I've been able to tell. Check out this other source: https://www.dvidshub.net/video/138977/oh-58d-kiowas-fire-rockets-and-50-cal-machine-gun
  15. Need a TH-55 for a proper trainer and the circle will be complete!
  16. 1 - I'll let the been there, done that professionals answer this one, but you can actually do this in game right now if you're careful with the collective and you're not overweight. Apply collective gradually and she'll lift off, then as soon as weight is off the wheels, the SAS will keep the nose pretty well centered. Same goes for landing. Whether or not that behavior is correct, I can't say. 2 - I believe it's been stated several times that the FM, SAS/SCAS, trim, and hold modes are all still WIP with further fine tuning required. The Ka-50 really can't be compared to the AH-64 as there's far too many differences between the airframes, control logic, etc. The Mi-24P is closer, but not by a whole lot. I'd suggest checking the OH-58D out as so far it has been highly regarded in realism and handling. In all this, do keep in mind that we're still under an abstract layer as our controls aren't 1:1 with the real things either. For example, I use a throttle and gasp push for power! And side stick, too!
  17. Make sure George hasn't turned off the weapons (check under the WPN>UTIL menu and ensure the MSL and RKT gumballs are solid).
  18. It also helps to elevate the nose quite a bit and wait until the missile is partway to the target before lasing, otherwise it tends to fly straight at the target and waste all its energy on a direct path.
  19. A hamster is on a wheel made up of mirrors. When you turn it on, a feeder tube comes out and force feeds the hamster radioactive mountain dew. This in turn causes the hamster to run, spinning the mirrors, while simultaneously giving off flashes of radioactive energy across the IR spectrum. This then causes the missile to see a repeating image of a radioactive hamster in its field of view, causing it to miss the aircraft's hot exhaust. Or it's magic, which we don't have to explain.
  20. If it doesn't see laser energy before launch, it's LOAL. Point nose in direction of target, WAS missiles, hold trigger til missile launches. If that doesn't work, make sure you have your HMD as your selected sight and that you have AGM-114K loaded.
  21. So can I, but I've had better luck with the Ks over the Ls. The Ls really tend to get attention over the Ks though.
  22. The M134 subject has come up before and post-US Army service Tunisian aircraft do have the capability to use the weapon, but it was never used in US Army OH-58Ds. It was only rarely used on A/C models. Given the current status of .30cal weapons (outside of Yvengi out the back of the Mi-8's rear end, dude is a killer with that PKM), unless you're looking to make a pretty light show, the .50 really can't be beat. I'd rather have the option for the older M296 to capture the 90s and 00s configuration prior to the M3P (same core weapon) as well as the ability to remove pylons to capture the 80s era. Asking for removal of the toilet bowl (aka intake fairing) would probably be too much.
  23. Did you get an indication of LOBL before you fired? Because your team mate is almost directly in front of you and it looks like the missile might've acquired him during your lasing. As an aside, this is also a good example of knowing your target and what's beyond it. In this case, knowing what's between your target would be pretty important, too.
  24. Make sure you don't have NVS set to NORM.
×
×
  • Create New...