GGTharos Posted December 2, 2007 Posted December 2, 2007 No in-game voice comms yet ... might happen in the future though. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Avimimus Posted December 2, 2007 Posted December 2, 2007 Thanks for the info, it is very interesting. Now for the real question: If you are out of radio communications when something important (positions being over run etc.) happens: Will the AI start swearing at you when you resume contact?
GGTharos Posted December 2, 2007 Posted December 2, 2007 No, they are Britishly polite. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
EvilBivol-1 Posted December 2, 2007 Author Posted December 2, 2007 but presumably if you were that keen you could include some audio files with a mission to place in there specifically when you play that mission (if you fancy playing radio journalist) Do the tracks in that folder get played in random order, or sequentially by name ? If sequentially you could include a whole folder to get the timing right for a mission (Leave the task out of the briefing, play them mission music, mission music, mission music, news broadcast of an attack, radio call of new instructions)IIRC, it's random (not able to get it working in the current beta to test). You could still put in "war broadcast" audio files in there, but really, that would probably be stretching the purpose of this feature. Sort of like using the ejected pilot as a FAC. :) But anyway, that's the beauty of flexibility - more ways to apply your imagination and talents with the sim. Actually - what would be good - & I think it's been mentioned before - would be if the triggers could initiate the playing of pre-recorded sound files that would break in over the comms radio. Then you could have the above happen as events happened rather than at specific times. Imagine your goal is to have a particular ground position survive & there's an enemy column travelling to attack it. Your side has armour there to defend the site, but the armour is under attaack from enemy artillery. You're tasked with taking out the artillery so the armour can take out the column. If you succeed, all is good - mission over, go home. If you don't get them in time & the position comes under attack this activates a trigger and you get a radio call asking for CAS for the position, at which point your mission changes...Now for the real question: If you are out of radio communications when something important (positions being over run etc.) happens: Will the AI start swearing at you when you resume contact?This is what triggers and events are designed for. I don't think we're ready to discuss these in detail yet, but an audio file playback trigger is already implemented. Are there HF and VHF radio and VOR in real Ka-50?I don't believe so. RSBN is the Russian equivalent to TACAN, but the Ka-50 is not equipped to receive it. - EB [sIGPIC][/sIGPIC] Nothing is easy. Everything takes much longer. The Parable of Jane's A-10 Forum Rules
Piffer Posted December 2, 2007 Posted December 2, 2007 VHF is used for civilian ATC. How ka-50 does general (non-combat) flights? http://vootatico.com
Weta43 Posted December 3, 2007 Posted December 3, 2007 but an audio file playback trigger is already implemented Great - thanks for the info. Cheers.
Avimimus Posted December 3, 2007 Posted December 3, 2007 Shouldn't this be stickied and announced on the main website? Thank you for the news and replies on this subject, S!
EvilBivol-1 Posted December 4, 2007 Author Posted December 4, 2007 VHF is used for civilian ATC. How ka-50 does general (non-combat) flights? Looks like you found a translation error Piffer! The radios are actually VHF. Text updated. - EB [sIGPIC][/sIGPIC] Nothing is easy. Everything takes much longer. The Parable of Jane's A-10 Forum Rules
kobac Posted December 28, 2011 Posted December 28, 2011 ... ... The pilot can verify selection of the correct beacon by configuring the ADF to provide an audio transmission of the beacon’s ID. While in real life the frequencies for each ADF channel are set by ground personnel, the DCS player can edit these in the ADF configuration files outside the simulation. Whether it is explained somewhere how to do it? Am interested in adjustments to the radio beacons that are not preset, who are not in the table on the right side. Is there a difference for Black Shark-1 and Black Shark-2? [sIGPIC][/sIGPIC]Everything is possible ...
Luigi Gorgonzola Posted December 29, 2011 Posted December 29, 2011 To edit the ADF frequencies simply have a look at Scripts\Aircrafts\Ka-50\Cockpit\ARK\ARK.lua. A list of available beacons can be found in Scripts\World\Radio\Beacons.lua and a list of known airdromes is available in Scripts\World\Airdromes.lua. And all this is written on page 6-73 of the BS 2 Flight Manual, along with an instruction to check the ADF system.
kobac Posted December 30, 2011 Posted December 30, 2011 (edited) I know that, I read. In addition I have an upgraded version of the BS2 and some files are missing or are in the BS folder. Yet the data differ in these files (ARK.lua, Beacons.lua, Airdromes.lua), and I'm not sure which is the correct way of transferring data (and which data) to a file ark.lua? I do not believe that this so simple, For example a. Batumi channel 3: [3] = runway_homer_pair(Airdrome[batumi] ,nil,localizedAirdromeName(terrainAirdromes[batumi])), Is this correct? Edited December 31, 2011 by kobac [sIGPIC][/sIGPIC]Everything is possible ...
enigma6584 Posted December 30, 2011 Posted December 30, 2011 Great Info! Thanks. Love the depth of this fantastic sim!
ALDEGA Posted December 30, 2011 Posted December 30, 2011 To edit the ADF frequencies simply have a look at Scripts\Aircrafts\Ka-50\Cockpit\ARK\ARK.lua. A list of available beacons can be found in Scripts\World\Radio\Beacons.lua and a list of known airdromes is available in Scripts\World\Airdromes.lua.Is there a way to set the ADF frequencies on a per-mission/campaign basis? ... If not, depending on where your next mission will be, you need to edit the LUA-script if you want to use ADF ...
Puddlemonkey Posted January 3, 2012 Posted January 3, 2012 Is there a way to set the ADF frequencies on a per-mission/campaign basis? ... If not, depending on where your next mission will be, you need to edit the LUA-script if you want to use ADF ... Yes, this is quite easy to do. You create your own ARK.lua file and insert it into the mission file. There are some details and an Excel workbook to help you create the ARK.lua here: https://sites.google.com/site/dcsblackshark2/black-shark-systems/ark-22-adf 1
KosPilot Posted January 3, 2012 Posted January 3, 2012 "The R-828 radio is used for communication with combat ground units" It would be so AWESOME to tune in to ground combat units as they fight their way into enemy territory, giving coordinates and maybe requesting CAS. Maybe, in future, the R-828 may be used to direct artillery as well?! :thumbup:
average_pilot Posted January 4, 2012 Posted January 4, 2012 But is Radio Mayak restored again in BS2? It's been a looong time since the last broadcasting. I still can't hear anything at 125.675 AM flying over Maykop.
crazyirish93 Posted January 7, 2012 Posted January 7, 2012 Out of interest is there any other radio stations besides radio maykop ?
Luigi Gorgonzola Posted January 7, 2012 Posted January 7, 2012 AFAIK Radio Maykop seized its operations in 1.0.2 due to new audio handling and has yet to become oprational.
flanker0ne Posted February 4, 2012 Posted February 4, 2012 I think it would be interesting to implement the radio button on the cyclic, so that if it were used in multiplayer on the same button as push-to-talk in TS3, we get the same effect with the RMI needle. SCOPRI DI PIU': https://www.amvi.it/joinus.php DISCORD COMBINEDOPS The Battle Planning Tool
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