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MOOSE - Mission Object Oriented Scripting Framework
Apple replied to FlightControl's topic in Scripting Tips, Tricks & Issues
We have ARMYGROUP for that Manual: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.ArmyGroup.html Demo Missions: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS - Armygroup -
MOOSE - Mission Object Oriented Scripting Framework
Apple replied to FlightControl's topic in Scripting Tips, Tricks & Issues
"Operation Kleenex" - Updated MP Mission Showing the new PlayerTasking-System of Moose plus Gazelle as FACA/Buddylasing: B R I E F I N G Situation BLUEFOR has established a no-fly zone over Lebanon. Reinforcement airlift is in operation between INCIRLIK and BEIRUT. REDFOR are dug in in DAMASCUS and PALMYRA. BLUEFOR is tasked to keep the Bekaa-Valley free of REDFOR units occasionally pushing south and west. TASKS I. AIR – Keep the no-fly zone over Lebanon free of REDFOR airplanes II. GROUND - Defend the highway between ANJAR south of RYAK and AL DIMASS, crossing the valley ridge III. GROUND - Push to take AL QUASAYR Airbase. Three strategic waypoints at BU70, BU71 and BU72 must be taken before BLUEFOR armor can take control of the airbase. Operation starts at 08:00AM local IV. HELICOPTER - Special Ops Operation from Minakh Airbase IMPORTANT NOTE: There is an informal truce with RUSSIAN forces holding LATAKIA Naval Base and BASSEL AL-ASSAD airport. Don't go there. - Build on MOOSE framework - (optional) A2G tasking available via F10 menu - AI CAP and CAS support - Helicopter CSAR and CTLD missions - Super Carrier - Modular build, easy to add own airplane groups https://www.digitalcombatsimulator.com/en/files/3312366/ -
Swedish Military Assets for DCS by Currenthill
Apple replied to currenthill's topic in Static/AI Mods for DCS World
I put in the 103AM version, which can also be seen moving around when being shot at with a HARM. It's on the right side of Gudauta Airbase.- 460 replies
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Swedish Military Assets for DCS by Currenthill
Apple replied to currenthill's topic in Static/AI Mods for DCS World
Added to the latest build - find it here - https://github.com/FlightControl-Master/MOOSE_INCLUDE/blob/develop/Moose_Include_Static/Moose_.lua- 460 replies
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MOOSE - Mission Object Oriented Scripting Framework
Apple replied to FlightControl's topic in Scripting Tips, Tricks & Issues
No, that's not in the API -
" miragef1ce.dll "is not welcome into his BIN folder !
Apple replied to Giat's topic in Bugs and Problems
Usually a virus scanner problem. Look into your scanner, the file quarantined. Make a rule to exclude it -
MOOSE - Mission Object Oriented Scripting Framework
Apple replied to FlightControl's topic in Scripting Tips, Tricks & Issues
Sure. A bit complex for a beginner's task, but possible. -
Hi there, I have added the bronco to Moose’s CSAR script, it’s in today‘s build. Manual here: https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Ops.CSAR.html Latest build: https://github.com/FlightControl-Master/MOOSE_INCLUDE/tree/master/Moose_Include_Static Discussion: https://discord.gg/zKdD4Cqg Enjoy!
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MOOSE - Mission Object Oriented Scripting Framework
Apple replied to FlightControl's topic in Scripting Tips, Tricks & Issues
Hi there - added some more modern replacement to task players with (main focus) A2G Tasks: Join the Moose Discord: https://discord.gg/KyS5twdu Moose Ops PlayerTasking - Coming to a mission near you! * Speech generated with Google Text-To-Speech (TTS) and Crirbob's SRS. Optionally you can use your Windows Desktop TTS. * Task creation for players, main focus A2G * One to many players can join a task * SRS Output * Language configureable * Many options from using detection, manual target additions, F10 Markers, smokes, flares and (optionally) lases targets * ... Manual: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.PlayerTask.html Demo Missions: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS - PlayerTask Multiplayer Mission Demo: https://www.digitalcombatsimulator.com/en/files/3312366/ -
Bomb Depression Tables for All Bombs Not In the Manual.
Apple replied to Hawkeye91's topic in DCS: Mirage F1
Correct. For most of the bombs, go by weight, not type. For laser guided stuff, you need to test this a bit, but would suggest to start dropping them 3-4nm out depending on speed, as they steer themselves. -
Bomb Depression Tables for All Bombs Not In the Manual.
Apple replied to Hawkeye91's topic in DCS: Mirage F1
They are part of the Kneeboard. You can find the images here: C:\Program Files\Eagle Dynamics\DCS World.Openbeta\Mods\aircraft\Mirage-F1\Cockpit\Mirage-F1\Mirage-F1CE\KNEEBOARD\pages -
Under "Radar Control Stick", bind "bearing control left/right" and "range/velocity control increase/decrease" - this will effective move the radar stick and thus move the pong-like on the radar strobe.
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BUG: API - Model key 34 and 38 (Doors) always return 1 (open)
Apple replied to Apple's topic in SA-342M Gazelle
Great! I used an old demo mission of mine to test this behaviour; sometimes for whatever reason a fresh version works differently maybe due to how the ME saves stuff (eg ammotables on AFBs if you put in a limitation etc). I’ll build a fresh one and confirm -
When testing with the Gazelle, I found the the previously working check if the doors are open now always returns 1 (open). The Model Viewer shows that the keys for the doors haven't changed, so it must be something else introduced lately. local ret_val = false local unit = Unit.getByName(unit_name) f string.find(type_name, "SA342" ) and unit:getDrawArgumentValue(34) == 1 or unit:getDrawArgumentValue(38) == 1 then BASE:T(unit_name .. " front door(s) are open") ret_val = true end Thanks!
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Since the last BETA update, the event.dead isn't called, if a unit isn't immediately dead, see attached demo. The death is registered in the ME event log, but the API isn't called. Reported by dcs-online.de and [WP] Stingray in the Moose Discord. event dead test.miz
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Hi all! whilst we can use set formations in a waypoint via e.g. ... ["formation_template"]="Ammo Truck Circle" ... the actual references seem only to exists in the mission file in the miz. The setup is relatively simple ["customFormations"] = { [1] = { ["name"] = "Ammo Truck Circle", ["positions"] = { [1] = { ["y"] = 0, ["x"] = 0, ["heading"] = 4.4134813168853, }, -- end of [1] [2] = { ["y"] = 208.17113065999, ["x"] = -24.903908270004, ["heading"] = 4.4134813168853, }, -- end of [2] [3] = { ["y"] = -74.07316305011, ["x"] = 173.05023437999, ["heading"] = 4.4134813168853, }, -- end of [3] [4] = { ["y"] = 321.19656048995, ["x"] = 153.25482011, ["heading"] = 4.4134813168853, }, -- end of [4] [5] = { ["y"] = 27.458155269967, ["x"] = 330.13642498999, ["heading"] = 4.4134813168853, }, -- end of [5] [6] = { ["y"] = 223.4966126699, ["x"] = 327.58217799, ["heading"] = 4.4134813168853, }, -- end of [6] }, -- end of ["positions"] }, -- end of [1] }, -- end of ["customFormations"] Request Please enable these to be dynamically added and/or altered via the API with LUA scripting. Would be very handy for e.g. a scripted dispersal of troops etc. Thanks