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Reccelow

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Everything posted by Reccelow

  1. Dont forget to put in the boardwalk in KAF... and the pond!
  2. Ah, gotcha. I'll have a peek at the init to see if I can disable that. I always start from the ME so can place it myself. Thanks
  3. Thanks again for this fantastic mission, pretty much all I'm doing now. Is there a way to add statics to the carrier deck? I have a modified runway&routes file i use with my Airboss to get the proper launch cycle flow and need to strategically place a few blocking statics to make sure the E2 launches first, etc.... When I add them in now, as soon as the mission starts they all instantly port over to a land area on the coast, I assume it has to do with the zone?
  4. This is what I found worked for me. I wanted to use a MODEX number in the ME but not have it appear on the livery which had it painted on the VFA-15 Valions AJ300(2008) skin. Add the "custom args" section at bottom of your description.lua file in the livery folder you want to change. In my example its the VFA-15 Valions AJ300(2008) skin name = "VFA-15 Valions AJ300(2008)" countries = {"USA",} custom_args = { --[509] = 1.0 --Hemet Change 2.9 no longer valid? [0027] = -1.0, --tail [1000] = -1.0, --flaps [1001] = -1.0, --nose [1002] = -1.0, --all rest below here are other types of same bort number locations [1003] = -1.0, [1004] = -1.0, [1005] = -1.0, [1006] = -1.0, }
  5. Another small "trick" I use , once trimmed out and instead of using bomb mode to keep the wings from moving (with the massive trim adjustments needed) I pop up the sweep handle into manual. That keeps them from moving and altering your trim state (and of course most importantly..it looks more pro!)
  6. I agree it has changed some, for me its mostly the burble and much more unforgiving on unstabilized approaches. It takes very little to get away from me now... A good way to "feel" how it behaves in a stabilized approach, disregard the real world Case 1 pattern and go for a longer final. As for tanking, i agree too. I've graduated from having to use bomb mode on the wings to just popping up the sweep handle to manual mode to keep them from moving and I can plug a lot faster now.
  7. I only play in SP, so I add in some basic AI CAP, CAS, Tankers, etc spawns...to help me out as one person is overwhelmed immediately. Here is my current script I'm using under the Moose framework. It provides some basic allied flights, CAP, CAS, AFAC, tankers....it takes a little basic Mission Editor knowledge. Great tutorials on all that on YouTube. Its how I learned. Feel free to use it, be sure to add the "late activated" AI flights in your controlled areas, "start from ramp" and give them proper names and roles/waypoints. For the CAP and CAS I just use one waypoint "Search and Engage in Zone" and make it big enough to cover the whole op area. Lends a good level of uncertainty, which I like. For the AFAC if you dont know how to setup a JTAC in the ME, just delete it. I have it ranging over the whole area and it gives me target spotting and coords to hit. Copy all this into a text file and save as a .lua add it into your mission as a Mission Start trigger along with the Moose file (full info on Moose is at https://flightcontrol-master.github.io/MOOSE/), download the latest Moose.lua file and add it in as a Mission Start trigger at the top. Then your AI spawning file from below second Important: group names of your flight must match the ones in the file ( eg: "Barcap" is the name of the group) and in the Mission Editor. The ones listed here are what I use, keep them or use whatever you want but they MUST match exactly and case sensitive. If youre not comfortable with some basic scripting and the mission editor, dont do it! Your mission likely wont start and you'll get errors trying to load it up. My file uses 2 F-14's as "Barcap" , role is Intercept, 1 KC130 as "Arco91" set as tanker orbiting just offshore, 2 A6A as "VA35" as roving CAS and a GR1 from Akrotiri as the AFAC. All units are set to respawn on RTB (or destroyed...) I do find the F-14's will go to the tanker and top up and continue until all weapons expended most of the time. --Script file begins do Spawn_Barcap = SPAWN:New("Barcap") Spawn_Barcap:InitLimit( 2, 6 ):SpawnScheduled( 120, 0 ) Spawn_Barcap:InitRepeatOnEngineShutDown() end local Arco91 = SPAWN :New( "Arco91" ) :InitLimit( 1, 99 ) :SpawnScheduled( 15, 1 ) :OnSpawnGroup( function( Arco91 ) Arco91:CommandSetCallsign(2,9) end ) local VA35 = SPAWN :New( "VA35" ) :InitLimit( 1, 4 ) :SpawnScheduled( 120, 0 ) :InitRepeatOnEngineShutDown() local AFAC = SPAWN :New( "AFAC" ) :InitLimit( 1, 2 ) :SpawnScheduled( 120, 0 ) :InitRepeatOnEngineShutDown() --Script file ends
  8. Since 2.9 I've noticed the AI dont reverse into parking spots on the deck. Now they drive straight in and instantly flip 180 degrees. Reviewing the taxi/parking section of carrier RunwayandRoutes file I see the last value (representing velocity) used to be a negative (I assume this was causing the object to reverse?) and is now positive. I've tried experimenting with the routes file and different values, but cant get the AI to back into parking slots any longer. This is troublesome as they bang into each other trying to park in the last 2 of 3 positions on the "patio" section and destroy each other. Thanks for your efforts.
  9. Since 2.9 my AI flip around once parked on the deck. TO/Taxi is fine, right after they park, the aircraft flips 180 deg...? Any ideas? Here it shows backing into the spot properly, then does an instant 180 2.8 is working OK, I do notice there are a lot new "trajectories" files in the \DCS\CoreMods\tech\USS_Nimitz\scripts folder.... This is the result after stopping Backing in OK
  10. Correct, the mission costs seem to equally assigned across factions. It does indeed slow the whole campaign tempo down by how much you increase (conversely one could increase op tempo by reducing mission costs...) I'm not a proficient enough coder to figure out how to do it by just RED, but sure it could be done.... for instance if one looks at the "ground assault" mission it isn't referenced to any specific group other than the late activated ground assault units on the map in the zones. It would take some doing but it should be possible to create a "red-ground-assault mission xxx" (adding a unique id number) and reference that to specific red ground units.....but that would be a lot of work I suppose...
  11. I use this, works in 2.9 OB (for me) JTAC Coordinates in Lat/Long [UPDATED for 2.7.0] https://www.digitalcombatsimulator.com/en/files/3304451/
  12. I found a great way to slow things down to more "realistic" level for singleplayers: increase the cost of missions in the init script. I'm running with a 5000 increase across the board and finding it much more enjoyable, not flooded with enemy CAP, CAS and ground assaults. Plus SAMs dont repair as fast, which makes doing a SEAD, then the follow up strike next mission/day/session/etc still has the benefit of your previous efforts. Best of all for my low end rig, frames are up a lot and stutters are all gone. This makes sense as the default script has a lot going on.
  13. I've tried the create new CVN zone for Carrier ops/Airboss and it is working very well. It also appears to have sorted out my CVN tacan issue....getting normal range now. Also figured out if you create the CVN zone as per previous posted methods, to have the zone supplied the supply helicopters always go hover over the same point. If you place a landable ship there (static) it will land on it. Need to be very precise. Sometimes it just explodes on contact, but they are tenacious those AI helo drivers. Eventually a few make it and my zone is increasing in supply points. Using the same method I was able to add Akrotiri and Incirlik. Couple of caveats: 1. You really need to control Beirut to get decent supply to Akrotiri and by extrapolation, Incirlik 2. For adding the supply line connectors I use Akrotiri >Beirut and Incirlik>Akrotiri 3. Connecting Incirlik to anything else, all supply flights get shot down as they cross enemy territory. 4. Carriers seem to work better for supply helos to land on. The supply ship deck is too tight when the wind is not favorable. 5. When I added in my new zones, they appeared as Neutral, even specified as my side. So you'll need to take a capture squad on a long overwater helo flight to acquire Akrotiri, Incirlik and the CVN zone carrier. I added these zones to a game in progress, perhaps that's why the showed as uncaptured at start...? This mission is just fantastic. Almost fully dynamic campaign level enjoyable and customizable without breaking everything. Thank you for this. Best mission ever played.
  14. I use the trigger zone extended method of adding in a carrier group and airboss. Detailed on page one, i think. Scotch75: Using your improved method, do you have any issue with CVN tacan range? I can only get tacan from the carrier if I stay below 300' in 2.9 (running the same mission file in 2.8 is no problem) 2.9 isnt the issue as I get normal CVN tacan ranges in other missions.....
  15. The Moose.lua is for download here for those that use it as scripting framework, particular carrier ops with the Airboss module. More info here: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html Thanks again for all you do!
  16. Fantastic job to the devs. As gratitude I'm attaching a modified Moose.lua (ver 2.92) file that allows the use of Airboss, tested and working well. Moose292.lua
  17. I saw the posts about the Voice Chat option possibly being related. I tried selecting it on (SP only, I never do MP) and it does increase range. In the user mission "Pretense - Syria" the CVN tacan would go inop after 12 mi. With Voice Chat option selected, I get 25.
  18. The fog of war in 2.9 is so thick, I cant see any enemy units at all in F10 view! Red AC/ground units will blink on a couple times then gone. I can fly over an enemy location and see all the units (labels too) but in F10, nothing there.... Is this a new feature? New video setting? All settings correct in ME Also noticed supercarrier TACAN has about 60NM range max......at all altitudes. Is that new too?
  19. Thanks. Hawkeye! I thought it was certainly a possibility. Note from my above experiment with the rows of "90x1" Hesco objects that have completely flat top surfaces. I purposely put them on an uneven area, not too bad, but very much indicative of the locations were the sat imagery shows airports, so I'm thinking that part is cancelled out by either the height or length or perhaps both of the static object......?
  20. Some experimentation on existing objects gives food for thought. Here are a number of the 90x1 "Hesco" objects arranged together to make a landing strip (I cant recall the mod right now...) setup in off map Syria, rough semi flat area. All placed together they make a nice flat surface. Easily landable with rotary, I managed to do 2 touch and go's with the Hornet. So it may actually be possible, if the mod maker was to recreate the Hesco object with runway size dimensions...........we could be populating strips all over. Going to see how it works with decent runway sized group for a full stop fixed wing landing.
  21. Yes, I recall that issue when I tried with the farp mats that we had around at one point. I found I could get a reasonable landing surface and apron by stacking them on the more uneven areas.....but you could never taxi off, if you did there was no way back on. I made a workable Fallon, but of course the AI would ignore it. Perhaps the same might work with two or even three "layers" of a runway object....
  22. With all the impressive modelling the community produces, I was wondering if anyone can make a static runway object? Say 200ft wide by 8000ft long, just plain black with dashed centerline. We have numerous buildings, apron equipment, working TACAN object, etc. With just a landable runway object, the possible user created air bases via template are substantial.. NAS Fallon (I believe we have a working IFLOS object to..), Al Udeid, etc......
  23. Great job! Do you still have the version with placed units, mods, etc?
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