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Now Available for Public Download! ⟽ ★ FARP Hollywood Caucasus [Helicopter Sandbox] - All Helo Modules (Single or Multiplayer) by Element ★ ⟾ Tasked based helicopter sandbox mission for the Caucasus Map that will offer hours and hours of flying time with over 100+ LZs for all DCS Helo modules. This can be played in single or multiplayer. From troop transport to ground assault tasks this sandbox has a little of everything! Features: - 100+ LZs - CSAR Tasks - Troop Insertsions - Troop Extractions - Logistical Operations - Attack Chopper Target Area - View Player Stats via F10 Menu (If enabled), plus much more! FARP Hollywood Other FARPS Instructions: Select an assignment using F10 menu. All assignments will vary in difficulty and be within range 12-28nm distance away from home base, logical task can run even further. Runtime could be between 25-45+ minutes depending on distance. Logistical task can take even longer. You must be at FARP Hollywood on the ground to select a task unless its a logistical crate mission. Troops will auto load and unload if doing a troop transport operation such as insertions, extractions, CSARs provided you are landing in the correct LZ. Want to fly with a buddy/friends? No problem. Just have the lead select the mission using F10 menu while the budd(ies) wait for instructions by the flight lead. (Ex. Have an escort for your troop ins ert operation) ⟽ Ambush Attacks⟾ Hueys and Mi8s must always be vigilant while in enemy territory as you may run into enemy ground forces in route to your LZs. You must survive throughout your entire mission even on the return trip. Smaller allied FARPS are also located within the mission to assist you on your journey for repairing, rearming, and refueling. Possible SAM THREAT. Fast and low is the way to go. You have been warned! ⟽ Ground Assault Tasks ⟾ All helicopters can perform ground assault strikes. Selected via F10 Ground Assault menu. Then Select how many players using F10 menu again. A will be taking on the mission. You will be assigned a target area. Fly to this area, seek out and destroy your targets and return to FARP Hollywood. ⟽ Troop Transport Tasks ⟾ Missions for the Uh-1 Huey and Mi8 can be selected via F10 menu. If landing in the correct area/lz troops will auto load and unload. No menu diving. While other FARPs are available to assist you, FARP Hollywood will always be your finial destination UNLESS otherwise instructed. (This does not apply to logistical operations as your finial destination could be away fr om FARP Hollywood). ⟽ Logistical Tasks ⟾ This mission also provides logistical tasks transporting crates and other containers through the campaign.You may be assigned to transport objects to other FARPS and or warehouse/supply depots. Most locations will have an ADF freq to assist with navigation. See below for freqs. Simply Select task using F10 menu. ★ Radio Freqs ★ FARP Hollywood: 40 Mhz FM Homing FARP London & MASH (Rearm, Refueling, & Hospital) Freq: 41 Mhz FM Homing (Hospital for Medivac Use Only) FARP Dallas Camp (Rearm & Refueling) Freq: 42 Mhz FM Homing Pad 1 ATC: 126.3 Mhz AM ★ Warehouses/Supply Depots Freq ★ Muhuri Supply Depot - Freq 49.10 Mhz FM Homing Zugdidi Ammunitions Depot - Freq 49.50 FM Homing FARP Freq Above ★ SRS and Other Freqs Recommendations for Servers ★ General Comms: 32 Mhz FM (SRS) KA-50 & SA342s Presets: Ch 1 - FARP Hollywood 40.0 Mhz Ch 2 - FARP London 41.0 Mhz Ch 3 - FARP Dallas 42.0 Mhz To Enable LIVE STATS You will need to edit your MissionScripting.lua file. Edit your MissionScripting.lua ("C:\Program Files\Eagle Dynamics\DCS World\Scripts") so EasyStats may create and save data. Comment out sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs'), and require It should look something like this... do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Things to Know: ADF Homing Audio Signal - Please be aware the morse code audio may come in and out during your mission but signal should remain. Ambush Attacks: Uh1 Hueys and Mi8s will need to stay vigilant as its very possible you may be attacked randomly by insurgents while in Enemy Territory. SAM Threats: SAM Threats are very likely , fast and low is the way to go when performing troop transport ops Download Mission https://www.digitalcombatsimulator.com/en/files/3313795/ **************************** Change log / Updates 12-15-202 : Fixed issue with Ground Assault Tasks 6-16-2021 - Added the New Mi-24P Hind & Added the latest version of Easy Stats
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Hi, Does anyone tried RAT with South Atlantic map? Thank you in advance. Best regards, F.
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Hi all, My project is to purpose to the pilote with a F10 menu to select the mission who want to do. With several missions files ".miz", with different meteo and training context. I created a script to implement a F10 menu to access to the mission library. To be more easily to maintain, I would like to bypass the legacy ACTION "LOAD MISSION" triggered by a flag in the Mission Editor and use a function lua to do the same thing. Here my sample of lua, MenuTrainingSwitch = MENU_MISSION:New( "Training Switch Mission" ) do local function SwitchMissionFn( Mission2Load ) MESSAGE:NewType( Mission2Load .. " to load", MESSAGE.Type.Information ):ToAll() -- HERE CALL FUNCTION TO LOAD AND RUN MISSION FILE end local MenuTrainingSwitch_CaseI = MENU_MISSION:New( "CASE I", MenuTrainingSwitch ) local MenuTrainingSwitch_M1 = MENU_MISSION_COMMAND:New( "CASE I - Calm" , MenuTrainingSwitch_CaseI, SwitchMissionFn, "103_Training_CASE I_SOLO_SYRIA_W06SCT.miz") local MenuTrainingSwitch_M2 = MENU_MISSION_COMMAND:New( "CASE I - Moderate" , MenuTrainingSwitch_CaseI, SwitchMissionFn, "103_Training_CASE I_SOLO_SYRIA_W15BRK.miz") local MenuTrainingSwitch_M2 = MENU_MISSION_COMMAND:New( "CASE I - Hard" , MenuTrainingSwitch_CaseI, SwitchMissionFn, "103_Training_CASE I_SOLO_SYRIA_W25BRK.miz") local MenuTrainingSwitch_M2 = MENU_MISSION_COMMAND:New( "CASE I - Tempest" , MenuTrainingSwitch_CaseI, SwitchMissionFn, "103_Training_CASE I_SOLO_SYRIA_W35OVC.miz") end Do you have any idea about that ? Thanks for your help
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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.
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Hi all! whilst we can use set formations in a waypoint via e.g. ... ["formation_template"]="Ammo Truck Circle" ... the actual references seem only to exists in the mission file in the miz. The setup is relatively simple ["customFormations"] = { [1] = { ["name"] = "Ammo Truck Circle", ["positions"] = { [1] = { ["y"] = 0, ["x"] = 0, ["heading"] = 4.4134813168853, }, -- end of [1] [2] = { ["y"] = 208.17113065999, ["x"] = -24.903908270004, ["heading"] = 4.4134813168853, }, -- end of [2] [3] = { ["y"] = -74.07316305011, ["x"] = 173.05023437999, ["heading"] = 4.4134813168853, }, -- end of [3] [4] = { ["y"] = 321.19656048995, ["x"] = 153.25482011, ["heading"] = 4.4134813168853, }, -- end of [4] [5] = { ["y"] = 27.458155269967, ["x"] = 330.13642498999, ["heading"] = 4.4134813168853, }, -- end of [5] [6] = { ["y"] = 223.4966126699, ["x"] = 327.58217799, ["heading"] = 4.4134813168853, }, -- end of [6] }, -- end of ["positions"] }, -- end of [1] }, -- end of ["customFormations"] Question: Can these be dynamically added and/or altered via the API with LUA scripting? Thanks
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Easy Stats - A simple solution to add player stats to any DCS Mission or Multiplayer Server EasyStats by Element Brought to you by: The Fraternity Current Version: 1.0.1 Released: 12-09-2020 Features - Highly Customizable with knowledge of Lua and MOOSE Framework. - Tracks Air 2 Air Kills, Air 2 Ground Kills, and even Scenery Obj kills - Easily add basic player stats to any mission or multiplayer server. - Data is stored based on player name(see config section) or client multiplayer name for servers. - Option to store data based in UID IF you can provide it. - Data is stored in json files. - Pilots can use the F10 Menu to display real time stats within game. - View last 10 kills within Mission - JSON Data can be used in websites, discord bots, or even your own MOOSE code/scripts with the included function(s). REQUIREMENTS: - MOOSE - EasyStats.lua (included) Current Data Logged: joinDate (unix timestamp) MostRecentModule last_visit (unix timestamp) visit_count kill_count, view last 10 kills within mission flight_time (in seconds) takeoffs landings ejections crashes deaths _________________________ Easy Installation All Steps are REQUIRED 1. Edit your MissionScripting.lua ("C:\Program Files\Eagle Dynamics\DCS World\Scripts") so EasyStats may create and save data. Comment out sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs'), and require It should look something like this... do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end **make available these functions at your own risk.** 2. Load Moose.lua then EasyStats.lua into your mission at MissionStart via the DCS Mission Editor or in your lua scripts (don't forget the edit user config section in EasyStats) And That's It! Enjoy the live stats! _________________________ Download Easy Stats _________________________ Change Log / Updates 12-5-2020 - removed config option SinglePlayerPilotName as its irrelevant will use Name in Log Book - added config option to display message/notification to pilot after every kill 12-9-2020 - now track static & Scenery Object kills 1-2-2021 - fixed a couple bugs 5-25-2021 Ver 1.3 Fixed a few bugs EasyStats ver 1.3.rar
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C-130 Hercules Mod - ReSupply Mission - AIM120C to Mezzeh (Syria) Here is a transport mission you guys may also enjoy. My very first. It includes Moose, Simple Navigation, and Simple ATC Communication and some other goodies. It also includes my EasyStats.lua for those who have setup a customer MissionScripting.lua. Easy stats logs your flight time and data in real time. Enjoy and tell me what ya think. I fly in VR so enjoy the emersion. Download Mission https://thefraternitysim.com/wp-content/uploads/2020/12/Hercules-ReSupply-Mission-AIM120C-to-Mezzeh.miz Download the C-130 Mod by Anubis https://forums.eagle.ru/topic/252075-dcs-super-hercules-mod-by-anubis/ Enjoy! More c-130 missions to come!!
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I want to achieve a fairly simple task, but something goes awry. SpawnZone = ZONE:New("Spawn Zone") Bandits = SPAWN:New("Bandits") :SpawnInZone(SpawnZone, false, 2000, 4000) :SpawnScheduled(10, 0.1) I assumed this would just spawn new groups of Bandits until the end of times every +- 10 seconds, but it seems to only spawn one group. What am I missing here?
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- spawninzone
- spawnscheduled
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