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  1. While in the mission editor I tried to place some jets to start at on a carrier (did experience this before getting the sc module), and it would snap to cat 1 when i select both start from ramp & parking lot. No matter where i drag it, it kept snapping to the cat, as well as it did not give me the option to choose a spot anywhere else.
  2. Since we now have a very beautiful and great sounding P Hind and the old unit is the same helicopter I would've liked it to sound the same. It have always been generic and boring and unauthentic, and there is no reason why you shouldn't update it. Hope ED sees this Also for some reason it's startup sequence audi is very broken atm, cuts off when engines are starting
  3. This warehouse bug seems to break any custom warehouse of an airfield to persist onto any mission. Only fixed after a restarting DCS. So far I've only tested it with F-16s, I will come back and try other aircraft too. Steps to recreate: 1. Have a mission already prepared with custom warhouse and cold-start on any desired airfield on any map. (Provided: Limited Warehouse.miz) 2. Start DCS and run the mission (Limited Warehouse.miz) directly from the main menu via the "Missions" button. 3. Once mission is done loading, check the loadout screen and observe the now limited Ordinance (100x AIM-9L) 4. Now try to load another mission with supposedly Unlimited ordinance (Unlimited Warehouse.miz) 5. Go to the loadout screen and find the 100x AIM-9L to persist. Steps to fix the issue: 1. Exit DCS to desktop and start it again 2. Load any mission with a cold-start and Unlimited ammo enabled (Unlimited Warehouse.miz) 3. Go to loadout screen and see all weapons available again. However if you try to now load "Limited Warehouse.miz" you'll find the Unlimited Weapons will persist there as well. If you follow the steps to recreate above, but reverse with loading "Limited Warehouse.miz" 1st then "Unlimited Warehouse.miz" 2nd. The mission with limited weapons will now be broken and the unlimited ordinance persists there now instead. Limited Warehouse.miz Unlimited Warehouse.miz
  4. Hi everyone, Found a bug with the ships in DCS that I couldn't see reported before. Very simply, when firing anti-ship missiles, ships don't obey release quantities nor do they obey max attack quantities. In the track below I've got a La Combattante IIa that is set-up to attack a Krivak II. I want the La Combattante IIa to fire a single missile at the Krivak II. To do this I've set the release quantity of anti-ship missiles to 1, and the max attack quantity 1, i.e; make 1 attack, firing a single missile. Instead it keeps firing missiles until the Krivak II has sunk/been destroyed. Firing 2 salvos of 2 missiles each (with 25 seconds between each missile, and the 2nd salvo firing after the missiles of the first salvo have hit). It gets especially bad when you have a ship with lots of missiles firing against a smaller ship, or when firing against a ship that can't really defend itself, that doesn't require lots of missiles to sink - in both cases it leads to them being pretty wasteful with the missiles. AShM_Max_Fire.trk
  5. Hello, With the addition of the Syria map, the missions and battles that we can now simulate are going to be more complicated than the simple RedFor vs BlueFor that we have in game. Some people are having issues with the current 2 factions. Could we get a way to add more coalitions if we want to? For example, putting NATO into one coalition, and assigning them to blue icons. Then, putting insurgents into another coalition, and assigning them grey icons. Then, assigning Iran and Russia into another coalition, and assigning their units to red icons. This would allow for much more complicated missions, and would be extremely useful.
  6. What is the status of the bug with ME placeable NDBs (non directional beacons) not working on the Persian Gulf map? I can remember the issue being reported 2 years ago, yet to this day none of them seem to work for anyone (both ARC and TACAN, latest personal tests with ARC in multiplayer with correctly placed and "working" beacons which no module can pick up). And does this have to do with the general map bug of fixed location beacons (NDBs) being coded in Hz instead of Mhz (typo-bug, as also present on Syria for a while, seemingly coming from and Eagle keylog being used as a baseline by Ugra Media)? This bug is relevant as for any mission scenarios that are above the absolute lowest denominator being able to home in on a road base or FARP when other means are not available or in DRIFT can be quite relevant (especially when forced to use terrain masking). Moreso since the PG map is quite empty and repetitive in many areas making terrestrial navigation especially at deck and even at angels an issue. An earnest update - even if it reads "we had no time/no ressources for that" - would be appreciated to at least know what the status is.
  7. The use of those type of weapons are sadly a reality as we have seen recently in Syria. As DCS choppers are getting some love from ED, adding this dimension to the battlefield would be totally amazing now we have NBC capable choppers like the Mi24 and the AH64. Not by necessarily adding new loadouts but by allowing us to add, from the mission editor, N/B/C areas that would incapacitate or kill the crew of aircraft or vehicles flying/driving inside them if their vehicle/aircraft is not NBC compliant. The implications could be game changing. Imagine areas that would incapacitate pilots flying Hueys or Mi8, that would require to call some Mi 24 for support? Ground convoys where trucks and light vehicles suddenly stopping while keeping BMPs running? New reconnaissance tasks for choppers to size the areas and report them to the AMC? I could think of a simple implementation where non NBC capable vehicles/aircraft will start to have pilot/driver damage set when entering a designated area. What about having this on NBC choppers when pilots forgot to enable the pressurization or have a pressurization failure? This could also apply to the A10 by the way since it is the only aircraft sharing airspace with choppers. Then, in the future, as ED is working on dynamic weather, we could dream of having those BC areas drifting away with the set wind? What about linking the amount of pilot damage per unit of time to the level of NBC threat attached to a given area: N areas could be set with a user defined level of radioactivity, C and B areas to a type of agent?
  8. Hey everybody, I've been trying this out for the last couple days, no luck, so I'm posting it here. A few days ago when I opened mission editor all my saved templates, including the stock ED templates, were gone. At the same time I also lost all my favorites and passwords to multi-player servers. Now this really sucks, because I make most of the squadron missions, and I had dozens of premade templates saved. I'm putting this here because I don't know what happened. It's possible I did something, but I wouldn't have messed with the template Lua files on purpose, or even accidently if I was paying any attention. But I'm not discounting that it happened because I did something. However, I'm pretty sure it wasn't me. I was (that day) working with the mist, ctld, csar Lua files, but again, I don't see any reason why I would have wiped my templates file and my server passwords file. Everything was fine, then my game crashed in multi-player. I tried to log back on, and all my favorites were gone. The next day I found I was missing all my unit templates. (Like ALL OF THEM, 100% wiped) Anyway, if this has happened to anyone else, or anyone knows why this might have happened, please let me know. Until then, I'll be remaking dozens of unit templates and saving them... FYI: I'm making a mission with all the units and groups set out and I'll be posting it in the mission files when I get most of my templates remade, in case someone else wants them, or this has happened to anyone else. Thanks again, see you in the skies.
  9. Hi everyone, Would it be possible to change the 'START' time at waypoint 0 for aircraft to be desired takeoff time, for aircraft either starting from cold or hot starting from parking. Right now its function is identical to late activation, triggering 'group activate' at the time specified - which is already easily achieved (though involving a few more steps) via the triggers menu, making it redundant. Personally, it would be better if this time was the desired takeoff time, which would allow us to consider the time required to start-up and taxi (or just taxi for aircraft hot-started from the ramp). Right now, the ETA displayed only considers distance from the previous waypoint and airspeed. Of course, you can 'fix' the time and the ME will calculate the ground speed required to reach the waypoint, but if I factor in the start-up and takeoff time, it may set the speed outside of whatever the valid range is for whatever aircraft. This doesn't seem to be an issue (the ME doesn't flag an error, though it will draw a red border around the time and speed) though in aircraft like the Viggen, which has an automatically generated kneeboard containing the list of waypoints and waypoint parameters, you'll see an incorrectly calculated speed, which will conflict with HUD indications, which is obviously undesireable. This would also allow us to better define TOS directly from the mission editor, and use that to inform aircraft settings (this more applies to DTC improvements, but right now the Viggen will use the time set in the mission editor for TOS, though the problem is that it doesn't consider the time required to startup and takeoff, which leads to the above problem). This would also allow us to define a schedule for ATC to follow, which when/if it's improved should then manage aircraft such that they takeoff at the desired time (or as near to). Ideally AI aircraft would spawn at mission start (unless late activation is desired), then start-up (which should take a realistic time) at a time such that they will takeoff at (or as close to) the desired takeoff time.
  10. My squadron has been doing lots and lots of aerial refueling practice of late. In fact, many of us have now gotten much more more comfortable refueling. A few of us have even done multiple refueling in the Tomcat. (A human RIO make it a much easier process) Okay, enough preamble. There have been lots of tankers on or missions of late, and the S3 is something of a problem. First, the S3 dosent carry much fuel. For those that don't know, a s3 at full fuel cannot fully refuel even a single tomcat. So I'd like to make 2 requests. First, under the comms options for the tanker, can we have a tab for quality? For example something like "Uzi 1-1 looking for 2000 pounds" Then when you contact the tanker, can they give the player their fuel state? For example "Texaco 1-1 with 4000 pounds to give" Further more, when doing tanker practice, an S3 dosent last long. With that in mind would it be possible to give jets a triggered action, or task, or option of "Refuel and return to station" ? Thanks for considering this, that's all I got for now.
  11. Hi everyone, I'm trying to replicate the tanker tracks as found in this document (unrestricted distribution, pages 88-90) on the Marianas map. In order to set up the orbit, I'm using the switch waypoint command, where upon completion of the current racetrack, they'll switch back to the first waypoint of the racetrack. Once on station, I want the tankers to keep performing the racetrack for 2 hours before returning to base. The set-up is fairly simple: Tankers will takeoff and fly their route Upon reaching their respective ARIP waypoints a flag is enabled (*TANKER NAME*_ANCHOR) This first flag is used as a condition for a 'switch waypoint' command at the last waypoint of the racetrack, which will switch their waypoint back to the first waypoint of racetrack. After 7200 seconds have passed since *TANKER NAME*_ANCHOR turned on, the flag turns off and a *TANKER_NAME*_RTB flag turns on. The *TANKER NAME*_RTB flags are used to trigger a separate switch waypoint command, which will switch their waypoint to the follow the proper exit route (typically back to the ARIP waypoint and then to the AREX waypoint, and then follow their initial route backwards). Everything works perfectly, up to stage 4, because instead of returning to base after 7200 seconds, they return to base after completing 2 racetracks, as if they decide to not obey the switch waypoint action. I've double and triple checked the flags for each action (waypoint actions are given unique names and it's absolutely brilliant now that we can give flags custom names). I've tried disabling the 'RTB on bingo fuel' option - no effect. I've tried making a separate trigger zone at each anchor point and using a triggered switch waypoint (using AI SET TASK/PUSH TASK) - no effect. Any ideas? tanker_tracks.trk New Mission (Tankers) #01 (30-07-2005, 09-00-00, Hist. Weather).miz
  12. Hello, I would like to report a bug that I've been experiencing quite often regarding troops embarking into transports. Included are the Track file and Mission file, Here is a video of the setup and bug occurring In addition, if you are able to get the troops to embark while you are in the F10 map, the troop icons do not disappear from the F10 map until you exit and re-enter the map. Thank you! Varial Embark bug.trk Embark bug.miz
  13. The title says it all. More often than not, the real world readings are not what ends up being set in the ME for those two wind level. We used to have individual control of those two readings. It’d be great to be given that flexibility back.
  14. Hei, I was playing with mission editor and Viggen. Then came an idea, since the radar can be used for ground avoidance, how can I make a mission, where the player could not use his/her night vision goggles? Cheers
  15. DISREGARD I was messing around randomly trying things and I noticed that the year was set to 2016. Then I remembered that SCUDS were a big deal during the Gulf War in 1991, so I switched the year and that gave me the option to add them. I can delete this post if the admins want. ### Hello everyone, I just installed Combined Arms into the latest version of DCS. I see existing available Combined Arms missions but I don't see any way to add units (a SCUD for instance) to my own missions. I watched a video and it seems there should be a "missiles" category in the ground units section, but I don't have that. I haven't tried any other kinds of units. Am I misunderstanding what Combined Arms is supposed to allow me to do? Is it just that I haven't found the right way to do it? Am I experiencing a bug? I did a search here in the forums and ended up with a thousand returns spread over 40 pages, so if the answer is in there and I didn't spot it I apologize. Can anyone help? Dave
  16. I have an idea for a mission where I can fly around the map and as I land at various airports/farps (or even overfly them if that's easier) it would update my respawn location if I were to crash. Does anyone have any creative ideas on how to do this but still force the client to start at the initial starting airbase?
  17. The increasingly widespread and varied development of dcs maps certainly adds to the extraordinary experience by making scenarios that are getting closer to reality. The current use of Mission Editor with 2D display is good enough only sometimes it is necessary to repeatedly do 'Fly Mission' to make sure the location is right and the settings are made as expected, for that there needs to be changes by making 3D visuals in the mission editor so there is no need to check with 'Fly Mission' when you want to confirm the location of the site to be created. I understand, maybe this will make quite a significant change in coding. However, there is definitely a more effective and efficient way to this. So, the mission creator can make sure the site he created is as expected without the need to repeat for the 'fly mission'. I think with low resolution 3D mode, it's pretty good and possible. I hope this can be considered. Thanks.
  18. I suspect this is simply a limitation of the ME, but figured I'd ask here to see if anyone has some advice/opinions. I am working on a mission that includes some formation flying where the player participates in formation navigation between several waypoints. There are triggers when making turns from WP to WP telling the player when to start the turn. Additionally, I am trying to insert voiceovers whenever the player gets into proper formation, when they fallout of formation, and when they return to formation. I have all this working. BUT ... if the player happens to fallout or return to formation at the same time there's a turn, the sounds collide and step on each other. I'd prefer the turn calls take priority over the general "you're back in formation" or "you're drifting away" sounds. Is there any way to solve this within the mission editor? My workaround is to make the sounds more brief so the chance of a collision is reduced, but certainly not eliminated. Thanks!!
  19. Working on a google map that shows locations of SAMs as recent as 2013 (there are no more recent sources) that contains SA-2,3,5,6,8,9. This should help you in your mission planning. The empty sites are used to spread units out and also for more SAMs in storage so its possible these sites would be used in a conflict. Let me know if you are interested in helping or have any updated info. I worked on it for abt 5 hours and also lost abt 2 hours bc it didn't save but hopefully this will be completed in the next month or so. Currently it only has some of the southern SAMs but all locations are accurate and you can actually see the launchers if you zoom in on some. I am working on recovering the info I lost so that Damascus has all its SAMs. Here's the link: https://www.google.com/maps/d/edit?mid=1HF_PQ5XQJLSwCJR5QeuuE90u3Zuc5H-O&usp=sharing
  20. I'm trying to be able to have music play during a mission I'm building in the editor while also being able to have other audio files being triggered without it just stopping the music. That way I can have the music playing while have audio files of people talking at the same time. Is there a way to do this? I haven't been able to find anyone mention this issue so I assume either I am a total forehead and the answer is right in front of me, or its impossible to do which would be pretty lame.
  21. Currently the possible AI tasks depend on a fixed mission type (e.g. CAS, CAP, Runway bombing, etc.), but I would like to see a mission type that includes all AI tasks for multipurpose missions. It was a great idea adding the blue/red combined arms coalitions to unlock all units for a side, so if something similar could be done for AI tasks, it would allow mission designers and scripters to add more complexity to their missions. Another restriction that should be removed is that ground units cannot be assigned to attack designated aerial targets. This would be very helpful especially for Lua script designers, who could tell AI SAM units to engage only specific targets (like e.g. only attack bombers with a Sa-2 group, or attack only aircraft above a certain altitude, or attack only HARM missiles with a Sa-10 site, etc.). Currently ground units can only be assigned to attack other ground units. I hope ED considers to add these simple changes. Imo it would open up a lot of opportunities.
  22. Hi, I've been having issues where AI aircrafts do not fly at the altitude I gave them through the task mission in scripting. I have a mission with two fighter groups (Rafale C), an AWACS (E-3A) and a Tanker (KC-135MPRS). At first, I make them start from parking. I then give them this task : local on_the_way = { id = 'Mission', params = { airborne = true, route = { points = { [1] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_plane.x, y = coordinates_plane.y, alt = args.altitude, alt_type = "RADIO", }, [2] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_racetrack_start.x, y = coordinates_racetrack_start.y, alt = args.altitude, alt_type = "RADIO", } } }, } } local orbit = { id = 'Orbit', params = { pattern = "Race-Track", point = coordinates_racetrack_start, point2 = convertCoords(args.point2), speed = args.speed, altitude = args.altitude, } } local controller = Group.getByName(args.group_name):getController() controller:resetTask() controller:pushTask(on_the_way) controller:pushTask(orbit) The aircrafts all go to their zones and perform their race track orbit so I know that it works. The issue I have is that my AWACS flies close to ground level despite the altitude of 20000 feet I give them (I checked this altitude by printing it). When I change the AWACS plane to any other plane it then works and the AWACS flies at the right level. Things get weirder with the fighters, when starting from parking, my Rafales fly at the right level. But when they start from the runway, they fly at ground level as well. And when I change their type to Mirage 2000C, they work again and fly at the right level, even when starting on the runway. So what I thought to be a plane issue seems to also be an issue with their starting zone. But I tried changing the start of the AWACS and none of my changes made it work. I'm also thinking the issue could come from mission scripting as the altitude works when I set the planes routes from the mission editor and not from scripting. I was wondering if anyone had encountered the same issue in the past. And if so, is there a solution to these issues. Thanks a lot for your help.
  23. Hi everyone, Would it be possible to make the items contained in "additional properties for aircraft" persistent? Such that if you change them, the settings will be saved? Both when spawning a new group of the same aircraft, and when restarting DCS? Right now, when opening DCS or spawning another aircraft, they reset to default unless copied from an existing aircraft. Having them persistent would save just a little bit more time when making missions, as I would only need to set them once and then if I need to edit them, I only need to edit the things I desire (for instance, laser codes). Just to provide some examples: In the Hind I never fly with external dust protection () IR supressors and I always have NVGs and the NS430 disabled (though not sure why the latter is even present). In the Hip I again never fly with the IR supressors or with the NS430. In the F-5E-3 I always run the same countermeasure programs. In the Mirage 2000C I always disable the TAF GCI link. In the Tomcat I always set the gun burst selection to manual. In the Viggen I always set the weapon safety height to low. But because it isn't persistent and the default settings aren't always what I want, I have to edit all of these every single time I create a new group or start DCS. The only time they copy over is when I copy a group, or add units to a group where I've already set them as desired. Alternatively (if there isn't already), is there a way where we can configure what the default settings are set to? Even if it's via some .lua file.
  24. Hi everyone, Would it be possible to implement Link 4A/ACLS for the Forrestal? Right now only CVN 71-75 have it present. I'm guessing that for non-owners of the supercarrier it would use the simplified implementation and for the owners, the more advanced implementation.
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