Jump to content

Sabre-TLA

DLC Campaign Creators
  • Posts

    2976
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Sabre-TLA

  1. Yes we do intend on providing the different mission sets for the different AI versions (rookie, ace and random) and these will be in our upcoming F-15C Aggressors ACM campaign. Likely we will update our existing F-5E Aggressors ACM campaign with a similar set once some of the other campaign work gets completed.
  2. Yes we do. We plan on changing some of the voice overs to give it a different feel but the concept will be the same. One on one BFM dog fighting against dissimilar aircraft (DACT). We also plan on an ACM (Air Combat Maneuvering) campaign with missiles for BVR (Beyond Visual Range) training and a Red Flag campaign for the F-16 in Aggressor Livery which will include both Air to Air and Air to Ground missions.
  3. Yes correct. BFM is close in dog fighting (think a knife fight in a phone booth). You need to kill the bandits to succeed. We hope to have an ACM (Air Combat Maneuvering) campaign for the Hornet soon that will be BVR (Beyond Visual Range) with missiles.
  4. Just retested mission 11 in the latest OpenBeta and the JTAC voice overs played fine. I suggest you do a DCS Repair and uninstall and reinstall the campaign files in case they got corrupted.
  5. Do you have any mods installed? Someone had mentioned that Viacom can interfere with the JTAC responding. Please uninstall any mods and see if you can get a response. The JTACs are contacted on the 3rd radio only (VHF FM Radio 2) and you need to ensure the frequency is set properly. Please post a trk file and we can investigate further.
  6. All the engagements start at RP INDIA. For the practice missions fly straight and level and when you are close to the INDIA RP a message will be provided saying: Once you hear that then use the COMM-1 radio (RIGHT-ALT and \) and select F10 and select READY to indicate you are ready for the engagement. Your opponent will also indicate they are ready and SHOWTIME will call 'Fights On!'. The campaign missions are similar only you start from Nellis so there is navigation to and from the engagement area (plus some additional dialogue).
  7. I'll have to check. I think the qual mission you can divert for success but we might not have added the extra code to the practice mission. Not sure when ED will fix the ILS at Kobuleti.
  8. Thanks for the feedback. We will certainly take your suggestions to heart and make updates to the campaign to implement those suggestions. With the new GFM (General Flight Model) coming soon we hope that will make the campaigns even more realistic and enjoyable for all users.
  9. As posted here: https://www.digitalcombatsimulator.com/en/news/2021-12-03/ ED have been hard at work on improving the flight model for the AI aircraft and helicopters. Here is an excerpt from their post: This should make BFM against the AI more interesting and realistic.
  10. We tweaked the triggers to provide a larger range and updated both A-10C and A-10C II practice and campaign missions. ED has the updated files so should be fixed in the next update (OpenBeta). Not sure how long before the Standard version gets updated.
  11. These are AND conditions so for 301 to be set all units in all the groups have to actually be dead. Check your log to see if that is the case. What happens if you change TIME SINCE FLAG (200, 1) to FLAG IS TRUE (200)? I don't think the 1 sec delay is needed. I have experienced some weird behavior with GROUP DEAD so you could also replace it with UNIT DEAD for each individual unit to be certain they are all destroyed. Not sure if STATIC elements actually register as dead. Try with actual units instead. If you need to detect a building or bridge is destroyed place a soldier unit beside it and test to see if the soldier is dead.
  12. Without seeing your trigger logic it's hard to know. What do you mean they won't show up? The messages? Make sure you are matching the appropriate flags to each message. Add your .miz to the thread if it's not too big or post a screen shot and we can take a look.
  13. Yes! Instead of using the UNIT ALIVE or UNIT DEAD conditions in the message trigger you could set those up as separate triggers and then set a flag. I haven't tested the limit but I believe 4 digit flags are possible so from 0 to 9999. Lots to work with. For example: Trigger type Condition Action Comment ONCE UNIT DEAD (Target 1) FLAG ON (200) -- Checks all targets for DEAD or set different flags for different sets UNIT DEAD (Target 2) of targets. SWITCHED CONDITION FLAG IS TRUE(100) MSG TO ALL (Is Target 1 Destroyed?) -- When player executes F10 selection displays message SWITCHED CONDITION TIME SINCE FLAG (100,6) MSG TO ALL (Some targets are Alive!) -- 6 seconds after FLAG 100 is on and UNIT is alive display message FLAG IS FALSE (200) FLAG OFF (100) SWITCHED CONDITION TIME SINCE FLAG (100,6) MSG TO ALL (All Targets Destroyed!) -- 6 seconds after FLAG 100 is on and UNIT is dead display message FLAG IS TRUE (200) FLAG OFF (100) Depending on your target sets you could have 10 primary and 20 secondary targets and set flags when appropriate combinations of them have been destroyed and a matching message. For example if 50% of the primary targets are destroyed, your message could say that based on a flag value being set. Obviously the more targets you have the more combinations of messages you will need but it's not too difficult with the basic ME trigger model. With scripting you could do it a different way but scripting can have it's own set of problems if you know what I mean.
  14. No problem. There are lots of good tutorials on Youtube and the DCS game manual is pretty good so I recommend you read it. If you know LUA scripting you can do even more things and using MIST as a framework can give you access to many of the internal functions. To keep it simple for now the Game Engine operates on Triggers and the triggers are evaluated every second. There are different types of triggers as well. ONCE triggers are evaluated every second and when their condition becomes true the game engine executes the action given and the trigger is then removed from the set of triggers for evaluation for the next second. A SWITCHED CONDITION trigger is evaluated every second and when their condition becomes true they execute their action, however they don't disappear from the list of triggers and are evaluated again in the next second. This way they are reusable. Trigger type Condition Action Comment ONCE TIME MORE (10) RADIO ITEM ADD (Target Status, 100, 1) -- Adds an F10 Radio Selection called Target Status uses Flag 100 SWITCHED CONDITION FLAG IS TRUE(100) MSG TO ALL (Is Target 1 Destroyed?) -- When player executes F10 selection displays message SWITCHED CONDITION TIME SINCE FLAG (100,6) MSG TO ALL (Target 1 is still Alive) -- 6 seconds after FLAG 100 is on and UNIT is alive display message UNIT ALIVE (Target 1) FLAG OFF (100) SWITCHED CONDITION TIME SINCE FLAG (100,6) MSG TO ALL (Target 1 is Destroyed) -- 6 seconds after FLAG 100 is on and UNIT is dead display message UNIT DEAD (Target 1) FLAG OFF (100) By turning FLAG 100 off and using switched conditions the set will repeat if the player selects the option to report again. You can add a sound file to play instead of printing a message or both. You can decide when to remove the RADIO ITEM by using RADIO ITEM REMOVE (Target Status) to remove it when desired. Please post if you have further questions. Thanks.
  15. It's pretty straight forward and we have it in our upcoming F-5E Aggressors Red Flag campaign. Set flags for each objective and then have a radio command that when activated polls the flags and sends the appropriate message. If you do it as a switched condition and reset the radio command flag then you can repeat it as many times as the user requests it. You will need messages for each combination of objectives (if you have more than one). For example we have Primary and Secondary objectives in our campaign so we needed 4 different messages. Primary Not Completed, Secondary Not Completed, Primary Completed, Secondary Not Completed, Primary Not Completed, Secondary Completed and Primary Completed and Secondary Completed. Hope that helps.
  16. Now you are prepared for any weather condition!
  17. Previous user posted he was able to succeed but unfortunately ED keeps changing the FM and the triggers which previously had generous range before maybe too tight for some now. Will retest and tweak triggers again to provide more generous range before termination call.
  18. Yes the triggers are identical. We will see if we can widen the detection range to make it a little easier to complete the maneuvers.
  19. Thanks for the files. We will take a look and compare to our testing.
  20. It should be in the stable as it was released awhile ago. I assume you used your airbrakes to slow down - just want to confirm. We will retest and see if we can reproduce it.
  21. Sorry no ETAs to provide at this time but here is a current breakdown on status: F-15C Basic Flight Training Qualification, - Development complete - doing final testing and screenshots. F-15C Aggressors Air Combat Maneuvering, - Development complete - doing final testing and screenshots. F-5E Aggressors Red Flag - Last mission still under development - final testing and screenshots still required. FA-18C Aggressors Air Combat Maneuvering - Development complete - doing final testing, awaiting teaser video and screenshots. We intend to do BFM, ACM and Red Flag campaigns for the F-16C Aggressors as well but have not started on those yet. We do want to replace the voice overs to give that series a slightly different experience. Please watch our blog for updates: https://mapleflagmissions.blogspot.com/
  22. These issues were fixed in the updated campaign with the new voice overs unless it's a new bug. Can you elaborate on the specific issue and include a trk file or better explanation of the specific problem you are experiencing?
  23. When the FA-18C was first released if you put it in the mission as a RED force (OPFOR) unit then the navigation wouldn't align and you had to do the manual alignment. ED indicated this was because OPFOR aircraft did not have the capability so we included the manual instructions to do that. Since then they added an optional feature in the GamePlay Settings Menu called Unrestricted SATNAV When selected this would override any RED force NAV alignment issues allowing the FA-18C NAV system to align properly as per the FA-18C normal startup procedure. We haven't tested the option in a long time but you could check your setting and see if enabling or disabling Unrestricted SATNAV impacts the way the FA-18C NAV alignment works when flying as a RED force unit. The AI is still wonky in the game engine so we had to force the wingman to take off prior to the player and his comment that you should follow him when ready means for you to follow him once you are fully spooled up and ready to taxi. It's not to be confused with the READY F10 menu item which is used to indicate to the Tactical Controller that you are ready for the dogfight engagement. Let us know if you encounter any other issues. We haven't had time to test this fully in the latest 2.7 release but we expect it should work as designed.
  24. We haven't tested it specifically but the missions should still play as expected. If you encounter any problems please report and we will investigate and correct it.
×
×
  • Create New...