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Exorcet

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  1. Always delete the default task for any kind of complexity. For SEAD I'd use Search Then Engage in Zone and couple it with an orbit so the AI flies over the area instead of just moving on if they don't see anything. As stated above the "Search" tasks require the AI to find a target. This depends on their sensors, the enemy, and the size of the zone to search. You also want to make sure that the AI has jettison weapons disabled and has the reaction to threat set to Evade Fire. This means that they will only react to being fired on and won't drop weapons (including ARM) when fired on. Jettison and Evade Fire are option that can be set at the takeoff/starting waypoint. Search then Engage should be set as en enroute task somewhere near the target and Orbit should be set as a task under Search Then Engage so that the search takes priority over the orbit.
  2. Radar never use is an existing option, but there is no similar option for RWR. I agree that features like this would be useful.
  3. Does the MiG have radar on? Maybe that is playing a part. I have a script that breaks down AI detection by sensor, it might help in figuring out exactly what is going on. It's embedded in a test mission here:
  4. I don't really use historical mode and I'm not sure if you mean player or AI, but I think there is an AI F-16 somewhere with Sparrows unless I'm misremembering. If there is I'd imagine you could place it under Combined Task Force Blue as a substitute for an Israeli F-16 unless The Task Force nations are not allowed in historical mode?
  5. The kneeboard system as implemented is not very user friendly which is a shame because of how useful it is for both functionality and immersion. Stuff like radio channels and waypoints should be able to be imported into kneeboard pages directly from the ME.
  6. These would be very useful units and open up new types of missions. Many of the maps are littered with civil airports. They'd also pair well with some kind of automated AI flight generator which would remove the burden on the mission maker to populate the airspace:
  7. Well, DCS AI has some impressive eyes, sometimes. The challenge of night flying is part of the sim for sure, but the request here has some merit. Training, video editing, or just dealing with bugs/issues (like the lack of lights on tankers).
  8. Yes, small files add up. 10's GB absolutely matter even on multiple TB hard drives. It's also not just about being able to install 200 GB maps, but temporally storing a few GB download, or maybe photos, videos, etc. I've kept going on my 1 TB drive not by only cleaning up big files but by paying attention to smaller ones. Not to mention that if you're not going to use "small" stuff like liveries, why have them around?
  9. Bumping again, @NineLine was this ever looked at?
  10. A file manager for this kind of thing would be great.
  11. Interesting idea. Hopefully it would come with updated ATC to help people navigate. As much as better airport operations are desirable, they might also require supporting features to work properly. If players can't find the rearming area, that's a problem. Another consideration here is landing a damaged aircraft. Obviously they still shouldn't be able to repair on the runway, but some kind of emergency response to tow the plane to a designated area might be nice. On the other hand though I'd imagine many players in that situation might just opt to despawn/respawn.
  12. A common issue that I run into in the ME - I want to cause something to happen with triggers, but with a delay. This exists for messages but not for flags or task push. Making this universal would be a huge improvement. It can be done as is currently, but it requires making many flags which is time consuming and possibly confusing. A second issue is a lack of subconditions in the Actions list. By this I mean specifying a trigger condition that only applies to some of the actions in the list. The desire for this comes mostly from debugging and this debugging functionality can be accomplished in other ways, though subconditions may be useful in other cases. The use case I have in mind is having a flag in the mission to turn on or off debugging messages. Lets say this flag is 9999 and I manually set it on or off in the trigger list depending on if I am testing the mission. I would have a "Message to All" action in the trigger action list with a subcondition of "Flag 9999 is true", meaning the message only appears if Flag 9999 is turned on, which it would be if I was testing the mission, and off otherwise. Again this can be done now by setting up multiple triggers, but the result is a lot more work and clutter in the trigger list. Example image: START DELAY now appears for all trigger actions - Normal text input field as it is now SUBCONDITION appears for all trigger actions (can be left blank if not needed) - Would likely need to be a drop down menu or clone of the CONDITIONS column
  13. As a reminder we do have the cargo command to add weight to AI aircraft and limit their performance:
  14. Just to point out it is not limited to VR:
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