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Posted

Would like to be able to have cargo aircraft with the capability act as FARPs.  For example, CH-47/53 takes off from an airfield, flies to a point on the map, and after a few minutes on the ground, becomes a FARP with a finite amount of gas/Ammo as set by the mission creator.

 

Even better is if we could use the Mi-8 so a human player could be the FARP bird.

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Posted

+1

 

Personally, it would be great if logistics units could act as such, without needing a FARP.

 

So fuel trucks would refuel you, a GPU could provide power etc.

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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted

You can actually sort of do this in single player, but multiplayer won't allow dynamically generated FARPs. Basic method is just to generate static units as required, then delete them when packing up/done. It's not a 100% solution at this point, so it'd still be nice to do per your request, especially when coupled with the need to have limited supplies available that aren't tied to the FARP object itself.

 

In multiplayer, I experimented with just placing neutral invisible FARPs over the field and marking/revealing them as players locate them, allowing support/supply units to be ferried in.

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Posted

Not a huge mission editor guy, but what object would it make sense to spawn if a helo lands to an invisible FARP?  Is there anything inconspicuous that wouldn't seem out of place?  I'll have to fire it up and see what the objects from the manual are.  Not really looking for a truck to spawn, as none of the helos, except maybe the Mi-26 are big enough for that to make sense.

 

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Posted
10 hours ago, heloguy said:

Not a huge mission editor guy, but what object would it make sense to spawn if a helo lands to an invisible FARP?  Is there anything inconspicuous that wouldn't seem out of place?  I'll have to fire it up and see what the objects from the manual are.  Not really looking for a truck to spawn, as none of the helos, except maybe the Mi-26 are big enough for that to make sense.

 

IIRC:

 

BLUFOR:

  • LUV HMMVW for ground crew communication and ground power/ground air
  • Truck M939 Heavy for rearming
  • Refueller M978 HEMTT for refuelling
  • FARP Tent for repair

REDFOR:

  • Truck SKP-11 Mobile ATC for ground crew communication
  • Truck GAZ-66, Ural-375 (I'm sure there's a few others) for rearming
  • Refueller ATZ-5/ATZ-10/ATMZ-5 for refuelling
  • FARP Tent for repair

I'm fairly sure the FARP ammo, fuel and command posts can be used in place, but it's been a while since I've tested it.

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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted (edited)
1 hour ago, Northstar98 said:

 

IIRC:

 

BLUFOR:

  • LUV HMMVW for ground crew communication and ground power/ground air
  • Truck M939 Heavy for rearming
  • Refueller M978 HEMTT for refuelling
  • FARP Tent for repair

REDFOR:

  • Truck SKP-11 Mobile ATC for ground crew communication
  • Truck GAZ-66, Ural-375 (I'm sure there's a few others) for rearming
  • Refueller ATZ-5/ATZ-10/ATMZ-5 for refuelling
  • FARP Tent for repair

I'm fairly sure the FARP ammo, fuel and command posts can be used in place, but it's been a while since I've tested it.

 

Sort of linked to the OP wish:

 

Personally I wish ED would let go of these "mandatory" units in order to create refuel, repair, rearm capabilities.

 

In my missions I like to make use of existing map objects (and even map textures). So when placing an invisible landing pad between map buildings, why would I need additional units in order to create refuel, rearm, repair possibilities.

Also current required units (especially the FARP tent, command post and ammo dump) are totally out of place in desert maps.

 

I wish ED would just give us tick box options when placing (invisibe) FARP landing pads.

□ ENABLE REFUEL

□ ENABLE REARM

□ ENABLE REPAIR

 

Why force us to use additional specific ground units.

And if there is a good reason for this, why limit to just these units?

Why wouldn't adding a few cargo objects like barrels, containers, etc. not be sufficient to enable refuel, rearm, repair? (The latter would also be a very cool reason for rotorheads like myself to do slingloading)

 

Edited by sirrah
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Posted (edited)
21 minutes ago, sirrah said:

Sort of linked to the OP wish:

 

Personally I wish ED would let go of these "mandatory" units in order to create refuel, repair, rearm capabilities.

 

Yeah, I kinda see where you're coming from, but personally I think the whole logistics and warehouse system could do with a major rework.

 

21 minutes ago, sirrah said:

Also current required units (especially the FARP tent, command post and ammo dump) are totally out of place in desert maps.

 

Indeed, and they're long overdue for an update (fairly sure these are LOMAC units).

 

21 minutes ago, sirrah said:

I wish ED would just give us tick box options when placing (invisibe) FARP landing pads.

□ ENABLE REFUEL

□ ENABLE REARM

□ ENABLE REPAIR

 

Personally I'd go for a trigger zone, as the invisible FARP only has a limited range AFAIK, and then do the same thing.

 

In such a case though I wish I could limit the types and number of weapons available, as well as the type and amount of fuel available.

 

21 minutes ago, sirrah said:

Why force us to use additional specific ground units.

 

I mean, they do make sense, but I agree about the lack of variety.

 

21 minutes ago, sirrah said:

And if there is a good reason for this, why limit to just these units?

Why wouldn't adding a few cargo objects like barrels, containers, etc. not be sufficient to enable refuel, rearm, repair? (The latter would also be a very cool reason for rotorheads like myself to do slingloading)

 

Yeah, the slingloadable (is that a word?) fuel tanks, should be able to be used as a fuel resource, and I wish we could load the container with weapons, and have that be used as a resource.

 

And having slingloading be something that actually has a practical purpose instead of just being a sort of fun challenge is sorely needed IMO.

Edited by Northstar98
  • Like 2

Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted
4 hours ago, Northstar98 said:

 

IIRC:

 

BLUFOR:

  • LUV HMMVW for ground crew communication and ground power/ground air
  • Truck M939 Heavy for rearming
  • Refueller M978 HEMTT for refuelling
  • FARP Tent for repair

REDFOR:

  • Truck SKP-11 Mobile ATC for ground crew communication
  • Truck GAZ-66, Ural-375 (I'm sure there's a few others) for rearming
  • Refueller ATZ-5/ATZ-10/ATMZ-5 for refuelling
  • FARP Tent for repair

I'm fairly sure the FARP ammo, fuel and command posts can be used in place, but it's been a while since I've tested it.

As I feared, none of those objects make sense to come out of a helo for a mobile FARP.

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i9 12900k @ 4.9ghz, 64gb RAM

Nvidia RTX 3090

Windows 11 x64

Pimax Crystal

VP Force Rhino w/RS F16GRH, Virpil TCS Rotor Plus AH-64 Collective, BRD F1 Pedals, WH Throttle, FSSB R3 w/WH Grip, PointCTRL v2

Posted (edited)
7 minutes ago, heloguy said:

As I feared, none of those objects make sense to come out of a helo for a mobile FARP.

 

Yeah, it would be good to have a reworked logistics system, including slingload cargoes to have a functional purpose.

 

Not just that, but also we're missing plenty of objects that might be more suitable.

Edited by Northstar98
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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted

Not to mention, the helicopters I mentioned above can carry extra internal tanks in the cabin that can distribute fuel, in addition to carrying ammunition and personnel for rearming.  No need for slingloading, although that would be cool too.  See link for an example.

 

https://robertsonfuelsystems.com/defense/tactical-bulk-fuel-delivery-system-tbfds/

 

A cargo helo as a FARP is all in one, radios on board for communication, internal tanks for fuel, Ammo, and personnel for repairs.

 

 

 

i9 12900k @ 4.9ghz, 64gb RAM

Nvidia RTX 3090

Windows 11 x64

Pimax Crystal

VP Force Rhino w/RS F16GRH, Virpil TCS Rotor Plus AH-64 Collective, BRD F1 Pedals, WH Throttle, FSSB R3 w/WH Grip, PointCTRL v2

Posted (edited)
23 hours ago, sirrah said:

Why wouldn't adding a few cargo objects like barrels, containers, etc. not be sufficient to enable refuel, rearm, repair? (The latter would also be a very cool reason for rotorheads like myself to do slingloading)

I never understood why ED did not allow the cargo objects to enable the various services on a FARP.

It finally gives a purpose to those objects and it expand the gameplay both for SP and MP.

 

I had a mod that did just that, lost to the last encryption wave unfortunately...

gL1VsGJ.jpg

Edited by Eight Ball
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