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I want a checkbox to disable the ability to use autostart of aircrafts (left win + home). The checkbox would be where the BDM, civilian traffic, labels, wake turbalance etc are today in the mission editor. Today most people just autostart cold jets. Might aswell have them all hot. Time waiting is the only real differance between the two options. So, I would like to disable the autostart function.
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So, I was unable to find an answer by searching. I found that when I create Waypoint ID names in the editor, that those names do not show up in the HUD of the plane when flying! I ultimately found that I had to extract the .miz file, and go into the CDU folder and edit the settings.lua with the names, about a 10 character Max, and then replace the original settings.lua file. Shouldn't the editor do this automatically?? Does anybody know how, manually is a pain!
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Hi DCS crew, I read in the forum about the new development of the ground/SC crew. Is it possible to add a independent selectable flight director as from the launch crew on the Supercarrier for the time being while we wait the release ? Most wanted in 2 variations, one SC and one army suited (for general AFB's) variation, like we can select the LSO-/TECH-/Shooter- crew from the SC. Or .... maybe even separate that one from the launch crew would even do for me. Am really missing this when taxiing on either the SC or general airports. Think a lot of users would appreciate this around. Kind regards, RWC.
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So, I'm doing some SAM testing. General stuff like evaluating ranges of different systems, hit probability, rocket motor burn times and so on. I'm still collecting data, but I am having trouble getting the HAWK (Currently using the Iranian Hawk Template) to change engagement ranges. When I set the engagement range to 100 (default) the system launches on my target aircraft at almost exactly 24 nautical miles. When set at 90%... it engages at 24 nautical miles... I'm working to optimize the system to get higher probability of hits. Currently I'm testing with targets at 40,000 asl. (Battery located at 215 asl), however the system is engaging targets at the same range as when my target drones were flying at 20,000 asl. The SAM has "excellent" skill level and I'm doing the testing on a big flat part of South America so there won't be any mountains to block the radar signals. Anyway, it would be helpful to know if I'm doing something wrong, or the restrict range order doesn't work, or what. Thanks.
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Hi everyone, At the moment, if historical mode is on, none of the assets (at least the ones that aren't static objects) appear in the unit list, regardless of the date set. Ground Units: TACR2: 1981 (at the earliest) - present. UK only. LARC-V: 1963 - present. Argentina, Australia, Germany (1965-1974), Iceland, Philippines, Portugal, Singapore, USA. Naval Units: ARA Santa Fe: July 1971 - 26th May 1982. Argentina only (previously USS Catfish, May 1949 (unknown when it received the North Atlantic sail mod) - 1st July 1971). ARA Veinticinco de Mayo: 12th March 1969 - 1990. Argentina only (previously HNLMS Karel Doorman, 01/04/1948 - 29/04/1968 (though would represent a post 1958 configuration at best, though there are still relatively significant differences in radar and weapons fit) and HMS Venerable (though is the wrong configuration) 17/01/1945 - 04/1947) Castle-class OPV: 27th Aug 1981 - 1989. UK only (post 1989 different weapons and sensor fit) CNS Almirante Condell: 21st Dec 1973 (early 80s at the earliest for current fit) - 11th Dec 2008. Chile only (though with a new entry and slight model changes, also Ecuador, from 29th May 2008 - present). CNS Almirante Lynch: 25th May 1974 (early 80s at the earliest for current fit) - 4th Jun 2008. Chile only (though with a new entry and slight model changes, Ecuador, from 15th Oct 2008 - present). HMS Achilles: 9th Jul 1970 - 27th Mar 1990. UK only (though with a new entry and slight model changes, Chile, from 8th Jan 1991 - Feb 2006) HMS Andromeda: 2nd Dec 1968 - March 1977 (or possibly Mar 1978). Andromeda in DCS is depicted before major upgrade. UK only (later Indian, but again, different fit). HMS Ariadne: 10th Feb 1973 - 31st May 1992. UK only (though with a new entry and slight model changes, also Chile from Jun 1992 - Dec 1998 as PFG 06 General Baquedano) HMS Invincible: 11th Jul 1980 - 17th Sep 1982 (for fit depicted). UK only.
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Hi everyone, Currently, the 2 Condell-class frigates are available for the UK but not for Chile. They should only be available to Chile and maybe Ecuador (though hull numbers changed, as did the name - though copy and pasting the entry, changing the name and the countries database would suffice - not aware of upgrades). Almirante Condell was in service with Chile from the 21st of December 1973 (the fit its currently in is from the early 80s, at the earliest) to the 11th of December 2007. Ecaudor aquiring it on the 29th of May 2008 (renamed FM01 BAE Eloy Alfaro) where its still in service to this day. [1] Almirante Lynch was in service with Chile from the 25th of May 1974 (again, fit is from the early 80s, at the earliest) to the 4th of July 2007. Ecuador acquiring it on the 15th October 2008 (renamed FM02 BAE Morán Valverde), where it is still in service to this day. [2]
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Hi everyone, I've noticed 2 issues with the weapon storage areas at RAF Mount Pleasant - one is more minor and cosmetic, the other is more major and does have an impact on actual gameplay. Starting with the latter, very few structures are actually configured as ammunition warehouses for the airbase, compared to the number of shelters/warehouses/bunkers actually present. The much smaller eastern site fairs better, which has 4 out of the 6 bunkers configured as ammunition warehouses (there should be a seventh, but it's not present on the map). However, the much larger western site has none of its storage shelters/warehouses configured as ammunition warehouses - instead only 3 small houses are configured: This means that a single aircraft (say an F/A-18C with 4 JSOWS - half the number it can carry in DCS), can destroy 43% of the ammunition supplies, without taking out any of the hardened shelters, or indeed any of the RL storage shelters. Secondly (and while this is more minor it would have more of an impact if the WSAs were correctly configured), the western site features no revetments, whereas the eastern site does (and having the right layout): Camera position: -camera 74.314641 0.330789 44.788055 -cameradir 0.349447 -0.249392 0.903156 Here's a picture of the real place in Google Earth, revetments are clearly visible: Both sites are otherwise pretty much bang on with object placement, object types and layout, with only a few minor errors (eastern site is missing a bunker, textures are a bit off, there are some objects where there shouldn't be any).
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I'm working on a project for Universal Apache Training mission, and I'm having issues with the following: 1. If player overloads Apache I want a message to pop-up that the Apache is too heavy 2. I have a "race" in which you have to fly as fast as possible without crashing and I want to have a pop-up message at the end which tells you how much time it took the player (and potentially read highest speed the player flew at as well as lowest altitude). Hopefully someone can help me with this as I'm really bad at coding
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Hello all, I've been working on a campaign and, while I've made some pretty big strides in the ME on my own and with the help of various post on here, I need to see if I can check my understanding and clarify some things. The first mission is a carrier qualification in which the player is required to launch and complete four recoveries to be successful, I began the mission with two flags (1 and 2) turned on (my understanding is that both flags have a default value of 1 but correct me if I'm wrong). Flag 2 turns off after launch (when player's speed and altitude reach a specified condition) and a switched condition will increase flag 1 on each subsequent landing, this is accomplished the same way when speed is less than 30 kts, altitude is less than 100 feet, and flag 2 is false. The switched condition counting the traps and increasing the value of flag 1 works fine (after four successful traps - when flag 1 equals 5 - my mission success message displays and bolters are not being counted). I ran into trouble when trying to apply a score, I wanted to add 15 pts for each trap for 60 pts, and on the last trap flag 6 turns on adding an additional 40 pts for a total of 100. What I am getting is 55 pts total meaning it is counting the 40 pts when flag 6 is true, and one of the 15 pts from a single trap but not the other three. Can anyone think of why this might be happening? Is it a minor thing that I'm overlooking?
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Hi everyone, With the Mirage F1 introducing 23 variants of the aircraft (which FWIW I absolutely love - no other module is that comprehensive, even with only AI variants) would it be possible to have collapsible menus within the unit listing? Primarily for instances where we have multiple variants, so for the Mirage F1 we'd have something like [+] Mirage F1, which when clicked on would expand into all the variants: [-] Mirage F1: Mirage F1B Mirage F1BD Mirage F1BE Mirage F1BQ Mirage F1C Mirage F1C-200 ... Something like this though would be perfect for things like battery components of SAMs. It would also have the added benefit of allowing us to use names that are simultaneously shorter and less ambiguous while keeping them very easy for users to figure out what goes with what. So for example, instead of having: SAM SA-10 S-300 “Grumble” Big Bird SR SAM SA-10 S-300 “Grumble” C2 SAM SA-10 S-300 “Grumble” Clam Shell SR SAM SA-10 S-300 “Grumble” Flap Lid TR SAM SA-10 S-300 “Grumble” TEL C SAM SA-10 S-300 “Grumble” TEL D We'd have [+] S-300PS [SA-10b Grumble], which when clicked on would expand to show: [-] S-300PS [SA-10b Grumble] 54K6 'Baikal' BCP 5I57A generator 5N59S [Tin Shield B] SR 5N63S [Flap Lid B] FCR 5N64S [Big Bird B] SR 5N66M [Clam Shell] SR 5P85S TEL(M) 5P85D TEL(S) Here the Big Bird and Tin Shield should also be listed separately, with the name given (omitting the SAM SA-10 S-300) as these are also used as general purpose EWRs (though perhaps EWR should replace SR in that case). Where components are present in 2 different groups, they should be present in each menu (essentially duplicating it), an example being Rapier, where we have the components to make the initial Rapier and Rapier FSA: This sort of thing could also be used for ships, both for ships where we have individual members of classes/subclasses as separate units and where individual units are contained within the liveries. Obvioulsy in any case, there should be buttons to expand/collapse all.
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Good evening pilots, since i couldn´t find anything about this, can anybody tell me how to setup a mission inside the mission editor, so that my flight starts with the autopilot engaged? Is this even possible, with triggers or advanced waypoint actions? Couldn´t really find an answer, and i´m sure there are many experts here Thanks guys for your help, cheers Peter!
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Hi! I thought do a dogfight training mission and I want to respawn automatically when I die. Is this possible or not? Script or trigger way would be fine. Regards
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- respawn
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I'm sure this has been covered but I just can't find it: Specifically, all red Air Defense units cannot (do not) target Allied air units under Advanced Actions / Triggered Actions > Perform Task > Attack Group. HOWEVER they can/do target ground units. Is it me - am I doing something wrong or is this a bug? I just can't believe this hasn't been discussed before now. Any advice would be appreciated. Thanks, John
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Some lighting assets in the structures set of the mission editor would be great, especially for constructing Farps. also a longer fence asset as well for the same reason
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Hello, I had this problem for several days now WITH OR WITHOUT ANY MOD. I load a mission in the editor and after a while, randomly everything starts to flash in the map and then the game freezes and crashes. I have attached the DCS Log (As there weren't any other files in the log folder) and a simple video I just uploaded on youtube to show you. It's pretty annoying as it happens (as you can see) even after a short while and makes mission making impossible. EDIT: I just realized that this is probably not the best section, I should have posted it in the ME or Chrashes section of the forum, apologies in advance. VIDEO: dcs.log
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- mission editor
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add setCoalition fuction to match getCoalition function
Drofseh posted a topic in DCS Core Wish List
There are a lot of requests already on this forum in support of the idea of having additional sides or coalitions beyond the existing Red, Blue, and Neutral, I fully support these requests, and they should also include functions to set the hostility of the different coalitions. In a similar vein adding a command that woud allow units or nations to have their coalition switched would be a welcome addition to DCS. My use case for this is that I am making a mission in which the players will be primarily operating inside one country (UAE on the Persian Gulf terrain). I would like to have AI air patrols in adjacent countries (Qatar, Oman, Saudi Arabia) that will only become hostile only if they players stray into the airspace of the adjacent countries. My current work around is to have the AI flights always as Opfor set to Late Activation, and then activate them with a triggers shaped to the airspace of the adjacent country. If I had a way to change their coalition I could have them set to Neutral and actually on patrol, then use a fuction like setCoalition to change them to hostile if the players stray into their country's airspace. Possible implementations of a setCoalition command could either change the coalition of the entire nation, or just of a specific unit, or add a command for each option. Examples: Change unit's side CoalitionObject.setCoalitionUnit(coalition.side) myPlane.setCoalitionUnit(RED) Change nation's side coalition.side.setCoalitionCountry(countryId) RED.setCoalitionCountry(73) -
It would be nice if AI can override given alt and fly above tick clouds if given access in ME
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I am making a mission for a small group where they are attacking an OPFOR base. Depending on what route the players take, they may or may not be picked up by radar. Once they get within a certain distance, the jig is up. Once they trigger enemy AI to scramble and come after them, I would like a certain group of fighters to attack one specific player/airplane, instead of going after the closest one/intercept. Is there any way I can go about this? Thanks
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In other words, although I understand the Campaign Builder interface, I don't quite understand how best to use it. It seems to me that persistence from mission to mission would be what really makes campaigns work best. Right now it seems that the missions in a campaign are relatively unrelated - the outcome of Mission 1 doesn't drive the situation for Mission 2. So does anyone have suggestions about how to squeeze the most out of the Mission Builder? I know it's a wide-open topic, one that could easily take dozens of written pages or a few hours of video tutorials. I see small parts of the whole being addressed, like the nuts and bolts of using the interface or the little finishing touches that can add to the realism, but has anyone done much about the actual logic behind creating a campaign? Thank ya'! Dave
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Hi everyone, minor issue - the newly implemented BDK Pr. 775 [Ropucha I LST] is only available for Russia and not for the USSR, Ukraine and Yemen. All but 1 of Ropucha Is built served in the Soviet Navy until it collapsed, with some going on to serve in the Russian navy. In January 1996 BDK-56 went to Ukraine as the U402 Konstantin Olshansky: According to this it was captured by Russian forces in March 2014. Another Ropucha I went to Yemen in late February 1979, later to be decomissioned in 2002 and converted into a RORO cargo ship and was allegedly sunk in the Gulf of Aden in 2018. Just in case it gets brought up, I am not using historical mode. [source]
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as title says. This sucks for helo landing on rooves of buildings.
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- mission editor
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Hello. It will be practical and more designers-side friendly if there will be an option to save many STATICS as a group or similar type of collection to use in any map. Sure there is the LOAD/SAVE STATIC TEMPLATE option that can do part of what i suggest. But this type of saving is not related to COALITION or COUNTRY (as the other types of vehicle/plane/heli) templates and the most important: is map dependant. In this example, i manually added these under the Cyprus country. But i had to alter their dx & dy so to take their proper distance without overlaping at 0. They do act as a normal type of group. Further, i can get it from *.stm file and then alter dx & dy, but all this has to be done manually. Thank you.
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Trying to work out if the ground/area is suitable for a unit/building/base in a top down flat 2d representation of a map in 2022/2023 is beyond lunacy. I get we're dealing with a legacy mission editor, but this needs a significant overhaul and bringing up to date.
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https://www.digitalcombatsimulator.com/upload/iblock/ed6/87v22jwd1xh51i3rgki944xsf503istq/DCS_User_Manual_EN_2020.pdf @BIGNEWY Can we pin this please?
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