Jump to content

Recommended Posts

Posted (edited)

Support thread for the mission.

Download in user files

Last update: 03/13/2022 

  03/13/2022 several improvements to the script:

    - added defaults to allow to display or not the Attack Results and/or 
       Hits per Target after reporting an attack completed
     - TITS.EnterUnitEvent changed to receive "unitName" as parameter.
         This allow to call the this method to MANUALLY initialize units
     - Attack Results report now uses the designated target(if there is anY
         to determine if the attack was a good hit or not.
       - "Cancel laser designation" changed to "Cancel target designation"
       This menu will now turn off laser (if on) and undesignate any target
       - For WP designation, distance to the mark will be reported in 25ft or 10m/10yd increments
    - Added " on target!" text to indicate strafing hits on designated target
       - Added maxDeltaY for weapons position correction
      - Added ammo count track to calculate total % of rounds of target per pass (ROT)
          (if ammo is set to unlimited it will not be calculated correctly)
   - Added callsign to the messages
                                 

02/21/2022 - Improved accuracy of impact distance calculation and a few bugs fixed (details on the script)

02/09/2022 - Released

 


Basic Surface Attack - Mariana Islands
This is a training/practice mission. It provides a versatile range control script that provides feedback for multiple parameters of  the weapon release: Distance to target, angular distance to target, targets hit by the weapon, altitude, attitude and speed of the aircraft at the time of release.
Also provides different methods of target designation (laser, wp, coordinates, offset from a reference point).
Easily add your own aircraft
Two version provided: One with the A4 mod include and another without.

 

Mission Briefing (images in the actual mission) 

Mariana’s Basic Surface Attack range
====================================

The objective of this mission is to provide an environment where to practice basic surface attacks. It uses a (reusable and portable) script that provides useful feedback on several parameters (distance and position of the impact, targets “hit” by the weapon”,  altitude, roll, pitch and yaw angles at the time of release …) . Most of these parameters are optional and can be configured using the settings menu option.


Mission flow
====================================
Think of the script as a “range control”. Communications with “range control” will be done via the comms menu (“\”, “F10-Other”). 

“Range control” has to be informed that ordnance is about to be deployed (using the “rolling in” menu option)  in order to start tracking. Once the attack is completed, “range control” has to be asked to provide the results using the “Off - attack completed” menu option. There is an optional parameter in the script configuration that will generate an abort message if ordnance is dropped without the “rolling in” notification.

Additionally, “range control” can be asked to provide the coordinates for the targets and to designated them using white phosphorus, laser or an offset designation (range and bearing from a reference point).


The Menu
====================================
    - Range            
        - Reports
            - Attack results
            - List coordinates
        
        - Designation
            - Mark target (WP)
            - Offset designation
            - Laser/IR designation
            - Cancel Laser designation    
            - Repeat last designation message
        
        - Settings
            - Display current settings
            - Toggle non strafing hits (BDA) report
            - Toggle display of Release data.
            - Distance units
                - Distance: set to meters
                - Distance: set to feet
                - Distance: set to yards
            Altitude units
                Altitude: set to meters
                Altitude: set to feet
            - Speed units
                - Speed: set to kph
                - Speed: set to knots
                - Speed: set to mph
            - Coordinates format
                - Coord. format set to MGRS
                - Coord. format set to DMS
                - Coord. format set to DM.mm
        - Rolling in
        - Off - attack completed

The Ranges.
====================================
This mission contains two range areas:
1) Basic Range
    Easy to spot targets to practice basic techniques. Range control can provide the coordinates for this range and the targets it contain and provide offset designation from an offset marker (image 1)
    Available targets:
       - Circle A (image 2) – Offset designation available
        - Circle B (image 3)  – Offset designation available
        - Strafing Pit (image 4)
        - Strafing/Bombing Area (image 5): contains 5 targets in a row (tanks and trucks).
    The white buildings on the sides are NO SHOOT targets.  It is suggested to have  the non        strafing hits (BDA) report option enabled, in order to see the effect of the weapons in these     targets. Offset designation available.

2) Tactical Range
    Multiple  targets, some moving, a little more difficult to spot. Used  to practice attacks in a more realistic scenario using WP and laser designation. It is suggested to have  the non strafing hits (BDA) report option enabled, in order to see the effect of the weapons in this targets.    Range control will not provide coordinates for these targets and offset designation is not available.


====================================
– Adding your own aircraft:
====================================

Well, just add them to the mission! The name or type of the aircraft is not important. The “SKILL” however, is important. For user flyable aircraft, DCS accepts 2 different skills: “Player” and “Client”. The mission and script support both. “Client” has no limitations but “Player” does. If the mission contains a single aircraft and its skill is set to “Player”, the aircraft cannot be started in the air because the range control will not work (DCS bug or limitation).  A single “Player” aircraft is supported only if it starts on the ground. In this case, the script will start working when the engines are started (if cold & dark) or after take off (if started as a hot aircraft).

====================================
--Author notes:
====================================
    The mission and script were designed for my personal use and are provided as I use them. All my ground attack aircraft are include, starting hot from parking (my usual setup  for “quick” practice missions). The default unit of measurements can be easily changed on the ME, using the “Override defaults trigger”.

The mission is setup with unlimited ammunition and all the aircraft need to be rearmed.

When designing the script, I decided not to spend time (neither CPU or mine) doing validations, so, be warned: if you use an unsupported value, something will blow up. 
Please use the forum thread provided in the download page to contact me. 


vFG 476 Range Targets Package REQUIRED
https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package  
 

 

 

Edited by Draken35
  • Thanks 2
Posted

thanks for your anwers on  the "users files" section. My problem is that i can't fly your mission in multiplayers because i have some message's errors

Screen_220217_192959.png

Posted (edited)

@Mad44

Yes, those errors usually happen when the script does not initialize correctly for the slot (usually air start for Single Player using a "player" slot - not your case). Another indication of that issue is not been able to see the F10, range menu...

I'm not setup to play multiplayer (and I don't see myself doing it any time soon) nor I have tested it in MP but I don't mind helping you (or others) to make it run in MP. You are my eyes and ears in this troubleshooting 🙂

image.png

That's kind of odd... 

Questions for you:

1) Do you see the Range Menu ?

2) What were you doing before getting the error? Firing any weapon?

 

 

Edited by Draken35
Posted

hi draken,

I had the range menu. I didn't think to ask my friends if they had it too

 I used to shoot with "mk82" bombs on right target or guns on straffing range

Posted

Did you made any changes to the mission? If so, could you PM it to me?

What I find it odd it that the parameters that is reported as nil, comes directly from DCS. I'll do some reading to see how it is supposed to work in MP

Posted

Mission was updated yesterday

  03/13/2022 several improvements to the script:

    - added defaults to allow to display or not the Attack Results and/or 
       Hits per Target after reporting an attack completed
     - TITS.EnterUnitEvent changed to receive "unitName" as parameter.
         This allow to call the this method to MANUALLY initialize units
     - Attack Results report now uses the designated target(if there is anY
         to determine if the attack was a good hit or not.
       - "Cancel laser designation" changed to "Cancel target designation"
       This menu will now turn off laser (if on) and undesignate any target
       - For WP designation, distance to the mark will be reported in 25ft or 10m/10yd increments
    - Added " on target!" text to indicate strafing hits on designated target
       - Added maxDeltaY for weapons position correction
      - Added ammo count track to calculate total % of rounds of target per pass (ROT)
          (if ammo is set to unlimited it will not be calculated correctly)
   - Added callsign to the messages

  • 4 weeks later...
Posted

Interesting (and complicated) script!

 

Fiddling with it, and plan to use it for a multiplayer for bomb toss testing practice, and have .. I think gotten one thing as far as functionality goes working.

I don't like how this script sends all messages to the unit requesting "in". I've instead replaced the message functionality for in to be universal, so everyone knows that someone is "in" to the target.

And have done the same for the output (or at least I think I have, I haven't had the ability to test yet), so that everyone can see the results.

 

Couple functionality issues I am not a fan of such as that.

I also frankly am not a huge fan of being forced to use the F10/Comms menu. The ability to use a trigger zone to set a unit as "in" is also something I hope I can figure out how to do (I'm not a coder in any way shape or form, and this is my first time dealing with MIST). Same with the ability to automatically set "out" when said unit leaves the trigger zone. And I know MIST has this ability.

 

Then on an unrelated note, I had noticed the BDU's I'm using are not smoke bombs, so a way to mark the last "hit" with smoke, is the last thing I'm trying to figure out how to do. (Surely it can't be that hard, this script tracks all of that information)

 

But appreciate the efforts, pretty impressive what this can do!

Posted
37 minutes ago, XCNuse said:

Interesting (and complicated) script!

 

Fiddling with it, and plan to use it for a multiplayer for bomb toss testing practice, and have .. I think gotten one thing as far as functionality goes working.

I don't like how this script sends all messages to the unit requesting "in". I've instead replaced the message functionality for in to be universal, so everyone knows that someone is "in" to the target.

And have done the same for the output (or at least I think I have, I haven't had the ability to test yet), so that everyone can see the results.

 

Couple functionality issues I am not a fan of such as that.

I also frankly am not a huge fan of being forced to use the F10/Comms menu. The ability to use a trigger zone to set a unit as "in" is also something I hope I can figure out how to do (I'm not a coder in any way shape or form, and this is my first time dealing with MIST). Same with the ability to automatically set "out" when said unit leaves the trigger zone. And I know MIST has this ability.

 

Then on an unrelated note, I had noticed the BDU's I'm using are not smoke bombs, so a way to mark the last "hit" with smoke, is the last thing I'm trying to figure out how to do. (Surely it can't be that hard, this script tracks all of that information)

 

But appreciate the efforts, pretty impressive what this can do!

Thank you for the feedback!

If you think that TITS 1.6 is complicated, you should see how 2.0 is coming up 🙂 . One of the "flaws" of 1.6 is that grew too much without proper planning due to scope creep. Originally I intended it to be just a range script for my use to replace Ciribob original range script (that I modified a lot to add some features I wanted). One of the things I didn't like from that scripts was the setup of strafing areas (I do a lot of strafing) and came up with the solution (for me, again) of the report in and out. When using cannons an machine guns there is not really a way to tell the script that you finished, Ciribob's does it by exiting a zone (a the report in, when entering the zone). Mine, just explicitly tell the script when you start and end your run via the F10 menu. Certainly, from a technical perspective, this report in/out mechanism is not necessary when drooping bombs, since the scripts knows when it was dropped and when it detonates but for consistency sake, I kept the same report in/out mechanism ( I wish we had a better menu system but it is what it is... Using voice attack helps a lot with it).

In 1.6 it is possible  to call the scripts methods from triggers

image.png

So, even thought it might be a bit messy, you can automate the start / end pass with trigger zones and triggers.

TITS 2.0 separates the UI from the tracking code making that a lot easier and giving it the ability to be used as something else than a range control script. This new version also provides more data to the UI, improving the reporting capabilities of the script. I will provide a range control UI as an example but the whole point will be the capability of writing custom UI to suit individual needs... I'm, perhaps, a month or two of releasing it... 

I hate BDUs or rather how the BDU's smoke is implemented in DCS. The whole point of providing the direction and distance of the impact is, precisely to remove the need of marks 🙂 ... But if you want then, by all means, add them and enjoy.

 

Posted

Yeah, just started looking into this yesterday and going through it. If there's anything seriously positive to say... so happy you put all the notes in that you did, makes finding things SUPER EASY! haha

Yeah, not too happy with the BDUs, and kind of surprised some of them don't smoke (what's the point??). But I don't really want explosions (although this might change).

 

Anyways, looking forward to your further revisions! Definitely can see some more extensive use for training stuff down the line. Finally getting some use out of flying in NTTR again 🙂

Posted
6 minutes ago, XCNuse said:

If there's anything seriously positive to say... so happy you put all the notes in that you did, makes finding things SUPER EASY! haha

For one reason or another, my career has tasked me to do a lot of code maintenance (mine and others) and well, I know about documentation (of course, as good software engineer I hate to document :D) so, even though I had to intention to share the script at the beginning, I decide to document it as much as I can stomach  ...

The sample mission for 2.0 is an expansion of the Helicopter Range I posted (with 1.6), adding a fixed wing range and other things 😉  ... 

  • 3 months later...
Posted (edited)

Hello guys..

Maybe I am dumb but I cant find teh scrip for download anywhere...

I see the mission but not the script alone, to use in another map.

Can you guys point me in the right direction please?

 

Edited by Baco
Posted
vor 50 Minuten schrieb Baco:

Hello guys..

Maybe I am dumb but I cant find teh scrip for download anywhere...

I see the mission but not the script alone, to use in another map.

Can you guys point me in the right direction please?

 

 

You can unzip a .miz file with tools like 7-zip. Then you find the scripts in the folder I10n → DEFAULT.

Posted

 

On 7/30/2022 at 11:31 PM, Draken35 said:

The most recent version of the scripts are in this mission... It uses the A4 & 776th targets mods. Target definition and features have changed a bit since 2.0 but they follow the same general principles

CA BSA 3 Auto - Unlimited.miz 149.07 kB · 8 downloads

Hello Draken35, is there any documentation for your script? I would like to use it in a mission I am creating, but my experience with scripting is very limited. Reading the complex script does not enable me to use it.

Posted

The closest thing to external documentation is the couple of videos posted above... Bearing in mind that the format of the target file changed a bit.

Sorry... Doing the script is fun...documenting not so much... It will happen, eventually

Posted
On 8/8/2022 at 1:27 AM, Draken35 said:

The closest thing to external documentation is the couple of videos posted above... Bearing in mind that the format of the target file changed a bit.

Sorry... Doing the script is fun...documenting not so much... It will happen, eventually

Never mind, I can use the older version that is easier to use for a noob like me. Thank you for sharing the script in the first Place.

  • 1 month later...
Posted

I downloaded and ran the CA BSA 3 Auto but in single player the strafing with a gun is not reporting any hits. I've made no modifications to the mission. Just wondering if there is an updated version I might be able to use or if there is a bug. Didn't seem to matter what I tried to strafe, no hits recorded. Rockets and bombs no issue, reporting seems to work fine. Thanks!

Posted (edited)
1 hour ago, Vinsanity said:

I downloaded and ran the CA BSA 3 Auto but in single player the strafing with a gun is not reporting any hits. I've made no modifications to the mission. Just wondering if there is an updated version I might be able to use or if there is a bug. Didn't seem to matter what I tried to strafe, no hits recorded. Rockets and bombs no issue, reporting seems to work fine. Thanks!

Funny, I was just flying it and doing some strafing and it works... Which target are you strafing and what message are you getting? What plane are you using (shouldn't matter...but...)

 

EDIT to add: I was flying the limited version of the mission. Same mission, same scripts versions, same targets, only difference is the "unlimited weapons" unchecked and it does work (just retested) but with the unlimited weapons checked in the missions options, the script indeed, does not report the hits for strafing... My guess is that something changed in how the data is reported by the API in the past few updates... I'll take a look when I have a chance, but for now, uncheck the unlimited weapons.

Edited by Draken35
Posted
6 hours ago, Draken35 said:

Funny, I was just flying it and doing some strafing and it works... Which target are you strafing and what message are you getting? What plane are you using (shouldn't matter...but...)

 

EDIT to add: I was flying the limited version of the mission. Same mission, same scripts versions, same targets, only difference is the "unlimited weapons" unchecked and it does work (just retested) but with the unlimited weapons checked in the missions options, the script indeed, does not report the hits for strafing... My guess is that something changed in how the data is reported by the API in the past few updates... I'll take a look when I have a chance, but for now, uncheck the unlimited weapons.

 

Thankyou! I love the script and am trying to get it to work for multiplayer. I will uncheck that, appreciate the work and thanks for the response.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...