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Exorcet

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Everything posted by Exorcet

  1. This is very much needed. I try to steer comments away from the user files section and on to the forum where I would actually see it, but most people comment in the User Files anyway. It can take me years to respond to something posted there as I have no way of knowing without checking everything I've uploaded.
  2. The bug might be ever weirder. I made a mission to try to replicate no embark, I could not reproduce it. But it did reproduce forever run: I did not save that track, but I took the above screenshot. I also backed out and saved the mission first because of the previous issues with saves. Then I played the mission intending to save the track and everything worked as expected. Saving the mission might change how/if the bug appears? More testing, moving the mission editor camera so as to get the save because of changes prompt and then running the mission causes the bug to appear. The bug might appear when the save prompt does in the ME. test_embark_2.miz test_embark_2_success_after_saving.trk
  3. I will try to recreate it, though just for my information is the intended way for disembark to work is that having a disembark task makes the transporting unit stop and unload, automatically, and then once all transported units are unloaded, it will resume the route? There is no stop condition or switched waypoint needed? I ask mostly because I've found ReFuAr waypoint for planes need a switch waypoint which seems unintuitive, unless that's also a bug.
  4. Use switched condition triggers instead of Once. See this discussion for more information:
  5. Yes, you can do exactly that. There is no one answer. Real aircraft are designed to complete missions with a specific task and take what they need to maximize success. While you can load a plane up with a ton of weapons that leads to being heavy and slow which can lead to being vulnerable and short legged. If you do want to take weapons to fight anything you'll probably want 2-4 air to air missiles, preferably AIM-120C and then fill the remaining stations with ground attack weapons like AGM-65F, Mk80 type bombs, or AGM-88 HARM missiles for protection against SAM's. There are a lot of weapons to choose from but some require other weapons, for example Paveway bombs require a TGP to be able to be lased, so I'd suggest you avoid them until you want to expand your weapon selection and mission complexity. Despite all I said there are some options to give you a more flexible experience: -DCS allows you to set unlimited fuel and weapons which will give you more flexibility in loadouts and lets you use low amounts of fuel so that you aren't penalized for carrying so much -DCS lets you jump into AI planes with R Alt + J. With this you can just fly more than one plane instead of trying to carry everything on one aircraft -You can command wingmen and nonwingmen (they are more complex to command than wingmen) to perform tasks for you, so you don't need to do everything yourself. For the type of mission you seem to want, you'll probably get a lot of mileage from the first two.
  6. You can create any situation that you want with the Mission Editor, and this includes starting on the runway with the plane running or even starting in the air. If you don't want to create a full mission you can also load unprotected missions in the ME, find your plane, and set it up how you want. Be warned that changes can break missions so if possible try to check with the mission creator. The mission editor itself isn't hard to use when setting up missions. There is also a Fast Mission generator which might be perfect for you. Give it some inputs and DCS will populate the map with an autogenerated mission. The mission can be loaded in the ME to be customized further. To expand a little more, a lot of your questions are explained in the DCS User Manual that comes with the installation. It's a big manual but you don't need to read everything. You should also know about the user files where user created missions (and other things) are hosted for download. Some missions that fit your goals may exist: https://www.digitalcombatsimulator.com/en/files/ DCS being a deep simulation will require some knowledge to setup properly. If you take a shot at setting up a mission in the ME or using the Fast generator, you could post it here and ask for more help in tweaking it. When it comes to setting difficult, not only will the AI skill matter but their equipment. To make it easier for a F-16 or F-18 you'll want to limit enemies to aircraft like MiG-23/MiG-21 or lower capability. Also avoid SA-10 and SA-11 SAM's and probably most IR guided weapons since they cannot be detected by the F-16/18.
  7. In addition it might be nice to just have an emission option for some objects. That would allow you to place an emitting object and then copy it across the map instead of setting up many triggers and having to input many locations. The mentioned radio tower would be an example, although since it's a static object and not a ground unit it might not be straight forward.
  8. My understanding is the orientation for the object rotates with the object. The x, y, z after the p are telling you where the x axis, y axis, and z axis of the object are pointing. This is 2D and not 3D, but the p would refer to the blue lines while the x would refer to the black x orientation line and y would refer to the black y orientation line (though I think that's actually z in DCS). The x and y are vec3 because you need the three components along the global x, y, z coordinate system to define them.
  9. I run DCS normally, non Admin. I used have it installed in Program Files but that caused an issue with not receiving all parts of an update. I've moved it to its own folder (and drive) since then.
  10. In a situation like this it may be useful to run the autostart (LWin + Home) or to jump out and then back in to your plane (RAlt + J). The former will automatically do the start up process and you might see what you did differently. In this case if the switch was being set to test, you might have noticed the autostart moving the switch in a different direction. Plane jump will force a cold plane to be fully started if you jump out and then back in, which might have revealed that the switch was in a different position than you were setting it. Keep these in mind for future issues as they can be helpful for debugging your process.
  11. This is odd. Replaying the track it works. Loading the track as a miz and playing the mission it breaks. Try loading through the ME: Notice Troops running at 8 knots, second image the group leader remains fixed in the correct position, all other troops running into the distance. This is the same track, just loaded and resaved as a miz file.
  12. I had one as well, didn't attach it last time. F-16_Climb_performance.trk
  13. I know it's only a request right now, but would this be for all parked aircraft or would it be an option we can set on a per mission basis? I'd imagine in some cases you might not want the chocks in place (like QRA).
  14. On replaying the track they board, disembark, and then don't run for some reason, acting as I would expect. I'll have to try to make a new track later.
  15. In fairness and as someone who would be interest in fly from the water, the lack of water seems to be more about the land between the intended map area and the water rather than the water itself. I don't know specifically what DCS's map limitations are so if ED says it's not possible I'll have to defer to them. It does make sense that the ground between would have some cost. Though on the other hand, a compromise could have been water on the southern edge. Still we do have the ability to fly from the Gulf to Afghanistan with the load map function. If you don't want to buy the Gulf Map, you can make do with Marianas. So it's not completely off the table.
  16. Depending on how many things need to be turned off it might be best to setup a "debug mode" with multiple flags. The idea is that one master flag at the top of the trigger list turns debug mode on or off so that you don't have to keep track of flag calls you've added elsewhere in the trigger list.
  17. If it will take time to investigate this in full, could I get an answer on the intent of how jumping should work? Is the loss of route an intended change or a bug? I don't see the benefit of the former but I'd at least like to know if this was done intentionally. Thanks
  18. Those things are related but that isn't exactly what I was talking about. Even once we have a DC I'd still like to make missions. What I want is some help in making them less scripted or on rails because I want more reasons to be on guard when flying in or out, or performing whatever the objective is. Though even the DC itself should be a great addition because it should at least elevate go here bomb that, go there shoot those to being less repetitive (ie not flying the same exact mission over and over). I don't like it when I can memorize the solution to a problem, at least a problem that I've willingly put myself against, because that makes it boring after not too long. Also the DC doesn't have to be limited to the most straightforward missions, though we'll have to wait and see what comes out of it. If coupled with AI improvements including things like better communication between players and AI then I can see a lot more mission types coming into play. I also want more assets in DCS and I agree with a lot of what you say here, we just have different levels of priorities. I've had mission with civilian aircraft in them already. Yes the Yak is overepresented in those missions compared to reality, but as far being able to create that kind of mission, it is doable even if it's not ideal. Don't get me wrong, I absolutely want 777's and A320's in DCS. I'd even pay for flyable versions, but in my experience while more assets are needed they aren't the primary shortfall of DCS. Even in this case AI and other improvements would also be warranted just as much as new assets. I've requested in the past for features like being able to communicate with AI pilots visually or to have fogging of AI aircraft windows specifically for airliner intercepts. Those things could greatly enhance missions that don't revolve around combat even if the plane selection for them is limited. Funny enough I've also considered modeling to create assets for DCS. It turns out that graphic design and 3D modeling is a lot rougher for me than numbers based CAD so it's been a slow learning and it has also been competing with other projects for my time. Still maybe in the future I could try to provide some new building objects to ED as I'd certainly like more of them and I'd expect they'd be easier to do than vehicles. I fully support the effort to increase the number of assets in DCS though I think part of the reason why this thread went the way it did was that people have different priorities and goals for their user experience.
  19. The F-15 is still a high priority on my wanted list. Whether there are other 4th gen aircraft or not doesn't diminish the desire for a specific airframe. With DCS being full fidelity, specific aircraft and the fine differences between them are the point.
  20. Just my perspective on this, I don't think this poll is representative of the desire for additional assets in DCS. I certainly didn't see it that way initially. I also don't consider use of DCS as is to run counter to the idea of wanting more assets. I use DCS without mods but I would like more assets. I just don't like having to tack on extra steps for mod content. It's certainly possible that people are unaware of mods, but I wouldn't say that's a lack of imagination. I use the Hormuz map often and Iranian units are of interest to me in the missions that I tend to create. We're missing a great deal of Iranian ships but that hasn't stopped me from approximating them with other units, especially since CJTF countries were added. When it comes to what DCS needs, more assets is absolutely on the list but I don't feel like they are the primary limiting factor for missions. In the cases where a specific asset is missing there is usually, not always, but usually a close stand in. More pressing to me are things like AI and the effort involved in dynamic scenario creation. Those things would have the greatest impact on mission variety and the DCS experience in my opinion.
  21. Flags aren't that complicated. There is actually a topic for discussing them if you want some help: But in summary they are variables in your mission that you can use pass or store information, like turning on a flag when a particular unit does something.
  22. I think the only way this can happen is if players reslot if in multiplayer, or they jump to a new plane in single player.
  23. Agree with caution at guessing, but with a slider users could at least find values that they like.
  24. I can't comment on the update as I'm still a couple of versions back, but my experience with PIO is that after a few attempts you should start to get a feel for how to counteract it. When it first comes on you're probably reacting too slow and you just exacerbate things. With time you'll be able to sense PIO coming on faster and react to it more quickly. It also helps to have a reference for where you should be. For this use the FPM to monitor your vertical speed and EGT in the Hornet to monitor throttle setting. If you know roughly where you should be it makes getting back into a stable position easier. The best solution to PIO is to prevent in from happening in the first place by making a smooth approach and avoiding sudden corrections. Does it seem to come on early or after you've hooked up? Also don't be discouraged by a lack of visible progress. I find that in a surprising number of cases, a skill seems to click and proficiency jumps by a large amount in a short amount of time. Just don't give up entirely.
  25. The unlimited fuel trigger just might be a mandatory one for any moderate or more length mission. Not just for wingmen, but AI in general. I've noticed strike fighters refusing to drop bombs because of fuel when their range would extend significantly by dropping the bombs and becoming lighter. The AI as now simply cannot fly efficiently. That said if you're looking to conserve fuel without setting it to unlimited always do the following: -Formation set to group close, the tighter the formation the less fuel AI will use during turns. -Fly high, optimum altitude varies with plane, but higher is generally more efficient. Over 30,000 feet for jet fighters. -Plan your route. Not only waypoint, also plan for orbits. Your AI wingmen will respect orbits you create in the mission planner and I've noticed that they can't use mil power for planner orbit that require AB when order to hold position through the radio. It doesn't make sense, but it happens. -Keep your wingmen out of combat. The AI seems to do OK in cruise. In combat they use ludicrous amounts of fuel. -If performing AAR, refuel yourself first. If you refuel first then the AI have more fuel to spend flying instead of flying formation with you at the tanker.
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