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Found 7 results

  1. Getting this unique error message... "Error set to airfield. "No free airport." Really odd. The screenshot from mission planner:
  2. I can't seem to get to call up in Open Beta 2.7 Mission Planner either Civil Aircraft Mod or Military Aircraft Mod to insert the aircraft there. Here's my path for each of the sims... C:\Users\Lawrence\Saved Games\DCS.openbeta\Mods\Aircraft\Civil Aircraft Mod C:\Users\Lawrence\Saved Games\DCS.openbeta\Mods\Aircraft\Military Aircraft Mod I can select the mods at the DCS startup screen so there's that. Not too sure what the problem is in mission planner. I searched the forum for 15~ minutes and reviewed some YouTubes, can't find a solution. Writing my own training missions and would be nice to have some heavy traffic.
  3. Having had problems in getting OPFOR artillery to fire once friendly forces enter a trigger zone... here's some advice. Advice given presuming you know where's where in DCS World Mission Planner and know the basics. STEP ONE: lay down some artillery vehicles. Not static, vehicles. Be mindful the targets have to be outside their minimum range represented by a green circle. You also want to name this group something you can remember and identify later on like "Nona". STEP TWO: you need some friendly vehicles on the move. You want to name this group starting with a prefix clearly indicating being friendly like TF. I prefer friendly TFs in the Caucuses theatre named after Georgian ballerinas (e.g. Nina, Nutsa) but that's me. STEP THREE: you need a trigger zone. Can be circular or four-sided. I recommend giving the artillery 2-3 minutes to get ready to fire at a point with a circumference of like 1000 feet or so. STEP FOUR: You need trigger rules. This is where we tell DCS what, how and where to shoot artillery. A) The best trigger rules are 2 Repetitive Action for Type and NO EVENT for Event. B) Then you want to under "CONDITIONS" either go "Part of Group in Zone" or "Part of Coalition in Zone". Make sure you select the proper coalition or group you want fired on. I recommend limiting this to "Ground" units in UNIT TYPE. You also must select the right trigger zone also. C) Finally, the Actions. You need to do two (2) actions - first, activate the artillery unit by first selecting for action "GROUP ACTIVATE" and selecting the group I hope you named clearly back in step one. Second, then you need to create a second action by selecting "GROUP AI ON" for the same artillery unit doing the firing. The below screen shot should help: This is what after a week of trial-and-error works. Safe to say this should work with some tweaks for SAMs & AAA. Finally, I have attached a static mission I'm still working on with more assets to be added to the final version & better routing + timing. But for the sake of simplicity I'm sharing now before those assets get added - like some Georgian Su-25s, an E-3 Sentry, some C-17s, and more Idaho A-10s. For starters. So please don't read too much into this. A-10C II Basic Mission 08 BETA v2 - Battle of Poti.miz
  4. I can't get Russian soldiers to embark on this mission to test out some JTAC functionality. Also not getting an embarkable check box: Any insight would be appreciated. As you can see by the tracks, once I kill off the infantry the APCs go on their merry way. Also plz don't judge my flying too harshly, I was more concerned with checking functionality than staying alive. JTAC Test 01.trk JTAC Test 01.log JTAC Test 02 - Frogfoot.miz JTAC Test 02 - Warthog.miz
  5. 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
  6. Hello, I got so tired of returning to DCS every year only to be met once again by the spreadsheet and the old briefing page that I decided to make my own. As it stands, DCS is severely lacking in the mission planning department. The most important part of any real mission is planning, and currently we still have no way of easily pre-planning our waypoints, even for aircraft that - traditionally - live and die by them like the Viper or Viggen. The data cartridge feature for the Hornet, teased years ago, is also nowhere to be seen. As part of getting back into image editing, I decided to make my own concept art of what I'd like to see replace the aircraft selection, Briefing, Mission Planning, and even Re-arm screens. Chiefly, I wanted to allow players to: - Configure waypoints, target points, popup points, etc according to their mission and aircraft instead of having to use the existing waypoints, spending 30 minutes punching co-ordinates, or using tacked-on systems like that for Heatblur's aircraft. - Create and manage groups, including being able to choose from the already-available callsigns. This allows flights to actually use the in-game groups and callsigns properly and organise into coordinated and cohesive flights. Players also have an overview of other groups and their tasks. This requires a new aircraft spawning system, similar to the one basically every other game on the planet (and MOOSE/MIST) uses, where players are simply spawned into whatever parking spot is available instead of fixed, late-activated aircraft (though that can absolutely remain an option for high-effort singleplayer missions and campaigns) - Be able to configure every aspect of their aircraft such as weapons, fuel and ammunition; but also data cartridge options previously only found in the ME or not at all, such as default MFD pages, rocket pod modes or bomb laser codes. Players can also easily synchronise loadouts. I came up with a concept for a three-tab planner where the first tab replaces the aircraft selection screen, and the second and third replace the mission planning and re-arm/refuel screens: START Tab: This is what the player sees after joining a server and choosing a side. Here, the player has an overview of friendly forces. They can see all other flights, and by selecting them in the PLAYER FLIGHTS (which in hindsight should have been called OTHER FLIGHTS since it includes AIs) section they can see their waypoints and their task. They can also join another flight or create their own under MY GROUP, choose a starting base, and a callsign. They can spawn at any base that is on their side, has enough of their aircraft in its inventory, and a free parking space, obviously including FARPs and carriers. This page also has the traditional briefing and weather information. This tab can be restricted by the mission creator for highly curated or singleplayer missions. Threat and detection rings can also be displayed. In the far future the WEATHER section could feature weather radar imagery. FLIGHTPLAN Tab: Here, the player can configure their group's waypoints, including special waypoint options such as Target, Orbit, or other special types such as those used by the Viggen. If a target's position is known, the waypoint can be fixed to it for PGM delivery. There is also a MISSION TASK option to let other players and controllers know what the group is up to. The tab also allows configuration and adjustment of radio channels. All of these options can be locked by the mission maker if so desired or appropriate. "?" icons open small windows explaining what each option does. AIRCRAFT Tab: Here, the player can select their loadout and expendables, as well as their data cartridge, like the re-arm menu. This tab and the FLIGHTPLAN tab can be recalled at any friendly airbase via the radio or ESC menus without reloading the aircraft in order to re-arm and refuel during continuous operations. Imgur post with annotated versions A feature like this is critical to any game that calls itself a combat flight simulator. I really hope this inspires Eagle Dynamics to finally improve this aspect of DCS. This, together with native mission state-saving, would in my opinion allow the community to effectively create their own dynamic campaigns, serving not only as a stopgap but also as a step towards a native Dynamic Campaign in the very far future. Even regardless of such plans a feature like this, on its own, is very important. I find it difficult to believe this is too difficult for the team that managed to make volumetric clouds work in a twenty-year-old game engine. Peace
  7. OK I have a two suggestions for the Mission planner page for single player. I almost always change the default mission load-out, to make sure chaff and flare are always loaded fully, or weapons I prefer more. Can we get an option to mirror the players load-out to the the entire flight. A check box for you wingman load out, and one for the other flight element. Also can we get some sort of drop down tab with at least allies units to be able to select them for their menu screen.
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