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  1. 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
  2. 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.
  3. Hi everyone, Very pleased that the AN/FPS-117 has made it to DCS (finally our first western EWR!), though I do have a request for it. At the moment there are 2 mounting options which are treated as 2 separate units: there's one on a tower and one inside a radome. Firstly: would it be possible to have the mounting options be selectable from the additional properties menu, much like configuration settings for the land rovers and several other vehicles? Instead of being 2 unique units. Secondly, for the ECS would it be possible to have it just mounted on the ground (so just the ECS container), and have the platform be a static object? (Ground units will be placed onto static objects as is). Thirdly, would it be possible to have the tower the base AN/FPS-117 is mounted on be a static object? Allowing it to be used for other purposes (such as a raised AAA platform).
  4. 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.
  5. OPERATION DESERT KNIFE | 2.0 UPDATE SHORT REMINDER: Original Name of this Mission was Operation Desert Storm but it got "rebranded" to Op. Desert Knife __________________________________________________________ Singleplayer - YES Multiplayer - YES COOP - YES Each other - YES Against each other - YES __________________________________________________________ Syria Map - Required Carrier Module - Highly Recommended Tf-51 / Is Free & should be Pre Installed Gray Shark Skin - Recommended 16-32 GB Ram - Recommended Hello and welcome to the information sheet for the 2.0 Update of Operation Desert Knife! Russia and Germany are tired of the American sanctions! The conflict is being fought in Syria! The Russian position in Hatay is currently under fire and Incirlik and Adana were successfully bombed by American B1 bombers and captured the B1 are on their return flight to the American base Al Hajar! ___________________________________________________________________________________________________________________________________ Will Russia and Germany retake Al Assad and bring the Americans to their knees and thus retake Incirlik and Adana? or Will the Americans take the last base called Hatay from Russia and Germany and win the RussGER USA conflict? _______________________________________________________________________________________________________________________________ Balance of power RussGER coalition | UNITED STATES: RUSSIA | GERMANY, 4 Su 33 | 1 Mig29 | 1 SAM position | 5 Soldiers | 4 Tanks | 1 AA _______________________________________________________________________________________________________ Eligible Russian Jets: 2 Su 33 | 1 MIG 29 | 1 Su 27 | Su25T | Eligible Russian Helicopters: 1 Hind | 1 Ka50 _______________________________________________________________________________________________________ Recruit, choose your role! Su 33, Su 33, Su 27, Su25T, Hind, Ka50 or Mig 29! Then immediately go to the quadrant assigned to you! __________________________________________________________________ Win Condition [JETS]: Destroy: 2 F14 | 2 F5 -> Then Land __________________________________________________________________ Win Condition [HELICOPTERS]: Destroy: 3 Bradleys | 7 Soldiers | 2 Apaches _______________________________________________________________________________________________________ AMERICA, 2 F14B | 2 F5 | 1 F14A | 1 SAM position | 7 Soldiers | 3 Tanks | 2 Apaches _______________________________________________________________________________________________________ Eligible US Jets: 1 F14-A | 1 F14-B | 1 F16 | 1 F18 | 1 A-10C | Eligible US Helicopters: 1 Apache | 1 Huey _______________________________________________________________________________________________________ Recruit, choose your role! F14-A, F14-B, F18, F16, A-10C, Huey or Apache! Then immediately go to the quadrant assigned to you! (BA41) __________________________________________________________________ Win Condition [JETS]: Destroy: 5 Su33 | 1 Mig29 -> Then Land __________________________________________________________________ Win Condition [HELICOPTERS]: Destroy: 1 Anti Air Vehicle | 5 Soldiers | 4 RUS-Tanks _______________________________________________________________________________________________________ Alternatively, there will be an airshow in Palmyra! __________________________________________________________________ Selectable aircraft at the airshow: 1 BF-109 | 1 Mig29 | 1 Spitfire | 1 TF-51 | 1 AV-8B ____________________________________________________________________________________________________________________________________________________________ What is NEW in Version 2.0? HELICOPTERS! (Hind, Huey, Ka-50, (Apache* when it comes out)) -F16 HARM fixed (dcs update caused trouble in 1.0) -2 new unique Tasks for Helicopters (US & RUS) -New Briefing Pictures for Helicopters, A10 and the Frogfoot Jet -Death sounds added for the Helicopters -Reworked the flares for orientation -Translation Issues fixed -Su33 Grayshark skin not showing up when installed fixed -Russian Carrier is closer to the Operation Area (distance is now more equal to the US distance to OP Area) -Changed Time to 5:58 ____________________________________________________________________________________________________________________________________________________________ I Finally have COMPLETELY renamed the Operation from Operation Desert Storm to Operation Desert Knife, because this Mission has nothing to do with Operation Desert Storm. ____________________________________________________________________________________________________________________________________________________________ ENJOY OPERATION DESERT KNIFE 2.0! ( https://www.digitalcombatsimulator.com/de/files/3316674/ ) (what is planned for 3.0?) -Apache, Eurofighter and Tasks for them
  6. 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.
  7. 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.
  8. 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.
  9. Hi everyone, With ED's new ACLS system for the Hornet, a new advanced waypoint action has been introduced under 'Perform Command': Activate/Deactivate Link 4, which includes the ability to set what the frequency should be. Is there any possibility that HB's Link 4A implementation can use these assignments? Right now they're automatically generated with no ability to control presence or the frequency assigned.
  10. 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
  11. 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.
  12. If you build a mission with multiple flyable client aircraft it would great to see them as static aircraft if not taken by a player. At least for aircraft that are set to ground or ramp start. Maybe as an option. Would make the airfield look more populated.
  13. Would be super cool to display the current drag index in the loading screen, so one can have an indication of how draggy a loadout is and which cruise altitude is suitable.
  14. 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
  15. 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
  16. 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.
  17. 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
  18. Hi everyone, Whilst making a huge training mission for literally everything I can think of, I stumbled across a hurdle - because there are only really 2 choices of coalition (Red or Blue) but the main training 'country' if you will, are the USAF Aggressor Squadron, it's not possible (AFAIK) to set-up scenarios where both BLUFOR and REDFOR can attack a common target (and each other) in the same mission. Essentially, I wanted a mission where both sides could conduct weapons training without necessarily attacking each other (like a provocation) but do so simultaneously on both sides in the same mission. The problem is you can't set up missions with multiple belligerents, nor can we have independents/neutral parties, nor can we have opposing belligerents attack a common target as well as each other. EDIT: Right now we do have a neutral coalition, but it is simply the collection of countries that are unassigned, and it's not possible to set any kind of allegiance up or what their posture should be relative to other coalitions. What would be great is if there was a third coalition (rather than just BLUFOR, REDFOR or not present) which can then be used as: A.) a common target for BLUFOR and REDFOR B.) A neutral coalition, e.g for civilians/neutral nations or C.) A dynamic coalition who's allegiance can change during mission progression (perhaps using triggers). A better solution is to have the ability to to add, edit and remove coalitions, which should be made possible to do on the fly, throughout the mission editing process. like how it should be possible to add/remove countries as desired throughout the mission creating process (this, not just at the start where everything is set in stone and completely immutable (this can be a royal pain, you set up how you want your countries, you get into mission building, decide that actually I want to include xxxx or remove yyyy but you can't make any alterations without starting all over again - probably fine if you notice straight away, but later on it's really annoying). EDIT: This has been implemented. There should be the ability to set allegiances for each coalition - what other coalitions xxxx is friendly/hostile/neutral to. Obviously REDFOR and BLUFOR should be hostile to each other, but for any other it should be possible to change who they're friendly/hostile/neutral to. (Side thought - it might also be useful to have the ROE set coalition wide as an initial/default state for each unit in that coalition (rather than having to change it for each group), but still retaining the ability to set it individually if desired). While on the subject of allegiances, it would be really great if these allegiances could not just be altered but dynamically so as a mission/campaign progresses. For instance the coalition "GREENFOR" if you like, is allied with BLUFOR, an action happens activating a trigger which changes their allegiance to another coalition or sets it to become hostile/friendly/neutral to another etc. Taking it further and it could also be used to add/remove certain countries from coalitions during the progress of a mission (say a particular country is neutral, but then they're attacked, changing the allegiance of that country). This would allow for far more complicated ROEs as well as setting up more complex and dynamic missions. You could use this system to recreate conflicts whereby 2 coalitions are fighting a common enemy but are still hostile to each other. It would certainly work better with insurgents and would allow for independent coalitions. All in all it makes the whole business of coalitions much more flexible - adding weight to DCS as a true sandbox simulator. It's just an idea, but in my opinion at least, it would add a whole new level to missions and campaigns. EDIT: see here for a proper example.
  19. 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.
  20. 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.
  21. 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.
  22. Hi everyone, hope you're all healthy and full of energy. I'm trying to build missions for my recently created AC_' Group, For "AirCav" A helicopter group that loves flying SAR and other type missions as well. COMBAT Right?? Well, I'm trying to make it all in one, without Airplanes though, just Helo's. For now. I need some info on how to reactivate a Unit or Group after it's been Deactivated. I can do many other things, but I've not learned this one yet. I would love any advice on how to do this for a loop rescue kinda of scenario though, if anyone has any. The language in creation is everything. Triggers are amazing when you understand the language in how one works. Thanks, Snowman
  23. 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!!
  24. Hey All, I struggle with a problem with the mission editor and the use of static templates. After loading a static template, I can't run the mission. I get asked to save, but, no matter if I do or do not save the mission, the editor window stays open and the mission does not load. Any Ideas??? I believe the issue appeared long ago, so I don't think it came with the last update. I run the last open beta version. Thank for any ideas and help in advanced.... Edge
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