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EUROPEAN BASED - 13th CAB - Combat Aviation Brigade Part of CJTF-13 Joint Task Force Recruiting AH-64D and OH-58D Pilots and CPGs We follow real-life procedures as closely as possible, we use strict radio communications, and train HARD to get to a high level of virtual flying! This type of flight simming is not for everyone, because it requires a certain mindset, time commitment, and motivation to do it right - like holding a stationary hover, applying tactics, and radio communications. If you are looking for short, action-packed missions that are all about killing tanks and risking the helicopter, 13th CAB is NOT the place for you. the 13th CAB is THE PLACE TO BE if: - You are looking for realistic, in-depth planned events that include fighter jets. - You are willing to train in parade and tactical formations. - You are prepared to train the basics like hovering and radio comms to the extent that they become muscle memory and automatisms. - You can take just as much pride in a successful mission without a shot fired, but a safe landing back home, as one with 16 enemy vehicles destroyed. 13th CAB staff provides organized training events and supports you on the way to becoming mission-qualified. The 13th CAB holds its weekly Mandatory Event on SUNDAY @ 1945 CE(S)T (Summer Time 1745Z, Winter Time 1845Z). The 13th CAB holds its weekly Training Sessions on Thursday @ 2030 CE(S)T (Summer Time 1830Z, Winter Time 1930Z). The minimum requirements for joining the 13th CAB are as follows: – Being PROACTIVE, willing to read study material and perfect your skills in your own time, outside of regular training events – Being able to conduct a stationary hover pedal-turn to maneuver around tight forward bases (FOB and FARP). – Demonstrating basic experience using the navigation, sensor, and weapons systems. – Able to speak and understand proficient ENGLISH; communication is key to success, we need to understand each other – Using HOTAS or HOCAS and pedals, as well as head tracking or virtual reality – Owning the aircraft module of your choice and required maps (see CJTF-13 recruitment post) If you are interested in joining us please visit our website or join our discord and simply contact one of our recruitment officers (with CJTF Staff tag) Website: https://tawdcs.org/battalion/cjtf Discord: https://discord.com/invite/tawdcs If you have any questions, feel free to ask here or directly message me on Discord: my ID tag is @eteokles
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Would be nice to be able to link/unlink (group/break group) deployed ground units, into a single group after deployed, while in the mission. When transporting ground forces, every piece of equipment is a group. Setting route for each individual unit is aggravating when they're all going to the same point. And, they usually get separated really bad, you have to adjust all of their speeds to keep ammo and slower units close together, etc.
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- combined arms
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I have some MANPADS in my mission and they should ideally only attack on specific group of airplanes. The problem is that the only options I get under Perform Task > Attack Group are ground troops; vehicles and infantry, but none of my plane groups. Which seems a bit weird, since MANPADS are specifically there for air defense. Is there a way to do this? Through script perhaps?
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- manpads
- specific target
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Since our group's inception, we've always cared about an environment where Aerodrome Controllers, Aerospace Battle Managers, and JTACs are commonplace. We provide dynamic operations for you to really hone your skills and manage multiple pilots alongside experienced controllers! So if you have a keen interest in Controlling, whether you're new or experienced, please get in touch! Combined Arms is required and we provide free licenses for LotAtc for use on our Servers. EU Timezone - Operations on Thursday Evenings at 1830GMT/BST Training - Boasting a powerful training platform, we offer training in layered steps, at a time that suits you, with a challenge suited to each level. Community - As part of the DCAF, you’ll find opportunities to branch out. We have a diverse community for you to hang out with, and learn from. Ready to apply? https://forms.gle/fhxwzxAJVBjYfU779 Want to learn more? https://dcafoc.wixsite.com/home Come and say hi: https://discord.gg/dcaf
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- squadronfinder
- controllers
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I'm pretty sure that this must have been asked and answered a zillion times, but I'm totally unable to find a word about it. If so, just please point me to the relevant answers. My question is... that: how far apart can the units of the same SAM group be and still operate coordinately? And, will they operate even if the LOS among them is obstructed? Thank you in advance.
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For some strange reason, despite having COALITION and GROUP IN ZONE condition detectors, the only way to detect if someone from that side is above or below a certain altitude is at the UNIT level. This causes a significant problem in the ME when dealing with large MP flights of multiple large groups. Instead, it would be significantly easier, quicker, cleaner and more useful to specify at the COALITION level altitude limitations and be able to have an ACTION based on those being busted.
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Is there a way to add multiple static objects to a single static group? Like when building groups of active ground units?
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Hi, new here :) Not sure if wishes for Combined Arms goes in here but here we go. When clicking a group leader ( 1) you don't see the connection to other units in that particular group. We are using a persistent version of CA, and are using quite some time to make it fun for the users, so we move the units around quite a bit all the time. A kind of coloring, marking, lines or anything else to indicate "group members" when clicking group leader would be a great help. Thank you in advance ;) ChokDK
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As the title says. If I output the value for Unit.getByName(unitName):getID() it is surrounded by quotes and it's type is a string But if I do this: Unit.getGroup(Unit.getByName(unitName)):getID() It's type is number. So to make the first statement work I have to cast the return value 'tonumber'.
- 4 replies
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- wrong return value type
- scripting engine
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To save multiple duplications of conditions all with an OR (for each unit in each group), two new CONDITIONS for GROUP HEIGHT checks would be much simpler and quicker. ALSO, in the back-end, these GROUP checks, MUST test ALL of the units in the specified group(s) for busting an altitude (High or Low) before the CONDITION is true - it must NOT require that ALL of entire group(s) units collectively bust the altitude limits!
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- mission editor
- conditions
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The whole ME locks up and goes modal once the 'Group ID and makeup, renaming' is visible. Clicking anywhere off it, on the side inspector panel should hide it, and whilst it is open clicking any unit / group on the map (and scrolling/zooming the map) should be possible. As it is, if you have two units in two groups flying formation and you want to view this info, you have to click the first group, click the ? next to 'GROUP NAME' on the right inspector panel, then view it, then click the 'x' on the new dialog, then click the next group, then click the '?' again and then you can see it. It's a UX pain. Should be a quick fix please.
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- bug
- mission editor
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The lack of getters in the api means that we have to create additional look up tables for all scripting spawned units/groups etc... and have to keep going back to them. That's memory, processing overhead, just because of a lack of useful getters on Group/Unit objects. Please fix this glaring omission.
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Hi everyone, A fairly long standing bug - AI naval units do not respect attack quantity, group attack or release quantity as set in the mission editor, when firing anti-ship missiles. In the first attached track, I have 3 Tarantul IIIs in line abreast, with a single Ticonderoga 60 nmi to the south-south-west. I have an attack group task for the Tarantul IIIs, set to attack the CG 47, the settings I've used are as follows: Weapon Type: Antiship missile (though the same is true if set to guided or missiles) Release Quantity: All Max Attack Quantity: 1 (i.e. fire one salvo) Group Attack: True The objective being to get all 3 Tarantul IIIs to each fire their 4 SS-N-22s at the single Ticonderoga, firing as one large salvo. However, in the track, the AI will only fire salvos of 4 missiles (which use a single shooter, or multiple shooters) and instead of firing one salvo, the AI follows up with subsequent salvos of 4 missiles, once the preceding 4 have been destroyed). This presents a tactical problem that's fairly easy for a CG 47 to solve, certainly easier than 12 missiles, split across 3 axis. In the second track, I have 2 Tiger-class FACs and I want it to fire 2 missiles (which should be MM38 Exocet Block 1, not RGM-84D Harpoon Block 1C) at the single Krivak II to the north. I only want one shooter per salvo and one salvo. Following the above, the settings I've used is as follows: Weapon Type: Antiship missile (though the same is true if set to guided or missiles) Release Quantity: Two Max Attack Quantity: 1 (i.e. fire one salvo) Group Attack: False However, again, a salvo of 4 missiles is fired, with both ships shooting, instead of 2 missiles being fired by one ship. This was then followed up by a second salvo (though this time with one missile, as the Krivak had sank). While 3 missiles are required to sink the Krivak II with the current damage model, I only wanted 2 missiles to be fired (and this problem arises regardless of the target - 5 missiles being fired against say a Grisha-V or a Tarantul III would be excessive, given the limited self-defence capabilities these ships possess). Another thing that can be seen at the end this track, is the 5th missile appearing to track a ship that was fully submerged, indicating that missile seekers aren't properly implemented. This was reported to the forums 2 years ago by another user and presumably affects all anti-ship missiles not using the new API (and at time of writing, only the AGM-84D Harpoon Block 1C, exclusively fired by the F/A-18C Lot 20 (it should also feature on the AI B-52H, F/A-18C, and S-3B at least) has a higher fidelity seeker model). In both cases, it can be seen that: The AI does not respect release quantity - the AI will only fire 4 missiles per salvo (excluding cases where less than 4 missiles remain or the target is destroyed before the AI can complete its salvo). This is unlike AI aircraft where the AI will fire as many weapons as set, regardless of whether they're singletons or groups. The AI does not respect attack quantity settings - the AI will continue firing salvos of missiles until the target is destroyed or the task is cancelled. The AI does not respect group attack settings - the AI will either have multiple shooters per salvo or a single shooter per salvo. All 3 of these are respected by aircraft, where they behave as expected for what is set. AI_attack_qty_group_rel_qty1.trk AI_attack_qty_group_rel_qty2.trk
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Someone was asking about this box in the main M.E. channel. As I was explaining it for them, I tested it out, because you know... DCS and the DCS ME manual can be deceiving... Here's the script I created to create a CONDITIONAL that returns either a TRUE or a FALSE. groupConditionTestScript.lua It IS loaded via the 'Initialisation Script' box in the Trigger Rules dialog as per the manual. It is called from the CONDITION box on the GROUP Inspector just to the left of the % spawn box. Even if you edit this script to always return true and set the % to 100, the group will never spawn. Either the manual is grossly misleading, or this is broken. Here's the test mission: groupCONDITION.miz It SHOULD just spawn a helo group if the CONDITION returns true (it's an RNG from 0 to 10, anything over 5 is a TRUE - check the DCS.log to see if the script is called and what the return value is) but either way, the game NEVER spawns the group.
- 4 replies
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- group
- mission editor
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