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Hi everyone, I appreciate this is minor (though on the flip-side, fixing it is trivial), but what we have in DCS is not a MiG-29A. IRL the actual MiG-29A (product 9-11A) was a speculative concept from the 1970s that was never built beyond small, scale models. Here's what it may have looked like if it was ever actually built (note 29A written on the nose): This was essentially a stop-gap aircraft, using avionics (including the radar) of late MiG-23ML aircraft (and you can see an R-23R missile depicted under each wing). This model can also be seen in the documentary Wings of the Red Star - the Last Generation about the MiG-29 and Su-27. Here's another image showing prospective loadouts (including the K-25 - more-or-less a copy of the AIM-7 Sparrow), here depicted with semi-recessed stations on the corners of the engine nacelles - much like the Hornet (though you can find numerous other MiG-29A designs - such as this one and even this SAAB 35 Draken-looking one Note how "радиолоцанная станция" (radar station) is listed as "САПФИР-23М" i.e SAPFIR-23M. SAPFIR-23 being the radar fitted to the MiG-23. What we have in DCS is actually just "MiG-29". I'd propose renaming it to "MiG-29 (9-12A)" or "MiG-29 (9-12A) Fulcrum-A", as that's where the As actually belong and this is what the aircraft actually is. Including Fulcrum-A is out of convention for DCS (though DCS' naming convention is inconsistent to begin with), though were it to be done, I'd include NATO reporting names for all Soviet/Russian/Chinese aircraft, as has been done with some ground units. The Ural-375s got corrected to what they actually are (Ural-4320s), let's hope this can get corrected too. I've attached a modified MiG-29-Fulcrum.lua, changing line 410 to have a more accurate display name that fixes the issue - this resides inside CoreMods\aircraft\MiG-29-Fulcrum (ironically the name of the .lua file and the name of the folder gets it right). This will break the Integrity Checker so ensure to retain a back-up of the original. MiG-29-Fulcrum.lua
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Currently the default option is everything is on the MFD when it should be the other way around. So instead of a option to Hide a unit there should be a option to "Show" on MFD. Unless you suggest that intel is that great so we know exactly where everything is on the battlefield. (this is satire) But anyways, I could be wrong but I think most mission makers would like the objects to be hidden by default and make things a lot easier. Why: So mission makers don't have to go through every unit to hide them from populating on a MFD or COORD page. Instead the key focus targets or main threats are the ones populating on the MFD with using a Show on MFD option. First example: AH-64. The apache automatically adds every single unit (Friendly & enemy) to it's COORD pages and there's only 9 pages and it populates very quick. And if there is a mission maker or campaign maker using units to populate a base those 9 coord pages are now completely filled. And if you're in the cockpit and have to remove those populated units, its a one by one process. Do you see where I'm going with this? So if we're playing a mission or campaign that someone else made and all 9 pages are full from auto populating, but we need to add a waypoint with a control measure, lets say a friendly unit. Now the user needs to go into the coord page, do the process to delete one of those automatically populated points, pause the game, read the message history for the grid again because they're to busy deleting a point that shouldn't be there by default. This example is very real in DCS and would be prevented if the default behavior was set to hidden on MFD. Last example: F-16. The HSD page only shows units that have a radar. If a mission maker is adding radar guided AAA or SAMs they're automatically populating on the HSD. So by default the MFD/HSD is spaghetti soup full of threat rings. If there's a vulcan 100 miles away and nowhere close to the route or objective area, it's populating on the HSD. And if the mission maker doesn't want those units to be seen they have to go through them in the editor and hide every single one.
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Is there a tool or an easy way to modify or replace required mods in existing missions? I have many missions for the MiG-29S that I would like to reuse for the new MiG-29A Fulcrum. I would also like to reuse F-14 or F/A-18 missions and campaigns for the F-16 or MiG-29A. Sometimes older missions require modules that are no longer available, and I would like to disable them. Manual editing with the Mission Editor is tedious and does not always work.
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We know that the JTAC system needs a thorough re-work, but a small band-aid solution would be a mission editor selection to determine if a JTAC provides coordinates in MGRS or lat/long. If JTACs could read lat/long coordinates, the Tomcat would become a very decent CAS aircraft almost immediately, with the ability to have Jester input the coordinates and cue the TGP to that point. Right now, CAS in the tomcat requires use of the F-10 map, conversion of MGRS to lat/long, and THEN inputting the coordinates in via Jester/RIO. Flying in VR makes that very challenging. I'm assuming that there are other aircraft that can also accept lat/long coordinates and not MGRS, and this simple tweak would open CAS up to these aircraft as well. Obviously dynamic laser-codes and better ordinance selection would also help, but I imagine these fixes are more challenging to implement and would take longer. For the meantime, options for coordinates would provide a pretty significant leap in capability.
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Hi DCS Team, It seems, the mission editor does not save all the lines/ polygons/ actions/ triggers/ handles from a mission when saving/ creating a mission template. It just saves all the planes, ships, vehicles, etc. So in other words, when adding an existing template/ mission in to the newly created mission, all the lines/ polygons/ actions/ triggers/ handles, are missing. It would be great if we save a mission template, and load it, that all the triggers are saved as well, not just the materials. Kind regards, RWC
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hey pilots, I have a small problem with setting up multiple tankers in the same group. I'm building a mission in which I need pilots to perform air refueling together and simultaneously, so I created a tanker group in the mission with 2 tankers; let's call them Arco 1-1 and Arco 1-2. Since they are in the same group, I can only have one radio frequency, i.e., 280.000. Then I realized that I can set a frequency for each unit in advanced waypoint actions (AWA); hence, I created 2 different frequencies for each unit, 280.250 and 280.750, but when I jump into the mission, I can only see and talk to Arco 1-1 in the comms menu at 280.000! It totally ignores the unit frequencies. Is there a trick to make this work? Am I doing something wrong, or is this a DCS limitation?
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We are setting the waypoints as usual in the ME, but once the mission runs on op night, when someone joins a dynamic spawn slot, these do not show up in the kneeboard and are not programmed in at all. I am confused why there is no chatter about this. Are we doing something wrong?
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I didn't see this requested and figured it would be highly appreciated from the mission maker community if we have this feature. Some aircraft like the Strike Eagle have additional waypoint options in the editor such as "navigation target fix points" and "waypoint properties". If we could have something similar and add the abbreviations to the waypoints, for example waypoint 5 property is BR for bridge or gap, waypoint 10 is a FM for FARP Ammo, and the final waypoint is LZ for landing zone. A simple solution right now would be to use the default waypoint name as a free text using the abbreviations such as "SP" so on the TSD is displayed the waypoint with the text. This would be great compared to having to do it all inside the cockpit.
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DCS Scripting API Prototypes — TGFB Edition info This utility allows for more efficient and cleaner code so, help you make better scripted missions! With this you will gain the ability to lookup and see all functions available to you in the DCS Mission Scripting API. You will get function auto-completion so you will always know what param a function wants/needs. It will also warn you for sketchy nil and Mission Scripting errors so my advice if you see a "warning" in your file you better check that out and fix it to prevent bugs and unintended fun!! The original idea as far as i can see was from 'asherao' Installation and download -> HERE TGFB Info Website: tgfb-dcs.com Discord Feel free to join the TGFB Discord or visit or website to stay up-to-date with my latest projects, mission and tools Enjoy using this tool!! This tool is updated for DCS version : "2.9.19.13478" Credit : - Hoggit Discord - asherao See Screenshot EXAMPLES :
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Hi, I miss a trigger in mission editor, which would react on target detection (radar/visual). I imagine something similar like "unit/part of group/ part of coalition in zone" in combination with specific unit. e.g. IF unit(radar) DETECTS unit(target)/part of group/part of coalition DO .... I´am trying to bypass it by lua script, but without any succes yet
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When using templates to place units it would be nice if the combined joint task force would compile the blue/red templates. Not game breaking but when using the templates we have to do it by individual countries. It would just be nice to have all of blue or red sides templates right in one spot. Unless the combined joint task force isn't using all the blue/red sides units and is it's own group but has all the vehicles and aircrafts?
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I know that AI helos in the Player group will just stay on the ground until the player takes off. But how can I get a whole AI group of helos to wait until certain conditions are met, and then take off? Especially wait on ground after cold start. I know I can make them spawn in air then land and wait, but...it doesn't look...smooth...so... I've given these a shot, and none of them seem to work: 1) I set the option - Prefer Take Off/Land Vertically to false, and then put an obstacle on the taxiway. 2) I set Embarking at way point 0, trying to make it wait for the troops. If anyone's got any ideas, I'd be really thankful if they'd share 'em.
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Unlike the "Uncontrolled", this option is to make an AI helicopter start its engine but not yet proceed to its waypoint. Just stay still, on the ground. It's easy for planes to put obstacles to block AI from taxiing. For an AI helicopter, it will try to take off and proceed to the waypoint right after its engine is running. This option is very useful when creating a scenario that from mission start, a group of helos preparing, loading & embarking while their rotors are still spinning, taking off right after some conditions are met. I know there is a way to spawn them in air and let them land right after. But I think letting them land from the beginning looks better and it's easy for creators to put static objects or units around them. It will be better to have optional setting to open the cargo doors like "LAND - COMBAT LANDING".
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I'm requesting that we can make the search zone with the current circle option but also with a quad point option. The same as what we can do for trigger zones. Currently the AI option for (start enroute task > Search then engage in zone.) Is only a radius set up by distance in feet. For example if we are making a dedicated red air zone we could adjust the zone with quad point to be more accurate to a known zone vs a giant radius. This would also able to any AI with the search then engage in zone option.
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Hi guys! I do not manage in my missions to detect using a trigger the death of a unit or multiple units which have been randomly spawned using the DML script RND! I attached a test mission with 3 trucks and a flyable Mi24p. When you use a F10 command to kill all units (the one that spawned + the 2 others) it detects the death of the three unit, but when you destroy just the one that spawned, it is not detected. I tried a trigger with the condition "UNIT DEAD" with each of the 3 units, doesn't work, I think the the game thinks that the 3 units are here, even if just one is visible. I tried a "GROUP OUT OF ZONE" trigger , but as they spawn a millisecond after the mission starts, it is immediately triggered. And if I add a "ABSOLUTE TIME MORE" and sets 5 seconds for instance, it doesn't work as well. Do you have any idea? Thanks in advance and have a great night or day! test.miz
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Hi Developers, Could you add a option to create a template of different selected static objects. Sometimes, while editing, one would like to use the same group of statics on different places on the map. Now it is only possible by creating a group of controllable AI planes or vehicles. So in other words, one must repeat all the same static setup all over again. The same handle would be great to be able to create a group of static objects too. ** MISSION EDITOR - ADD/CREATE TEMPLATE - STATIC GROUP - (hold CTRL and select static objects) - SAVE TEMPLATE. Kind regards and thank you for this great simulation
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I live in the editor and doing script, more then flying now a day working on the missions I work on, Daily, there is at least for me 5-6 crashes and if I need to test more, I would have more. It's random, often happen when I quit the mission and go back to the editor, it would take me there automatically. That is the idea anyway. This happened after the last patch, not the hotfix but the one before it. I hope @BIGNEWY or any of team can check this, sorry for the tag but I can't stand it anymore. dcs.logDxDiag.txt dcs.log-20250607-210652.zipdcs.log-20250607-202456.zipdcs.log-20250607-203821.zip Note : this happens in the loading screen.
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Can we please get a checkbox option to have uncontrolled or static aircraft have their maintenance panels open? To simulate aircraft being worked. People spent a lot of time modeling it but we rarely see the panels open. Have some static ground crew next to the open panels with m92 assets would sell it.
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All my ME templates are gone after the last update. The names are still there, but I cannot put them on the map. Any way to restore?
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I am trying to understand what is the logic happening behind AI Task Push and Triggered Actions. I created a mission with several triggers. Each trigger executes "AI Task Push" "Attack Ground Unit N". As far as I can see when AI Task Push happens, the unit executes exactly the task and if it a task was already in execution it just forgets it completely. Example: Trigger 1 happens, AI starts attacking group 1 Trigger 2 happens, AI forgets about group 1 and starts attacking group 2 When group 2 is dead, AI returns to its route and forgets about group 1 Can I make it not forget the task it was doing and return back to it?
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It would be nice if there were a menu to open that would show all jets parked on the carrier. Right now, if you place multiple jets on the carrier in the mission editor, they are on top of each other, and it is hard to select a specific one.
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If you fly DCS solo like I do. Then here are some tips and tricks you can do to make your experience better. First thing I wanted to share was how to set up enemy AI Warbirds. Its often hard to fight AI warbirds do to AI units using a much more simplified flight model and having a full 360 vision out to miles. As you fight your own planes limitations. AI planes get to bank climb without issue. Know exactly where you are at all times and will always end up on your tail. As a solo player you have no buddy to tell you that you have someone on your tail. This fixes that. It has a number of steps but once you do it a few times its easy. 1. Lets first add Mist to the mission. This is a rather standard step for mission making. Not sure if this step is required for what fallows but its just what I do each mission anyway. 2. Now let's place a red plane and call it Red 1. Will remove all its default advanced waypoint actions. Its better to add them yourself one at a time. 3. Will need to add some triggerable actions. Weapons Hold and Weapons Free. 4. Next step is to add some trigger zones. One will name Red 1 Vision and make it 6000 feet. This will give Red 1 about a mile "vision" once we add the triggers. Make sure to place this zone right on the pilot's head and link it to the plane (Red 1). This will make the zone move with the linked unit. 5.Now make a zone and call it Red 1 Check 6. This zone should be around 1500 feet but you can adjust to what best fits your needs. This zone will be placed out front of the Unit it will be linked to (Red 1). I find it better to add a waypoint so you will have a line to use as a guide. 6. Now we get to the triggers and scripting. Red 1 vison Hold will make it so as long as you're not inside that vision zone. Red 1 will revert to waypoint flying. 7. Red 1 Vison Free on the other hand. It Is set up so as long as you're inside that mile distance. Red 1 will stay hostile. AI will follow you and do all the things a hostel unit would try and do. But now if you manage to get outside of that zone for long enough. Red 1 will switch back to weapons Hold and go back to flying waypoints. Tell you get inside that zone again. 8. So Check 6 fixes a issue I always had. With no other player around you have no one to warn you that some one is on your tail. When you are inside that much smaller Check 6 zone. You get a message warning you are inside the weapons arc and distance of Red 1. 9. Now let's address AI plane's ability to out fly you at all times. The fix is to add weight to Red 1. You could add max fuel and bombs on most planes. But it can be silly to be fighting a plane that has a bunch of 500lbs bombs. This script will tack on 1000kg with no outer change of the plane. You can change that number to whatever you want. I find that 1000 extra kg will be enough to push planes past the Max takeoff weight. But not so high that plane can't fly. As you can see Iv moved out into Red 1 check 6 zone. In this case I was ok as Id already critically damaged Red 1. You can repeat these steps for all AI planes and you will find that dog fights will be much more reasonable.
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I would really appreciate, if we had a option in the mission editor to toggle wheel chocks at the start of the mission for every aircraft or for individual aircraft, instead of only specific aircraft having wheel chocks defaulted set and some have them defaulted removed. Sorry for my bad grammer, if you have any questions of how I meant this to be implemented, just ask!
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In this version, It seems that the code 'OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP = True / False' in file [missioneditor.lua] responsible for displaying the cockpit id and command has been removed. Thus, how can I now restore the functionality to display the corresponding command numbers for clickable actions when hovering over the controls page? null
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So this issue happened to me now a couple of times. 1st issue : When pressing the 'save' button in the mission editor, it saves the mission as it should. However, when one presses 'fly mission' or presses the 'exit' button to exit the ME, it says there are unsaved edits and opens the option window once again to 'save' or 'exit without saving' or 'cancel' , when one has just saved it. 2nd issue : I have the auto save option enabled in the ME, and after a while the ME gets stuck trying to save the mission file, and the save button stays enabled in the editors column on the left, but not saving the mission file. At this point, you can no longer save all the editing done since the last auto-save/ save. This causes the created mission file to get corrupted and one has to 'exit without saving' and rendering the mission file unusable...... so all the work done will be lost at this point. This is a horrible experiance !!! All the work done for nothing. Now i found a way around and having fortunatly the autosave files still intact, but the mission file is at this point no longer accessable ! So i restarted DCS, opened a new mission file ( at this point the mission file can no longer be accessed, and then opened the backup file saved from the auto save option from the last save, and then load it. Then save it once again as for example mission 1. But then all the work done after this last save is gone ! If i did not have this auto save enabled, all the created work would be lost forever ! * image showing the save button stuck and not saving anything. Also showing the autobackup timer on the top left non responsive. Please have a look in to this matter, DCS - Team. Kind regards, RWCnull