Super Wabbit Posted November 23, 2019 Share Posted November 23, 2019 We're still playing this map almost daily, thanks again! Question: Does adding an option to the Red Cap aircraft, like restricting countermeasures or defining AA Missile attack ranges, carry over to when they are spawned? Link to comment Share on other sites More sharing options...
Surrexen Posted November 23, 2019 Author Share Posted November 23, 2019 We're still playing this map almost daily, thanks again! Question: Does adding an option to the Red Cap aircraft, like restricting countermeasures or defining AA Missile attack ranges, carry over to when they are spawned? If you add tags etc to the template planes then yes they will copy over when spawned, but be careful as I've seen some funny things happen to behaviours of planes with certain tags. For example, if you give pinpoint strike planes the tag of RTB on bingo fuel or RTB on no more guided bombs ... they seem to lose their minds. I wanted to experiment with putting evasive vertical manoeuvres on red fighters but haven't gotten around to it yet. Also I've been a little reluctant to make it any harder than it already is :P In other news, since the JF-17 is supposed to drop on the 4th of December ... emphasis on 'supposed to' ... I will be pushing to get my code additions finalised for the things I've been working on so I can include them in the coming update :thumbup: Link to comment Share on other sites More sharing options...
Super Wabbit Posted November 23, 2019 Share Posted November 23, 2019 If you add tags etc to the template planes then yes they will copy over when spawned, but be careful as I've seen some funny things happen to behaviours of planes with certain tags. For example, if you give pinpoint strike planes the tag of RTB on bingo fuel or RTB on no more guided bombs ... they seem to lose their minds. I wanted to experiment with putting evasive vertical manoeuvres on red fighters but haven't gotten around to it yet. Also I've been a little reluctant to make it any harder than it already is :P In other news, since the JF-17 is supposed to drop on the 4th of December ... emphasis on 'supposed to' ... I will be pushing to get my code additions finalised for the things I've been working on so I can include them in the coming update :thumbup: Thanks for the heads up regarding the tags. We've found that once we've taken out the larger SAM threats, a two-ship flight is not having too much trouble completing a mission on its own. It has required us to really dig in deep with how the jets work to make us efficient. Fly to the objective, clear out fighters, then one will quickly locate the target and kill it while the other provides a fighter screen. Learning how to quickly find the target has been the key - get good with the targeting pod of your choice! Link to comment Share on other sites More sharing options...
Surrexen Posted November 23, 2019 Author Share Posted November 23, 2019 Thanks for the heads up regarding the tags. We've found that once we've taken out the larger SAM threats, a two-ship flight is not having too much trouble completing a mission on its own. It has required us to really dig in deep with how the jets work to make us efficient. Fly to the objective, clear out fighters, then one will quickly locate the target and kill it while the other provides a fighter screen. Learning how to quickly find the target has been the key - get good with the targeting pod of your choice! Very soon you will have radio support call-in's for MQ-9 Reaper aerial drones which will act as JTAC's. That will provide entirely new ways of doing things and open up more loadout options. I've been able to utilize laser guided mavericks which I haven't really used since they came out on the hornet last year! It sounds to me like you and your wingman have learnt a lot and improved your tactics as a result of taking this mission on which is absolutely awesome :) You guys might be the first to report back that you've completed the campaign at this rate? I spend so much time testing things etc that I have not even come close to finishing any of them! Link to comment Share on other sites More sharing options...
Super Wabbit Posted November 23, 2019 Share Posted November 23, 2019 Very soon you will have radio support call-in's for MQ-9 Reaper aerial drones which will act as JTAC's. That will provide entirely new ways of doing things and open up more loadout options. I've been able to utilize laser guided mavericks which I haven't really used since they came out on the hornet last year! It sounds to me like you and your wingman have learnt a lot and improved your tactics as a result of taking this mission on which is absolutely awesome :) You guys might be the first to report back that you've completed the campaign at this rate? I spend so much time testing things etc that I have not even come close to finishing any of them! The JTAC will be awesome, that might get us into the F-5 or Mirage some for LGB loadouts. Indeed we have dived deep in to F-18, F-16, and F-14 and feel confident in taking on any mission (other than SEAD) at this point. We haven't cleared the map yet. We've destroyed 185 ground targets and 13 static targets. But we'll get there! We've definitely learned a lot as a result of this mission and can't recommend it enough. Thanks so much for all your effort! Link to comment Share on other sites More sharing options...
Badass1982 Posted November 26, 2019 Share Posted November 26, 2019 Not sure what I've done but units (in this case it was sa10 launchers i had killed) are no longer staying dead in between restarts. I have sanitized the Ifs and IO's in missionscripting.lua in the scripts folder of my install, any ideas or suggestions to fix this?? Link to comment Share on other sites More sharing options...
Surrexen Posted November 26, 2019 Author Share Posted November 26, 2019 Not sure what I've done but units (in this case it was sa10 launchers i had killed) are no longer staying dead in between restarts. I have sanitized the Ifs and IO's in missionscripting.lua in the scripts folder of my install, any ideas or suggestions to fix this?? Check your DCS log and see if it's complaining about permissions. Link to comment Share on other sites More sharing options...
BoneDust Posted November 26, 2019 Share Posted November 26, 2019 Hearing this makes the ridiculous amount of hours spent in the editor worth it :thumbup: One day I might even get to just ... you know ... fly again haha :pilotfly: Edit: I have just got the Fleet Defence planes working in Clear Field. Moody screenshot attached. Mate, it is the best mission out there. I love the sound triggers you added. Awesome job! Alienware New Aurora R15 | Windows® 11 Home Premium | 64bit, 13thGen Intel(R) Core(TM) i9 13900KF(24-Core, 68MB| NVIDIA(R) GeForce RTX(TM) 4090, 24GB GDDR6X | 1 X 2TB SSD, 1X 1TB SSD | 64GB, 2x32GB, DDR5, 4800MHz | 1350W PSU, Alienware Cryo-tech (TM) Edition CPU Liquid Cooling power supply | G2 Rverb VR Link to comment Share on other sites More sharing options...
dans679 Posted December 1, 2019 Share Posted December 1, 2019 (edited) **edited*** Disregard my post noob mistake on my part...I was unaware DCS would re-write the the .lua with every start of the server. I was making my changes and save/closing the file prior to running DCS. Which at startup would write over my changes. Wanted to leave up my post in case it helped anyone else. ********** I also am not seeing the creation of of .lua files in the root directory or any error in the logs, or something randomly trying to write to a .lua in the logs. Could you please tell me what error would be thrown if there was a permissions issue blocking the save function v/r Edited December 1, 2019 by dans679 Link to comment Share on other sites More sharing options...
Surrexen Posted December 5, 2019 Author Share Posted December 5, 2019 v112 is up Changelog v112: - JF-17 added - UH-1H added - Radio call-in's for MQ-9 Predator aerial drones that can act as JTAC's for the called sector, be advised the drones will have to fly from near Kutaisi to the target sector to give some semblance of realism. The drones are invisible/immortal to make up for the travel time. - Some minor script adjustments Link to comment Share on other sites More sharing options...
Surrexen Posted December 11, 2019 Author Share Posted December 11, 2019 v113 is up and contains a critical fix. Changelog v113 - Bug in mission validation for statics if the initial mission target was a previously destroyed static has been corrected - JF-17 default loadout for fuel tanks changed to centreline tank - Red squadron cruise/intercept speeds slightly adjusted (they are a little faster now) - EWR network is no longer invisible/immortal - 5 new mission targets (EWR radars) added - Red and Blue defence networks enhanced to include all radar capable ground and sea units - Some EWR radar positions adjusted slightly - Target report target elevation now listed in meters as well as feet Link to comment Share on other sites More sharing options...
cwhsiao520 Posted December 12, 2019 Share Posted December 12, 2019 Hi, Surrexen Not seeing my previous question posted, so I try again. How to get the drone to lase? I waited for it to come on station and called JTAC as usual to no avail as it always says, "no further tasking, you may depart". Try if it will auto-lase using AGM-65E - not seeing the laser spot either. Is there any pre-condition required to trigger the lasing? Thanks for the great mission - been enjoying it in single player mode using three AI wingmen as missile shield. Chih-Wei Link to comment Share on other sites More sharing options...
cwhsiao520 Posted December 12, 2019 Share Posted December 12, 2019 uh, forgot to mention that I have been searching the default code of 1688 - is it another code but 1688? I checked the drone waypoint action which only asks for orbit but no lasing action - not sure if this is right as I am by no means a mission editor expert. Link to comment Share on other sites More sharing options...
solidGad Posted December 12, 2019 Share Posted December 12, 2019 Quick question on support. It says only one type at a time. Is there a way to cancel the current support type? I ask as let's say I am attack a target with 3 MiG's defending it as well as a SAM. So i'd send in fighters to take out the MiG's, cancel it and then send in the SEAD? Thanks! Link to comment Share on other sites More sharing options...
Surrexen Posted December 12, 2019 Author Share Posted December 12, 2019 Quick question on support. It says only one type at a time. Is there a way to cancel the current support type? I ask as let's say I am attack a target with 3 MiG's defending it as well as a SAM. So i'd send in fighters to take out the MiG's, cancel it and then send in the SEAD? Thanks! One of each type at a time. In your example I would send both SEAD and CAP at the same time, or I would escort the SEAD myself and halfway to the target area I would call CAP so that I can handover the job to them once I'm out of sticks. But you can have CAP and SEAD in one sector, while CAS and Anti-Shipping is operating in some other sector. Pinpoint strikes must be called to the sector that the mission target is in or they won't bomb anything. Link to comment Share on other sites More sharing options...
solidGad Posted December 12, 2019 Share Posted December 12, 2019 One of each type at a time. In your example I would send both SEAD and CAP at the same time, or I would escort the SEAD myself and halfway to the target area I would call CAP so that I can handover the job to them once I'm out of sticks. But you can have CAP and SEAD in one sector, while CAS and Anti-Shipping is operating in some other sector. Pinpoint strikes must be called to the sector that the mission target is in or they won't bomb anything. ahh! thank you. sorry about that. i didn't read it right. great job on this mission. :thumbup: also, how long does support stay on station usually? Link to comment Share on other sites More sharing options...
Surrexen Posted December 12, 2019 Author Share Posted December 12, 2019 ahh! thank you. sorry about that. i didn't read it right. great job on this mission. :thumbup: also, how long does support stay on station usually? Trying to remember here, but i think the CAP will stay over the sector you call it too for about 20 minutes. Can't remember off hand what the other flights do ... Pinpoint strike pretty much goes home as soon as it bombs a target. Link to comment Share on other sites More sharing options...
BoneDust Posted December 12, 2019 Share Posted December 12, 2019 Sweet man. Perhaps in your next iteration you could look at adding an option to cancel support flights, such as; SEAD, A2A etc in case the player calls them too the wrong sector for example? Also, if I add my current lua files will they work with 113 so we don't lose our progress? Alienware New Aurora R15 | Windows® 11 Home Premium | 64bit, 13thGen Intel(R) Core(TM) i9 13900KF(24-Core, 68MB| NVIDIA(R) GeForce RTX(TM) 4090, 24GB GDDR6X | 1 X 2TB SSD, 1X 1TB SSD | 64GB, 2x32GB, DDR5, 4800MHz | 1350W PSU, Alienware Cryo-tech (TM) Edition CPU Liquid Cooling power supply | G2 Rverb VR Link to comment Share on other sites More sharing options...
solidGad Posted December 12, 2019 Share Posted December 12, 2019 Hi Surrexen. Sorry to bug you again and thanks for answering the questions! :) Was curious if it will wreck anything if I edited the weapons loadout in the mission editor. I like that you start 'hot' but the loadout isn't to my tastes. I suppose I could always just shut down and re-arm, but figured i'd ask about just changing it permanently. Thanks again! Link to comment Share on other sites More sharing options...
Surrexen Posted December 12, 2019 Author Share Posted December 12, 2019 Sweet man. Perhaps in your next iteration you could look at adding an option to cancel support flights, such as; SEAD, A2A etc in case the player calls them too the wrong sector for example? Also, if I add my current lua files will they work with 113 so we don't lose our progress? That's already in there ... under "Abort Directives" in the radio menu. The called flight will RTB. You won't lose campaign progress from the previous version. Link to comment Share on other sites More sharing options...
Surrexen Posted December 12, 2019 Author Share Posted December 12, 2019 Hi Surrexen. Sorry to bug you again and thanks for answering the questions! :) Was curious if it will wreck anything if I edited the weapons loadout in the mission editor. I like that you start 'hot' but the loadout isn't to my tastes. I suppose I could always just shut down and re-arm, but figured i'd ask about just changing it permanently. Thanks again! I take it you are flying FC3 planes? I think all the others can re-arm with engines running etc. Anyway yes you can of course edit the default loadout to taste. It won't break anything. Link to comment Share on other sites More sharing options...
Surrexen Posted December 15, 2019 Author Share Posted December 15, 2019 v114 up Changelog v114 - Critical fix: Red aircraft will now engage player aircraft with radar missiles again (Rolled back to Moose from August) - Some script corrections - J-11A added - MiG-29A AI template loadout changed missiles R-27R to R-27ER - Red border adjusted slightly to give red air a little bit more room to operate between West and East sides Link to comment Share on other sites More sharing options...
bunkerjunker Posted December 19, 2019 Share Posted December 19, 2019 Anybody else seeing issues with the Persistence script after updating your dedicated server to the latest build? Files are in there, but not being read, nor writing since yesterday's update. Link to comment Share on other sites More sharing options...
Surrexen Posted December 19, 2019 Author Share Posted December 19, 2019 Anybody else seeing issues with the Persistence script after updating your dedicated server to the latest build? Files are in there, but not being read, nor writing since yesterday's update. You need to de-sanitize again after the ED update. Link to comment Share on other sites More sharing options...
bunkerjunker Posted December 19, 2019 Share Posted December 19, 2019 You need to de-sanitize again after the ED update. Yeah, thank you. That thought hit me this morning. One should think a bit before posting questions late at night when he should be in bed. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
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