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Hunter_5E

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Everything posted by Hunter_5E

  1. Here is Suntsag's latest one in two versions, WWII and AM2 (Modern). They work very well. Only need to place a pad in the editor. No need for anything else for it to work as a FARP. Very cool. https://forums.eagle.ru/showpost.php?p=4328283&postcount=8
  2. You need to edit the file "Server.lua" within your C:\Users\Name\Saved Games\DCS\Config\View folder. If it doesn't exist in there, copy the one from your main \DCS World\Config\View folder, put it in there and edit it with Notepad++. Paths will be different if you are running open beta of course but you get the idea. See the screenshot below for how to edit.
  3. Thanks for the replies guys. Much appreciated. I thought it might be tricky or impossible in the mission editor but had to ask. I'll have a look at that slot blocker script. Thanks for the link.
  4. Basically I want to have Blue coalition client aircraft available to fly after capturing a Red airbase or FARP. I've figured out the airbase capture and how to enable new coalition client aircraft to spawn on it after capture - might not be the right way but it kinda works. Basically I set up 3 Blue KA-50 spawns on Red Senaki airbase with late activation checked, set a flag on after capture and then used time since flag to activate the group. Works ok but I get a message saying "Please wait, your flight is delayed" when trying to enter a Ka-50 and it just waits and waits. If I click on another slot though I get straight in. Most likely I'm doing something wrong. Also the KA-50 group shows up in the select aircraft list at mission start, even though they are not flyable at that time. Is there a way to hide them in the list until after they are activated? Can I start with Red Ka-50's on Senaki then have them available to Blue coalition after capture? Any help would be much appreciated. I'm enjoying learning the editor but I'm still a noob at the moment. I've attached my simple test mission below so you can see what I've done. I'm hoping some kind soul can help me find an elegant solution for what I'm trying to achieve. Airbase Capture Test.miz
  5. Turn static ship into working FARP Discovered an easy way to do this yesterday - thought I'd share this tip. I found Mithandra's "Alligator 1171 Class Saratov Helipad Version" static ship yesterday but was disappointed it wasn't FARP enabled. (Later discovered it IS FARP enabled. See explanation below) https://www.digitalcombatsimulator.com/en/files/2542583/ I later found Suntsag's "AM2 Mat Mod" here https://forums.eagle.ru/showthread.php?t=273049 (Post # 8 ) Had a brainwave on combining the two mods and tried it out - it worked! Yay! Place the Alligator Helipad ship in shallow enough water like a river, lake or coastal waters, then place an AM2 Mat right under the ship helipad - hey presto, instant Alligator Helipad FARP ship! It will work as long as the water depth plus helipad height above it doesn't exceed the service radius of the AM2 Mat. I used the single "**X1_AM2_Mat NGUR" mat as shown in the screenshot and it worked great. Must be the "NGUR" Version as that signifies "No Ground Units Required". This trick should also work with any other floating static or stationary ship/boat/barge etc that has a suitable landing surface that's big enough for a chopper to land on. EDIT: Just realised Mithandra's Alligator Helipad Ship IS FARP enabled. I initially didn't see it in the ships list so thought it was simply a static model but it is a complete ship unit. My apologies for being a dumbass. However - you can't put ships in rivers or lakes, even with the old copy and paste trick so my trick above is still useful. Allows you to put a static Alligator Helipad Ship (or other vessel) in inland waterways and FARP enable it. Can't spawn aircraft on it though unfortunately.
  6. Great mods Suntsag, thank you for sharing them. I found a great static ship model today by Mithandra - the "Alligator 1171 Class Saratov Helipad Version" https://www.digitalcombatsimulator.com/en/files/2542583/ and at the same time came across your AM2 Mats mod. Was thinking it would be nice if the ship helipad could be used as a FARP when a lightbulb went on in my head. Tested this and it works great - Place the ship in shallowish water and place one of your small AM2 mats right under the helipad. Hey presto, instant Alligator FARP ship - perfect for rivers, lakes and coastal waters. It will work as long as the water depth doesn't exceed the service radius of the AM2 mat, not sure what that is. Pretty cool that it works though so I thought I'd share that tip here. EDIT: I see you and Mithandra already worked on the FV107 Scimitar so maybe you should get together again and attach your FARP code to his ship so it could work as a standalone? That would allow it to be used in deeper water and be a standalone badass FARP ship. Just a suggestion... EDIT2: Sincerest apologies, I feel like such an arse! I didn't see the Alligator in the ships list initially and thought it was simply a static model. Just found it in the ships list and realise it is already a badass standalone FARP ship. Sorry for my dumbassness :( I did notice however that you can't do the copy and paste trick any more to get it into a river or lake, so my trick with the AM2 mat is still a good one as it allows you to put a static Alligator Ship in those places and FARP enable it. Only thing is you can't spawn aircraft on it like that.
  7. Faced off against another pair of Mi-28's again in a mission last night and somewhat surprisingly I managed to kill one with two vikhrs and the other one with a single vikhr. Go figure eh? No idea why the inconsistency but I guess it can't be easy to get everything perfect in the sim and one has to expect "unusual" things happening from time to time. Still enjoying DCS immensely though and that's the main thing.
  8. I've also had occasions where I couldn't kill certain individual vehicles, including softer targets like Strelas or BMPs. Missile seemed to hit but no damage at all. Other times missiles seemed to pass right through the target and explode in the ground behind, again with no damage. Sometimes I think it's a clipping issue where a small bush or maybe a clump of grass caught the missile just before it impacted the vehicle but the ones passing right through... no idea what that's about. Doesn't happen that often but a bit frustrating when it does. One vehicle that has been bad for missiles passing through it for a long time now is the S10 Radar truck, the low one with the octagonal dish with the Tee arms on top. Hard to get a hit to register on them. Haven't tried lately but will test later on to see if it's still doing it.
  9. No that was with latest stable - 2.5.6.52437. Haven't tried in open beta.
  10. Made some missions recently using the mission generator and ended up facing off with a pair of Mi-28's. To kill the first one took six Vikhr hits - three head on and three side on. Second one took five hits - two head on and three side on. I think you need to look at the damage model of the Mi-28 as it's far too tough at the moment. Vikhrs can take out main battle tanks with a single hit. One should be enough to down an Mi-28, surely? Two at most.
  11. Great. Means all of us stable users need to move onto open beta if we want to download and use the map - unless we wait for the next stable release which is a long way away. Why didn't they make it available for stable version? That would be the sensible thing to do.
  12. To ask a stupid question... Is this only available in open beta or will it download and work in stable version?
  13. You could use the new Helios 1.6 to setup monitors and viewports, even if you don't want any of the panels or gauges. You can make a profile that just has monitor setup and viewports either from scratch or, get Capt Zeen's profile and delete everything but the viewports, then move and size them to suit. Helios 1.6 will do all the lua file editing for you. Worth looking at.
  14. It's also not realistic for Ka-50's to be flying under any western coalition, but they often do in multiplayer due to the KA-50 being one of only two attack helicopters available in the sim. It's unrealistic that any of us DCS fans would ever get to fly a real Ka-50. It's unrealistic to be shot down in a Ka-50, end up a smoking hole in the ground, then go for a cigarette and a cup of coffee before doing it all again. There's a whole bunch of unrealistic situations in DCS and always will be. It's a sim. I know this is a study sim and tries to be as realistic as possible but compromises need to be made to allow choice in creating mission scenarios. If we had Apaches for the western coalition we wouldn't need to ask about JTAC's lasing for Ka-50's. If we're allowed to have Ka-50's flying for Team USA then we should be able to use them in full cooperation with JTAC assets. All we need is a laser code for that. That's just my 2 cents worth. Would be nice but... not the end of the world or the sim without it. We've got the Kiowa and the Hind coming soon and the Apache later, so maybe just need to be patient.
  15. Agreed, you can't change the Ka-50 laser code but you can change the JTAC laser code in certain missions. If only we could find the code that the Ka-50 uses... or the Kh25L... or Hellfires. (I recently posted a mod that allows the Ka-50 to carry Hellfires) The Hellfires must be able to acquire a wide range of laser codes but I don't know how that works. By putting them on a Ka-50, does that set and restrict them to seeing only the three Ka-50 laser codes? I'm guessing that's what happens. Would be nice if you could just switch off the Ka-50 laser and have the Hellfires find and track a JTAC laser on another code. Just speculating here...
  16. Well that means Kh25L's should be able to pick up a JTAC laser as long as it's set to the right code.
  17. If you build it, they will come :D
  18. "Two weeks!" Got me all excited... like the sound of that!
  19. AH ok, I didn't realise you could set a different home base. Makes sense though. In that case there's nothing wrong with the Tarawa file and it was just my ignorance that's at fault :) I did notice some slightly odd behaviour if you have three carriers in close proximity (aprox 15km apart) and you set up a helo to cover each one. I set up a CH-53 for Lincoln, an Mi-8 for Kuznetsov and an SH-60 for Tarawa. I took off from Lincoln and ejected close astern. The CH-53 came straight for me but the Mi-8 and SH-60 also came over to rescue me. Since the CH-53 got there first, the other two kind of dithered a short distance away after they arrived. The SH-60 settled quite quickly and hovered until eventually returning to Tarawa but the Mi-8 did quite rapid tail spins on the spot for several minutes before eventually heading back to the Kuznetsov. Maybe a peculiarity of just the Mi-8? Other than that though it worked great. Adds that bit of extra atmosphere to the carrier group.
  20. Thank you rayray for taking the time to explain how to get that working. Very much appreciated. I've successfully added helos to the Lincoln, Kuznetsov and Tarawa in the "Through The Inferno" missions (for use on private server) by following your instructions. Very cool. Couple things to note when adding to an existing and quite complex mission:- 1. Check to see if MOOSE is already activated in the mission triggers list so you don't add it again by mistake. If it's already in you just need to add the start helo script(s) at the end of the list. 2. Edit the Rescue Helo lua file to match the group and unit names given by mission maker. Don't change theirs as it may break the mission. 3. Comment out the last line in the helo lua that makes the carriers patrol their route indefinitely so it doesn't mess with the mission waypoints etc. Oh and by the way the Tarawa Rescue Helo.lua that you posted has the names all mixed up with other carriers. Also the one for the Roosevelt has "Home Base" set as the Tarawa. You might want to fix that. Thank you again for taking the time to make that video and for posting the files. Helped me get it working in no time.
  21. Has anyone figured out what laser code the Ka-50 uses yet? Been searching around but can't find it. Would be nice to have JTAC lase targets for the Shark instead of just getting coordinates.
  22. I reckon the popular colour shkval mod is responsible for most of the problems people are reporting. I tried it for a while and found it severely decreases your chances of locking a target at pretty much any range. Also found the shkval went crazy Ivan a lot more often with the mod as well. As soon as I reverted to standard black and white shkval I could lock targets no problem and it behaved itself pretty well again. The colour shkval mod looks great but the lock logic is set up for black and white. Colour breaks that logic. Ditch the colour mod if you want your shkval to work again.
  23. Nice mod, thank you for making and sharing it. Some user instructions would be good to have though - can't figure out how to use the systems properly.
  24. Roccat Power Grid still available here:- https://en.roccat.org/Support/Product/ROCCAT-Power-Grid-5 Found it today as I was looking into these type of apps to use with an old android phone.
  25. You're welcome. I hope it works for you. One thing to bear in mind is that some user missions will override your view settings. Make sure to test your settings in single player campaign or make a simple test mission if you are having this problem in a user mission. If you're flying in an online server and your view setting are overridden, there's nothing you can do about that. If you are hosting the mission yourself or playing single player, you can fix the mission to stop it overriding your view settings. To fix a downloaded mission's view settings do this:- Rename the mission file to a .zip file and open it up in winzip/winrar or whatever. Go into the config\view folder and remove the server.lua file and then rename the mission file back to a .miz.
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