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Mission Editor Top User Requested Features


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8 hours ago, chembleton said:

...without having to mess about in mission editor

Have you read the thread title?

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  • 3 months later...

Hi, It'd be useful to have an "already used flag" detector for complex mission making.

Or some tool that populates a list of existing flags in a mission.

Thanks

 


Edited by Leviathan667
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On 9/16/2022 at 4:26 PM, Thelma Viaduct said:

I would like you to copy the DI Tornado mission editor. It doesn't get any better than this. 👍🏿

Unless you force an entire community to lose the sum of their knowledge by deleting the useful and well understood features on an existing tool. The Tornado editor may have some useful features but asking for it to be recreated and replace the current ME completely is a horrible idea and rather unrealistic.

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14 hours ago, Exorcet said:

Unless you force an entire community to lose the sum of their knowledge by deleting the useful and well understood features on an existing tool. The Tornado editor may have some useful features but asking for it to be recreated and replace the current ME completely is a horrible idea and rather unrealistic.

It's intuitive and much better than what already exists. Tech geeks would pick it up in no time. 

Have you ever used it? 

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1 hour ago, Thelma Viaduct said:

It's intuitive and much better than what already exists. Tech geeks would pick it up in no time. 

Have you ever used it? 

The DCS ME is already intuitive and better in that it supports scripting and triggers, doesn't have a billion pop windows, considers more missions than CAP, Strike, and AWACS, has multiple map view types, is better at highlighting unit positions, is more granular with numerical input, has a deeper weather and time system, is more flexible in adding waypoints, and of course was built with more than just one plane in mind.

I have to say again, you're being unreasonable and a bit stuck in a biased view if you think an entire existing system should be tossed out for another. There are elements from Tornado that would be nice to have in DCS, like ambiguity on the map for enemy unit locations and paths. Pick out the good things and think about how they can be integrated into DCS. Complete replacement is kind of ridiculous.

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On 9/16/2022 at 4:26 PM, Thelma Viaduct said:

I would like you to copy the DI Tornado mission editor. It doesn't get any better than this.

 

Really?  The Editor of a 29-year old Sim?  ... I admit that I've never used it, what great features it has to warrant replacing DCS' current editor?

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What is this tornado editor you all speak of?

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9 minutes ago, Hammer1-1 said:

What is this tornado editor you all speak of?

I'm pretty sure it's this:

 

manual:

https://www.gamesdatabase.org/Media/SYSTEM/Microsoft_DOS/manual/Formated/Tornado.pdf

 

Video of planner:

 

There are some interesting ideas for sure, but I know if I saw the two side by side I'd be able to pick out which one was ancient.

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16 hours ago, Rudel_chw said:

... what great features it has to warrant replacing DCS' current editor?

I think Rudel_chw is asking a great question.  What specific features from the Tornado ME are you looking for?  I am all for improving the DCS ME as part of the general maintenance of DCS world.  

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18 hours ago, Rudel_chw said:

 

Really?  The Editor of a 29-year old Sim?  ... I admit that I've never used it, what great features it has to warrant replacing DCS' current editor?

Off the top of my head:

Split waypoints for element and flight to create a formation flightplan. 

Radius turns/turning circles. 

Easy control over velocity & time over  target for self and other flights, crucial for synchronised airfield attacks. 

Graphical representation of time in threat circles, flightplan profile. 

Fuel/weight calculation requirements showing issues if applicable. 

Category flags showing potential targets in a particular category. 

Priority flags for important targets, command, rear HQ, field HQ, comms, logistics, POL, Depots, choke points, forward dumps, political, decapitations, NBC, battlefield, direct support, reserves, repair centres, counter air, airfields, ewr, defences, CCC. 

Target finder split in to class and type. 

EWR Coverage 

CAP Area

Awacs tracks

Head/Tail wind shown on takeoff and approach points. 

Time to be free/fixed or bound. 

Payload that can be assigned to a particular targwt waypoint x, y or z. 

Command mode showing current war status, air power of blue and red etc. 

Squadron relocate to alternative airfield. 

Generalised taskings to single or formations of aircraft. 

 

18 hours ago, Exorcet said:

I'm pretty sure it's this:

 

manual:

https://www.gamesdatabase.org/Media/SYSTEM/Microsoft_DOS/manual/Formated/Tornado.pdf

 

Video of planner:

 

There are some interesting ideas for sure, but I know if I saw the two side by side I'd be able to pick out which one was ancient.

Along with your arrogant and condescending attitude, you're displaying something called 'cognitive dissonance', look it up. 

 

How you can form such a strong opinion from something that you have never used is kind of silly. 👍🏿

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6 minutes ago, Thelma Viaduct said:

Off the top of my head:

Split waypoints for element and flight to create a formation flightplan. 

Radius turns/turning circles. 

Easy control over velocity & time over  target for self and other flights, crucial for synchronised airfield attacks. 

Graphical representation of time in threat circles, flightplan profile. 

Fuel/weight calculation requirements showing issues if applicable. 

Category flags showing potential targets in a particular category. 

Priority flags for important targets, command, rear HQ, field HQ, comms, logistics, POL, Depots, choke points, forward dumps, political, decapitations, NBC, battlefield, direct support, reserves, repair centres, counter air, airfields, ewr, defences, CCC. 

Target finder split in to class and type. 

EWR Coverage 

CAP Area

Awacs tracks

Head/Tail wind shown on takeoff and approach points. 

Time to be free/fixed or bound. 

Payload that can be assigned to a particular targwt waypoint x, y or z. 

Command mode showing current war status, air power of blue and red etc. 

Squadron relocate to alternative airfield. 

Generalised taskings to single or formations of aircraft. 

A number of those are repeats of what we have in DCS, but there are fair few things missing that would be greatly appreciated, listing them out like this should make it a bit easier to get them added to DCS realistically.

6 minutes ago, Thelma Viaduct said:

 

Along with your arrogant and condescending attitude, you're displaying something called 'cognitive dissonance', look it up. 

 

How you can form such a strong opinion from something that you have never used is kind of silly. 👍🏿

I'm afraid you're referring to yourself here. The only thing I'm guilty of is critiquing your suggestion and trying to help you rephrase it in a better way. You apparently love the Tornado editor, but you fail to consider that the DCS editor is as well liked. I'm not interested in downgrading or having to relearn things for no reason. This isn't to say Tornado has nothing of merit to offer, but it's certainly not a replacement for the DCS ME.

If you want to know how I can inform myself about things I've not used myself, it's called research. I immediately looked up example videos and the game manual and found very obvious flaws and redundancies compared to DCS. It's a useful skill to have.

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I want three things please:

1) The ability when something is destroyed/killed, a flight can be tasked to go to a certain waypoint

2) The ability to have in precision attack to select a specific object like a vehicle or such instead of having to use CAS mode for that.

3) The ability to have SEAD + a fighter sweep to provide cover/escort for follow-on strike forces.

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Apologies if I missed these request in the thread--

 

-- Retreat option for ground units-- I have figured out how to accomplish this with AWP Hold, Flags, Group Damage but a simple command within AWP would be nice

-- Marston Mats/AM2 for remote landing strips -- Given the vast amount of new Maps coming and currently SA it would great for Airfield FOBs with vast amount of remote locations and not rely on roadways.

 


Edited by Rodeo
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I'm sure many have already been mentioned in this thread, but one big one for me - the scenario editor and mission planner have fundamentally different requirements, and as such should be two separate entities.  

The scenario editor could (should) be a stand-alone piece of software, with more inbuilt functions for controlling AI behaviour, etc.  I would love the maps to ship with more templates of fixed and plausible sites for EW/AD units for different eras, as well as infrastructure (C:MO does this well).

The mission planner should have a flow.  Target briefing, threat briefing, deconfliction, weaponeering, DTC integration, kneeboard package, etc.  It should be real-time, and considered as part of the mission itself.  The old-school Microprose sims of the 80s/90s did a great job of scene-setting, making you feel like you were actually planning a mission within a squadron.  DCS lacks a lot of feel in this regard, and the whole process is a little anodyne in comparison.  I'm not sure if this is what they are trying to achieve with the SC module and the various useable spaces for live briefings, but if so, this should be available to all missions and all aircraft, and not just part of the SC module.  It would be great to actually move through different rooms, look at maps and charts, recce photos, weather briefs, etc.

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2 hours ago, Lace said:

I'm sure many have already been mentioned in this thread, but one big one for me - the scenario editor and mission planner have fundamentally different requirements, and as such should be two separate entities.

I like the ideas, but also consider that with increased detail like that, more work will be required on the part of the mission builder. Not every mission has to be ultra detailed. Some of the finer levels of control should be optional, handled by AI/randomization, or both.

In terms of AI/random generated content, I think DCS would benefit greatly from having an "opposing player" as an optional part of the mission editor. This opposition would ideally be an AI that you provide with territory, bases, infrastructure, units, and goals. It then decides how to use its units to achieve its goals and defense its assets. The hope being this would greatly quicken the pace of mission building while also adding more variety. And of course, like the Fast Mission generator, whatever the opposing player comes up with should be able to be edited in the end.

I think this concept fits in well with the planned DC.

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16 minutes ago, Exorcet said:

 I think this concept fits in well with the planned DC.

I hope so, in which case there should be little need for a mission builder, except for very specific scenarios or training requirements.  The DC will generate a list of targets, you allocate resources and then off to the mission planner you go...

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11 minutes ago, Lace said:

I hope so, in which case there should be little need for a mission builder, except for very specific scenarios or training requirements.  The DC will generate a list of targets, you allocate resources and then off to the mission planner you go...

Well I would not go that far. I don't see the DC replacing the ME, but I do see them sharing features and functionality. I think the ME would become something like a DC with more options tweakble by the player while the DC is for people who don't want to bother with doing any setup and just jump right into the action.

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A folder Structure in the Trigger Section would be handy. So you can make differnt Folder for your Triggers.

For example: Folder= Blue Flight and in the folder you have all trigger contitions for the blue flight.

                       Folder= Red Flight all trigger contitions for the red Flight.

                        The same can you do for Ground and other stuff.

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1 hour ago, Survival said:

A folder Structure in the Trigger Section would be handy. So you can make differnt Folder for your Triggers.

 

But keep in mind that the execution flow is from first trigger down to last trigger ... I don't see how that would work with Folders. More useful to me, would be a way to select several triggers at once, to move them to a different place on the list .. currently we can only move them up or down one line at a time, which is tedious.

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vor 9 Minuten schrieb Rudel_chw:

 

But keep in mind that the execution flow is from first trigger down to last trigger ... I don't see how that would work with Folders. More useful to me, would be a way to select several triggers at once, to move them to a different place on the list .. currently we can only move them up or down one line at a time, which is tedious.

This is a good point. But you can make also Folders for linked Triggers (For Example: Folder xy, Player>T1>Flag2>time more>Send message this is one Folder for one event). You don´t need this blue flight stuff and so on, this was a example. The Folders should be work in the same way as Windows Explorer Folders.

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1 hour ago, Survival said:

This is a good point. But you can make also Folders for linked Triggers (For Example: Folder xy, Player>T1>Flag2>time more>Send message this is one Folder for one event). You don´t need this blue flight stuff and so on, this was a example. The Folders should be work in the same way as Windows Explorer Folders.

 

Ok. I currently use colors to group triggers into sections, along with descriptive trigger names and named flags, to self-document the trigger code as clearly as i can, for example:

 

OsSH92J.jpg

 

🙂

 

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vor 37 Minuten schrieb Rudel_chw:

 

Ok. I currently use colors to group triggers into sections, along with descriptive trigger names and named flags, to self-document the trigger code as clearly as i can, for example:

 

OsSH92J.jpg

 

🙂

 

Yes. This is currently the best solution. Instead of Colors I prefer folders for a more clean Desk.

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