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enigma6584

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Everything posted by enigma6584

  1. That does seem to be the case. Pity, in these long range missions I really could use some extra oxygen capacity.
  2. Some screenshots I took a few days ago flying in the Marianna's map with the beautiful new clouds.
  3. LOL! Well I guess the lack of responses is a "No" to the question.
  4. Frederf is correct. If you want to have F-16s or F-15s or A-10s refuel, you need to have the regular KC-135 in mission. If you have the Hornets, Mirages etc., then you need the KC-135mprs. So if you have a mission with all these aircraft, you're going to need two separate KC-135s in the mission.
  5. Did this actually work? I've noticed since the last update for me that I also have this issue. When in game, I go into the F10 map view to take a look for radio or ILS frequencies at an airport and I cannot get the Airdrome data card to open up. Does anyone else have this issue?
  6. So I've been having fun and making missions with the JF-17. I've made some rather long range missions where I travel quite a ways to the AO, patrol some and then head back to base. Fuel is no problem because I can always Air-2-Air refuel from a strategically placed tanker. But, I've noticed that I've really cut it close getting back to base just in time before I run out of Oxygen Pressure. When you begin a mission, the Oxygen Pressure Indicator always starts out at about 2200 psi but if you look at the indicator, there is still a large area of green one could presumably still use, up to something like 2700 psi. Is there anyway to up the amount of Oxygen Pressure? If I could, I'd still have enough to loiter longer in the AO instead of having to get back to base. Any of you experienced this? Any thoughts or ideas on the issue?
  7. Not sure if you know this but there is a user manual for DCS, which I believe has only been updated to 2020 but it is there and it does explain things regarding the mission editor. In case you did not know this you can find it in your Program Files then the Eagle Dynamics folder and drill down to Docs and it is in there. Whole section on the mission editor and what the individual triggers do etc. Also, I would recommend this guy's channel. He does a phenomenal job showing how to do things in the Mission Editor. I learned much from his videos along with the people here in this particular part of the forum. SUNTSAG ANCIENT GAMER Do you have TacView? With TacView you can view the action of your mission and see what happened with every object in your mission. I can only guess here but perhaps the AI FW-190s moved onto the next waypoint if you did not set a time frame for them to search the area. Perhaps they flew, searched for a few minutes and then left. Maybe they just didn't see you?
  8. Okay, first thing I would do is get rid of the "Or" command in the "Conditions" section of the trigger. In addition, why in the initial triggers first column is the trigger set to "On Take Control?" I have mine set as a "NO EVENT" trigger. Second, in the "Actions" section of the trigger, why have the "Stop" command there at all? All you really need is the one command "Sound to All" with the Air Raid Alarm sound. It will then just run it's course and be done. If you want the Air Raid Alarm sound to continue in a continuous loop you have to either have a longer sound file or make another separate trigger which has a "Time More" condition in order to set it off after the first one is done. It almost looks to me like you are trying to do everything in one little trigger, and thus different conditions and actions are cancelling each other out. Break it down to separate, simple triggers. Here is my version of your mission. I had to make it with the use of the trainer P-51 since I don't have the combat version for DCS and I just made it single player but it should work with "client" as well. Also, you have to be in the cockpit in order to hear the Air Raid Alarm sound and not outside view. I've set it up where when the Red Coalition Aircraft enter the trigger zone, the first alarm goes off. The Air Raid Alarm sound file I'm using is longer at 39 seconds but I could have used yours with just more separate triggers. Anyway, when the first sound alarm is finished at 39 seconds, the next trigger kicks in and the Air Raid Alarm sound in that trigger sounds off. I could repeat this and make the Air Raid Alarm go on for minutes if needed. My test of your mission is attached below. I hope this helps. 332nd Fighter Group OTUTest1.miz
  9. Yes, I have a mission where I use the Air Raid alarm sound in .ogg format and it works. I have it set up to start at mission start. But you can do basically anything to have it start at any time. Basically the way I set it up was to create a regular "Once" script in the rules for triggers section of the mission editor. Then in condition I put the command script "Time More" and had it execute at say 30 seconds. Remember all timings in the mission editor scripting menu use seconds so if you want something in the mission to start in 2 minutes, you have to set the "Time More" rule as 120 seconds. Then in Trigger Actions section of the trigger I set up I have "Sound to Group" play the "Air Raid Alarm" sound for that particular group. You can use this or "Sound to All" or "Sound to Coalition". There are several actions you can set. You can as well set it up where a Trigger zone will set it off. Instead of using a "Time More" condition, just use "Part of Group in Zone" or "All of Group in Zone" and once you or part of your particular flight or Group enter the zone, it will set off the Air Raid Alarm. Hope this helps. I wrote this on the fly but if you have additional questions, please post and when I can I'll answer them to the best of my knowledge. Cheers.
  10. You guys are rockin. Glad to see this stuff is being looked at. Cheers to the both of you.
  11. Interesting. I'm finding it impossible to build carrier ops missions with refueling as well. Looking forward to a fix.
  12. Kind of pointless then to utilize AI wingmen in missions then. I mean they basically run out of fuel before you get to the AO making deep strike missions impossible in single player or multiplayer with AI assets. It's a "immersion killer," game killer for any kind of mission which goes beyond the most basic parameters. I would say same kind of issue like the one where AI wingmen are running into you when on the ground taxiing to the runway. This should be a priority fix IMHO.
  13. Been dealing with this issue for some time now. Just tested another mission I've been working on. It takes place on the Marianas map which of course means long distances. Here is a track of my flight from the carrier to the tanker. I Air-2-Air refuel first, fill up all three externals. I then command my AI wingman to "hit the tanker" and he does. Except he stays connected to the tanker for a very long time. He basically fills his internal tanks on the Hornet but does not fill up the external tanks of which there are three. He sits at 10.8 on the tanker. You can see this clearly on the track file which is provided below. Sorry, I cannot upload the track file for you. Size limit is 5MB and my track is 13.
  14. Training programs just are not what they used to be.
  15. Yes to both your suggestions. I've been thinking on this for quite some time. I've made missions where I really did not want to have an AWACs for BlueFor but had to because of limitations in mission editor choices regarding ground based radar systems.
  16. You actually can do that now. In the mission editor, you have "neutral factions" which you can access and use them in your missions. There is also a button now where you can designate the aircraft as "Civil Aircraft" but I'm not sure exactly what it does. I think it makes the AWACs and or EWR radars basically ignore them in game and designate them as non-threatening. But I'm unsure and am still experimenting. The problem is we don't have actual AI civil aircraft to use in game like Boeing 737s, or Airbus 380s etc. I don't want to continually use IL-76s as commercial aircraft and Yak-40s, it just gets immersion killing. Yet we have all these numerous and beautiful civil airports we need to populate and have traffic going to and from. It sure would make IFF a lot more important to the players in mission. Know what you are shooting at, conduct proper IFF. That IMHO would even add more fun and immersion to missions. All we need is maybe 3 or 4 different types of civilian airliners. That would do pretty good IMHO.
  17. Yes, I know there are mods out there but it sure would be nice to have two or three AI Civilian airliners to populate all the International Airports we have on these gorgeous maps.
  18. When in the mission editor and you want to make a mission where the Syrians are fitted out with the Mi-8 or the Mi-24V, you cannot. The mission editor does not allow this. You have to use the Russian faction in order to get those aircraft in the TOE and then use the Syrian skins made for Russian faction. I've been reading up on the actual Syrian Arab Air Force and everything I've read says they did indeed have this equipment in their inventory. Please add these to the Syrian faction for mission makers to utilize. Thanks.
  19. Those are absolutely beautiful! They will come in handy with the Marianas map missions. Looking forward to using them. Thank you.
  20. He's most likely talking about this book. It is indeed very good. https://www.amazon.com/Mil-Mi-24-Hind-Attack-Helicopter/dp/1840372389
  21. Excellent videos. Looking forward to more.
  22. It's due to primarily two reasons which are related. One, the more you maneuver, the more gas they use to get into what-ever formation you have ordered and two they are usually using after-burner to catch up and change positions. One of the things I do when creating my own missions for my own flight that I control is put in some "optional" waypoint tasks at the takeoff waypoint of my flight. For example, I will always put in the option of restricting their use of afterburner. I also add (in the mission editor) a radio trigger for my F10 menu that allows me to tell my flight they can now use afterburner which in reality tells my flight to cancel the "restriction of after-burner use." So on my way to the AO I keep the restrict after-burner option going but when we are about to get into combat, I use the F10 trigger I had set up and cut them loose with the option to use afterburner. It tends to give them more time in flight and I usually can send them to the tanker then to refuel before they freak out and tell me "Bingo, Returning to base." It's not a fix but a band aid. ED needs to fix this issue.
  23. It's been around for a long time unfortunately. I don't think anybody knows what the status of this bug is or even if it is on the developer's radar.
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