martinistripes Posted September 25, 2016 Posted September 25, 2016 (edited) I've placed a FARP for Russian forces. But I can't seem to get repairs working with rotor stopped and door open. I just need repairs and re-arming, thanks. I only found threads several years old when searching. UPDATE: Answer: See post #9 Additionally, there must be no enemy units within approx. 2km of your FARP. Edited September 29, 2016 by martinistripes Valve Index | RTX 4080 (Mobile) | i9-14900HX @ 2.20 GHz | 32GB RAM
mwd2 Posted September 25, 2016 Posted September 25, 2016 You need to place follow units in an area of 90m (radius) around the center of the FARP unit: - CP SKP-11 CP, FARP Command Post for radio communication - GPU APA-50 or GPU APA-80 for electrical power - ATMZ-5, ATZ-10, Ural-375 or FARP Fuel Depot for refueling - Ural-375 or FARP Ammo Depot for rearming - UAZ-469 and FARP Tent for aircraft repair 1 Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
martinistripes Posted September 25, 2016 Author Posted September 25, 2016 I have SKP-11, FARP CP and UAZ-469 and FARP tent but still can't get repaired. Rotors are stopped and cockpit door is open. Aircraft is damaged. There's no reply from ground control. Valve Index | RTX 4080 (Mobile) | i9-14900HX @ 2.20 GHz | 32GB RAM
mwd2 Posted September 25, 2016 Posted September 25, 2016 Can you post the mission file? Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
martinistripes Posted September 26, 2016 Author Posted September 26, 2016 There you goKa-50 - Zombies.miz Valve Index | RTX 4080 (Mobile) | i9-14900HX @ 2.20 GHz | 32GB RAM
Looney Posted September 26, 2016 Posted September 26, 2016 As far as I can tell, all vehicles must be in one group in order for the FARP to work. [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo
mwd2 Posted September 27, 2016 Posted September 27, 2016 I got no contact to the ground crew, too. As Looney say, it could be the problem with units not in a group - i have attached a working FARP with one Ka-50 as Client (Russia on red vs Insurgency on blue).Caucasus-Ka-50-FARP-Basic-1.5.4.miz Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
martinistripes Posted September 28, 2016 Author Posted September 28, 2016 Thanks guys. I tried adding all FARP vehicles to the same group and still nothing. I didn't have time to do much more testing but now I'm wondering if the vehicles have to be added to the group in a specific order. Not sure what else it might be. Will do some more testing by removing some of the unneeded structures and enemy. Maybe the enemy start too close. Valve Index | RTX 4080 (Mobile) | i9-14900HX @ 2.20 GHz | 32GB RAM
Panhead Posted September 28, 2016 Posted September 28, 2016 Attached is a mission file with 2 red FARPs, both working in all aspects, except for the night lighting on FARP B. Apparently, the FARP Command Post does not provide illumination, but the SKP-11 does. Adding the SKP in addition to the command post will provide illumination, but why not just use the SKP? That is, unless you are going for an aesthetic look with the bunker. All of the units in the FARP are placed with the Add or Modify Static Object tool, not the vehicle tool. Consequently, as you can infer from that statement, there are no groups. FARP A (264 AM) CP SKP-11 ATC Mobile Command Post (ATC) Transport Ural-4320T (Ammo) GPU APA-80 on ZiL-131 (Electrical) Fuel Truck ATZ-10 (Fuel) Transport UAZ-469 (Repair) FARP B (265 AM) FARP Command Post (ATC) FARP Ammo Storage (Ammo) GPU APA-5D on Ural-4320 (Electrical) FARP Fuel Depot (Fuel) FARP Tent (Repair) Obviously, these can be swapped around between FARPs, as long as you have at least one unit providing the service. Additionally, there are other units in the editor that provide the same function, but these are my personal preferences for usage. To test the repair functionality of the FARP, just lift off and drop your collective abruptly for a hard landing. Shut down your aircraft as normal and request the repair.Red FARPs.miz
Winston 60 Posted September 28, 2016 Posted September 28, 2016 Panhead, interesting info about the SKP-11 providing illumination at night. Is there an equivalent Blue side item that would illuminate a Blue FARP? CPU: i7 980x @ 4.2GHz RAM: 24gb Corsair Vengeance MB: Gigabyte Sniper X58 w/onboard Soundblaster X-Fi HD: SanDisk 480gb SSD OS: Win7 Pro 64bit VIDEO CARD: EVGA GTX 980ti FTW MONITOR: LG 34" Ultrawide 2560x1080 MP SERVER: ibuypower i7-4810MQ w/Win7 Home 64bit GEAR: Saitek X-52 Pro; Combat Rudder Pedals; Throttle Quadrants. Thrustmaster MFD's, TrackIR 5 w/Pro Clip, Turtle Beach X-12 Headset
Panhead Posted September 28, 2016 Posted September 28, 2016 (edited) Yep, the Humvee :) HMMWV_M1025 EDIT: There are some things that trip me up about the ATC/Illumination though. For example, the AI ATC logic is hard to follow for FARPs. I bring this up, because illumination is tied to ATC. You take off and the lights go dark - which is correct (unless another a/c is on the FARP). But getting ATC to respond after you take off is a trying process, because it seems it the logic gets stuck on you wanting to abort your previous take off. When you request a landing, the lights will pop on. But since you're stuck in the previous logic tree, there is no available request. To circumvent this, I have another FARP co-located on another frequency that I use for landing requests. It's been a while since I tested this, and have gotten used to laying two FARPS out so you may be able to Abort the takeoff after you've taken off and it will reset to the top of the tree allowing an Inbound request. Who knows? :) EDIT 2: BTDubs... Speed posted something about unit functions for a FARP several years ago. Here is the post. Edited September 28, 2016 by Panhead
martinistripes Posted September 29, 2016 Author Posted September 29, 2016 The FARP still doesn't work in my mission even with the units added as static object. I can only assume it's because of other nearby friendly or enemy units. 1 Valve Index | RTX 4080 (Mobile) | i9-14900HX @ 2.20 GHz | 32GB RAM
0xDEADBEEF Posted September 30, 2016 Posted September 30, 2016 (edited) I've been working on a bigger quite complex MP-Type mission for the past 6 Months, and I have spent countless tries evaluating what makes a FARP rearm/refuel/repair, and what not. It has apparently to do with what kind of units are near, but I am completely failing to find a pattern of which unit needs to be where that allows what or is required for whatever you wanna do. I FAILED TO FIND A PATTERN FOR THE PAST 6 MONTHS It sometimes works, then you restart the server and it doesnt work anymore, then I restart the server locally with the exactly same settings, and it suddenly works. I would really love to provide you guys with a bug report, with a way of reproduction or whatsoever. I can only tell you: There is no way to reproduce it. If you wanted me to guess I'd say the game just randomly tries to trick us into wrong thinking. I can only beg you ED to have a look into this. I know you are working on 2.5 and this is perfectly fine. Even if you cant fix it, PLEASE at least provide us with an official ideally logical answer on how this is supposed to work or at least how we can trick it to work. Because the behavior of the game does not seem to follow any logic. It sometimes likes me, sometimes not. If you are coding you know how crazy this can drive someone. Sincerely, Deadbeef Edited September 30, 2016 by 0xDEADBEEF
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