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Posted (edited)

Version 2.10 - 20250329 - DCS bug hardening

Download: here (ED's User Files)

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FOR GOODNESS SAKE, DO NOT USE DCS' NEW "SAVE MISSION" - THAT WILL DESTROY THIS MISSION.

PLEASE DO NOT REPORT BUGS FROM A SAVED MISSION. IF YOU SAVE A MISSION IN DCS, IT IS DCS F***ING UP THE MISSION. HARD. DCS'S "SAVE MISSION" FEATURE IS NOT PRODUCTION-WORTHY.

 

Do you feel like flying today? Take a jaunt in any airframe? Train any discipline? Be it engines start-up (COLD version only), landing, bombing, cargo slinging, dropping LGB, intercept & escort, precision approaches, air combat, commanding Combined Arms vehicles, engaging SAMs, carrier/naval ops, air-to-air refueling, hunting ships, conduct SAR or some ADF homing? They are all covered here. No matter if you want to take to the skies in a warbird, cold warrior or G4 - fixed wing or whirlybird, or race down the streets of Deededo in a Hummer -- this is your one-stop, non-stop trainer. Suit up, and report to the flight line, pilot!

This is a universal training sandbox for all DCS player aircraft to help you to familiarize - and keep yourself current - with your aircraft, hone your skills, and simply have some fun. Slots for every module (and many CA ground vehicles) are available, so you only need this one mission. The mission is fully multiplayer-capable and runs endlessly, enemies and allies spawn on-demand.

Features Include

  • Inspect all your planes from the outside (requires CA)
  • Start-up practice (COLD version only)
  • Landing practice at 06R/24L at Anderson
  • Ground Target Practice 
  • Gun Range
  • Bomb Range (with accuracy statistics)
  • Laser-guided munitions deployment
  • Air-to-Air target practice in multiple difficulties, warbirds and modern
  • Formation, Intercept & Escort
  • Ship Strike
  • ADF practice 
  • Helicopter SAR: including city, forest and sea rescues
  • Helicopter Cargo (sling-load) Transport (different weight classes)
  • Helicopter Naval operations
  • Air-to-Air Refueling
  • Carrier/Naval Operations (Hornet, Tomcat, Harrier)
  • SEAD/DEAD (Anti-SAM, multiple difficulties)
  • Combined Arms practice: JTAC, Tanks, driving (requires Combined Arms)

Logbook
Keeps track of all landings, take-offs, crashes, start-ups  and stick time -- per airframe and total. Private per player (on servers), accessible via the communications menu. Logbook is persisted if you have de-sanitized DCS.

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"Scenic / Fun" Features (can be disabled)

  • "Stop Gap" Eye Candy 
  • Civilian Air Traffic (do not shoot them!)

Supported Modules 
All (including Combined Arms)

Multiplayer and Single-Player
Yes 

Time 
Endless

How To:
Simply choose the airframe that you want to fly. Note: you must own that model in order to be able to fly it.

  • Inspect your plane(s) (requires CA)
    The base now features a couple of player-controllable M-92 "Massun" Loaders and other vehicles that you can drive around the airfield to inspect your planes. Enter one of the loaders, go to communications and show all empty slots, then drive to whichever plane that you want to inspect. 
     
  • Fun Flight
    Grab any aircraft, and fly out into the blue sky. 
     
  • Landing Practice 
    Anderson's runway 06R/24L and Antoni B. Won Pat's 06L/24R are designated for all pilots as practice runways. In order to let Tower appreciate your landing skills, simply land on those runways and come to a complete stop. You will hear their opinion, even unsolicited. Make sure that you touch down inside the green touch-down zones (switch to F-10 map to see them). For optimal results, touch down in the middle of the green zone.

    image.png
  • Radio Navigation
    There are multiple stations that can be navigated to by radio navigation: the air fields, CVN 71 (on TACAN 71X) and a TACAN station at the solar farm in southern Guam at TACAN 64X
     
  • Ground Attack (live units)
    There are two groups of enemy units located a few miles to the Northwest of Anderson AFB, near the label "Target Range NWF" and are marked with orange smoke. Once you destroy one group, they re-spawn automatically after a few seconds. These units will return fire.
     
  • Gun Range
    There's a gun range with lightly armored vehicles west of Anderson AF. The southern tanks are reserved for aircraft equipped with AP-capable guns. Tanks (and only tanks) will defend once attacked.
     
  • Bomb Range
    There is a staffed bomb range south of Antonio B. Won Pat International airport marked "Bomb Range" on the map, consisting of a classic 'bullseye' bombing target (marked with orange smoke) and a precision bombing area (marked with red smoke), filled with vehicles.
    image.png
    YOU MUST BE CHECKED IN before weapons range command rates your performance, you must check into the bomb range via Communications-->Other-->Air-to-Ground-->Contact Bomb Range and choose "Check in with range". All subsequent weapons releases will be considered (and rated as) training attacks on those targets. Note that the first player who checks in will activate the smoke markers on the bomb range.

    Bullseye Range (orange smoke)
    Try to drop your bombs/munitions as close to the center (marked with an immortal watchtower) as possible. The entire target area is marked out with tires, and you are scored (in percent) by how close to the tower your weapons hit the ground  

    Precision Range (red smoke)
    There are numerous targets arrayed inside the two green circles east of the red smoke. Attack the targets with your munitions, and if you hit a target, you will receive a hit (100%), otherwise you register a miss (0%)

    Evaluation
    At any time, you can request an evaluation of your bombing performance via communications-->Other-->Contact Bomb range. Your evaluation carries over between aircraft, and you can at any time clear the statistics can start fresh.
     
  • Laser-Guided Munitions Deployment 
    There is a an area SW of Antonio B. Won Pat Airport labeled "Laser Range". You will find a number of enemy vehicles. One is always marked by a laser painter (code 1688). Set your LGB to that code, and engage the targets. Targets respawn after they have all been destroyed. 
    You can be vectored to the currently painted target by querying for the "JTAC Lasing Report" on Communications-->Other-->Air-to-Ground. The report always shows your range and bearing to the lased target.
    Requires that you are carrying Laser-Guided Munitions, so tell the chief before you depart.
  • Formation / Intercept & Escort
    Wherever you are, whatever aircraft you are flying, you can request some company to practice group/formation flight and intercept/escort with another flight to hone your fine flying skills -- or just enjoy the company. Whatever your preference, you have the choice:

    image.png

    • Team (same aircraft)
      A second aircraft identical to yours in loadout spawns in 1nm in front of you, at your current speed and heading. Close the gap, form up on its wing and try to get a bit closer... And take your time, your flight lead will keep that course, speed and altitude for the next 200km.

    • Dissimilar aircraft
      In dissimilar training, an aircraft type that is different from yours will spawn. Again 1nm in front of you, at your current altitude. But your new flight lead will will set their own speed.
          -- Jet: A Hawk, F-117A, Tornado or Mig-27 at 300 knots
          -- Warbird: Any other warbird, at 200 knots
          -- Helo: An AH-1, Ka-50, OH-58, Gazelle, UH-60 at 90 knots    

    • Intercept & Escort
      Here you are tasked to approach, and then match and follow another aircraft's flight path. The aircraft always spawns to your left, with a flight path that is at right angle to your heading.
          - Fixed Wing: A heavy (B-52, A-50, IL-78, Tu-142, Tu-95) at Angels 12
          - Helicopter: A transport (CH-47, CH-53, Ka-27, Mi-26, SH-60) at 1500 MSL

      The other flight is always friendly. If you don't like your new flight leader you can at any time request a new partner, or dismiss them.

  • Sea Attack (Small Vessels)
    There is a group of enemy fast attack crafts west of Guam, inside the area "Sea Targets Small". Once you destroy all units, they respawn after a few seconds. These units will defend themselves and re mostly harmless
     
  • Ship Strike (Large Vessels)
    There are two naval units (a cruiser and a frigate) some 120-200 nm off the west coast of Guam, inside the area marked "Naval Targets Big". These ships will defend themselves vigorously, at long range, successfully sinking even one of them is a feat in its own. After sinking both, they will respawn after a few seconds.
     
  • Air-to-Air
    Unlike ground and sea targets, you spawn the group of enemies yourself via the communications-->Other menu. You can choose between
     
    • Air-to-Air EASY
      The units spawn inside the area marked "Air Targets East". You can choose between Mig-25T (harmless), Mig-21 (mostly harmless), F-5E Tigers (armed), and Ka-50 (Helicopters, defend)
       
    • Air-to-Air HARD (not available to Helicopters)
      As before, the Units spawn inside the area marked "Air Targets East". All units fight, are well equipped, and are on CAP. You can choose between F-15C, Flankers (Su-27), Vipers (F-16) and Mig-31
       
    • Air-to-Air Warbirds (not available to Helicopters)
      These units spawn inside the area marked "Warbirds" in South Guam. All units fight, and are on CAP. You can choose between Messerschmitts, Spitfires, Fokkers or Mossies.
       
  • SEAD/DEAD
    NOTE: Activating SAM missions can put all units in harm's way, since some of the SAM sites have great range. Therefore, when you are done practicing SEAD or DEAD, make sure that you remove all SAMs from the arena. 

    To start a SEAD/DEAD mission, go to Communications-->Other-->Air-to-Ground-->SAM activation and choose from one of the items offered. The SAM are located some 40nm to the Northeast on the island Rota. You may want to think about when you activate the SAMs, since approaching an active SAM site over open water can be a harrowing experience.
     
  • SAR - Search And Rescue Missions (Helicopter Only)
    NOTE: SAR are helicopter missions that are restricted to transport helicopters. In DCS, these are 
    • Huey UH-1 
    • Hip Mi-8
    • Hind Mi-24 

To successfully complete a SAR mission, you first find and fly to an evacuee (when you get close enough, they will mark their location with blue smoke), pick them up, and then return them to a safe zone where they can be taken care of.

To see what missions are currently available, go to communications-->Other-->Air-to-Ground-->CSAR Missions and choose "List active CSAR requests". This will give you a list of currently available SAR missions, their distance and bearing, along with their beacon frequencies for ADF.

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There are three different SAR missions available: 

  1. "Dededo Traffic" - an (easy) SAR mission located in downtown Dededo
  2. "Forest" - a (most likely) winching mission in a forest 
  3. "Lt. Floatsome" - a sea-SAR: winching over open water 

You can, at any time, create additional SAR missions via communications-->Other-->Air-to-Ground-->New SAR Mission and choose one of the three types (Traffic, Forest, or Sea)

Once you have picked up evacuees, return them to a safe zone. Anderson AFB is always available (land near the blue smoke), but there may be closer safer zones - you can always query the closest CSAR safe zone via communications-->Other-->Air-to-Ground-->CSAR Missions and choose "Direction to nearest safe zone". Besides Anderson AFB, you can also deliver evacuees to the oil rig "Expanse Explorer", Castle-Class "Naismith", CVN 71 Roosevelt or the amphibious Assault Ship "Tarawa".

  •  Sling Load Cargo (Helicopter Only)
    All Helicopters can sling-load cargo. In order to practice pick-up and ferrying cargo, fly to the construction site just north of Anderson AFB, near the green smoke.

Once there, go to communications-->All Cargos and choose the cargo that you want to pick up. Once picked up, transport and deposit your cargo inside the circle marked out with tires on the south-eastern side of Anderson AFB, near the Helicopter Parking zone (where you took off from). The area is also marked green.   

  • Aerial refueling (not available to Helicopters)
    There are two tankers available: A KC-130 "Shell" and KC-135 "Texaco" standing by for topping you up. Choose the one that fits with your refueling system (e.g. the Viper goes to Texaco). Choose Communication-->Other-->Air-to-Air-->Aerial Refuel and choose the tanker type that you need for your aircraft.

    You can find the tanker on a race-track pattern pattern west of Guam, at 18000 MSL. 
  • Combined Arms Practice (Requires CA)
    There are a couple of player-controllable vehicles on the map for you to practice your Combined Arms skills:

  • Plane inspection - ON AFB there are a couple of Loaders and Maintenance vehicles that you can drive to your aircraft and perform a visual outside inspection. Note that for this to be gratifying, you have to enable showing player slots: go to Communications-->Other-->Mission Options and choose "Show unoccupied player aircraft"
     
  • JTAC - At the "Gun Range/CA JTAC" there is a Hummer that you can use to designate smoke, and lase many vehicles. Another player can then engage the targets that you designate. Make sure to co-ordinate with your pilots that the ordnance isn't too heavy, lest you get blown away with the baddies.
     
  • Tank / IFV (Leo, M1, Bradley, Hummer) - Close to North West Field ("Target Range / CA") are a couple of player-controllable armored vehicles that you can drive up north to NWF and engage the various units there. Note that the targets will return fire.
     
  • Hummer Urban Driving/Racing (Hummer) - In Dededo there are two Hummers and two Maintenance Vehicles that you can drive through Dededo to practice your  driving skills. And since there are two of them, if there are also two of you, what's more natural than committing to a completely unsanctioned race with the other guy? Yeah, a course is marked out with barriers. And a couple of drunk spectators. Drive carefully and responsibly! 

    image.png

 

FREQUENCIES

  • Anderson Airfield - 126.2 MHz, 250.1 MHz, TACAN 54X 
  • Antonio B Won Pat - 340.2 MHz, 118.1 MHZ, TACAN 55X
  • Solar Plant TACAN 64X
  • Castle-Class "Naismith" - 132 MHz, ADF 420 kHz
  • CVN 71 "Roosevelt" - 127.5 MHz, TACAN 71X
  • KC-130 Shell - 255 MHz, TACAN 11X  
  • KC-135 Texaco - 257 MHz, TACAN 21X 

WEATHER

  • CAVOK, Temp +20°C 
  • QNH 29.92
  • Winds: 220°, 3m/s

FOG
You can control Fog via the Communications menu. 

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---
Built with DML
 

Enjoy, 

-ch

 

 

Edited by cfrag
  • Like 5
  • Thanks 2
Posted

Nice idea, thank you!

 

Black+Knights_Small.jpg

RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

 "I love this game: I am not going to let Zambrano steal the show."

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CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 970EVO Plus + 2x 980 PRO|HOTAS Warthog + AVA Base + Pro Rudder Pedals|TrackIR 5|

  • 2 weeks later...
Posted (edited)

Version 1.1 - 20231113

Thank you all for your kind feedback. I have added some of your kind suggestions in the new version as follows:

  • new gun range NW of Anderson AFB
  • hardened bomb range code
  • removed some typos
  • removed visual glitches in map view
  • disabled "Radio Assist"
  • 06L/24R at Antonio B Won Pat opened for practice
  • Additional active and passive Scenery
  • Auto-Restart after 4 hours
  • Moved time of day to morning 0600
  • Added hot 10C

Enjoy,

-ch

Edited by cfrag
  • Like 2
  • Thanks 1
Posted

Wow, cool stuff. Thank you!

Since I lack the time and talent to do proper mission building, I appreciate contributions like this A Lot! 🤘

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted (edited)

Version 1.2 - 20231120 (New Feature: Formation, Intercept & Escort)

I've receive some great feedback, thanks everyone! The new "Formation, Intercept and Escort" abilities are sure to be great fun for those who can reliably land their aircraft who and are looking for new things to do, but don't feel up to refueling yet. And the intercepts are just plain fun 🙂

  • NEW formation, intercept & escort training
  • added Forrestal in anticipation of some Phun
  • killing civ planes is now denounced to all with naming the perpetrator
  • civ aircraft use random liveries
  • added TACAN at Antonio B Won Pat for navigation and approaches 55X
  • DCS 2.9 fixes: CSAR
  • added a Harrier to the Tarawa
  • added a Tomcat to the Forrestal
  • cleaned up unit names

Enjoy,

-ch

 

Edited by cfrag
  • Thanks 1
  • 3 weeks later...
  • 1 month later...
Posted

Version 1.3 - 20240128 (New feature: personal logbook with persistence - if enabled)

This was hands down the most requested feature ever, and I've finally gotten around to making it a proper part of Marianas Proving Grounds: a personal logbook that keeps tabs on all your landings, take-offs, crashes, start-ups and flight time -- totals and per aircraft:

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And yeah, if you have de-sanitized your DCS, this is saved to file (automatically, every 2 minutes), and loaded every time you start the mission anew. Log entries are private per player, and you can view your own log entry at any time via the communications menu.

All Changes for Version 1.3:

  • NEW logbook feature (persists if enabled)
  • Civilian planes use more liveries
  • Longbow Apache added 
  • B-52 static scenery (3x) added to AFB
  • Better arranged the Harriers on the Tarawa

 

Enjoy,

-ch

 

  • Like 3
  • Thanks 1
Posted

Version 1.4 - 20230329 (NEW: Laser-Guided Bomb Range)

I tweaked some code, and added a Laser-Guided Munitions range:

Laser-Guided Munitions Deployment 
There is a an area SW of Antonio B. Won Pat Airport labeled "Laser Range". You will find a number of enemy vehicles. One is always marked by a laser painter (code 1688). Set your LGB to that code, and engage the targets. Targets respawn after they have all been destroyed. 
You can be vectored to the currently painted target by quering for the "JTAC Lasing Report" on Commincations-->Other. The report always shows your range and bearing to the lased target.
Requires that you are carrying Laser-Guided Munitions, so tell the chief before you depart.

 

Enjoy,

-ch

 

  • Like 1
Posted

Version 1.5 - 20240522 (Phantom, outside plane inspection)
 

After the new update, we now have access to great airfield vehicles that allows us to drive to our planes and inspect them (if you have CA, that is). Use the M-29 Loader to drive to your plane(s) and give them the visual once-over!

All changes:
- moved laser targets
- added new FC 2024 plane stand-ins 
   - Tiger 
   - Mig 15 bis
   - F-86 
- added Chinook stand-in
- added Kiowa stand-in
- made the Phantoms player units
- added some new scenery objects
- added some  player-drivable ground vehicles so players can inspect their stable
 

Posted

Any documentation on how to do this?  Can you get out of the vehicle and walk around?  Or just drive around it.  Didn't see anything about it in the change log.  Thanks.

Posted (edited)
On 5/23/2024 at 3:33 AM, Chicki said:

Any documentation on how to do this? [this probably being the ability to inspect your planes - cfrag]

My apologies for being obscure here. The last release of DCS added a host of new ground vehicles and objects, most (all?) of them created by @Massun92. Among them are a couple of airfield service vehicles that can be controlled by players (I'm partial to the tug that I've placed near the CSAR reception area), and I've simply placed those on the map for people to jump into, and explore their planes (use the low-slung M-92 "Massun" Loader to get under the Phanny's wings).

Now, how on earth did I manage to allow people to control those vehicles? By utilizing an existing, IMHO underdeveloped and badly aging, module: CA ("Combines Arms"). This means that in order to be able to take control of any of the ground vehicles, you must own CA. Jumping into and controlling those vehicles is standard CA fare: go to Neutral (did I say that CA is underdeveloped?), open the F10 map, zoom in until you see the ground vehicles. Click on the one to command, and click on CA's take command button. Inside the vehicle, you may need to shift from neutral to first gear before you can accelerate.

image.png

Edited by cfrag
  • Like 1
Posted

Hi.  Thanks for the reply.  Yes, I have CA.  Don't use it as much as I'd like.  It's pretty fun.  Love to hop into a vehicle, lase a target and call in an attack on some tanks or AAA while flying with a buddy.  It's too bad the module doesn't seem to be getting much love these days.  It can be a hoot!  So, after inspection, use the F10 map to get into the jet?  Thanks again pal.  Enjoy your mission.

Posted (edited)
27 minutes ago, Chicki said:

It can be a hoot!

Well, I just used the mainenence vehicle to explore all aircraft, and then Anderson AFB. It can be hoot - even in VR, which is usually CA wasteland.

27 minutes ago, Chicki said:

So, after inspection, use the F10 map to get into the jet?

Unfortunately, we are talking CA. So no, after inspection,

- park your car so it won't get in the way of your jet 

- hit "ESC" and go to 'select slot'. CA integration into DCS is a mess.

I've just added 6 slot to multiplayer so this is also available for multiplayer, will release after regression testing tomorrow or Saturday

Edited by cfrag
Posted

Version 1.51 - 20240525 - minor update 


- removed "Civil Aviation Mod CAM" requirement (silly, my bad, sorry!) 
- now allows plane inspection for multiplayers 
- added a few more player ground vehicles

Enjoy,

-ch

Posted (edited)

Well, that certainly didn't take long... If you want to react any faster, I guess you'd have to be Kyle Reese and travel back in time.

Yes, now that I added multiplayer plane inspection ability via CA (which I'm not that thrilled of because of CA's decidedly lackluster support in the past years from ED) to "Proving Grounds", people have suggested (rather forceful) that I add some more. Since my dear godson's approach to anything gaming also seems to be 'more is better', I understand and will add some more features to an upcoming version, namely:

  • JTAC training (so people can train JTAC lasing and others can drop fuzed ordnance on hapless baddies)
  • Tank training (so people can run their Leos, Bradleys or M1s roughshod over other tin)
  • Hummer Training (so you can patrol Dededo's picturesque neighborhood)

Speaking of which (adding CA units to Training Grounds): please don't try this at home - some of the scripts in Proving Grounds may react unkindly should they encounter a CA player that shoots big guns. The 1.6 Update will bring CA hardening and the big guns. I promise. And then you can add any unit for more CA fun. Because more is always better🙂 

In the mean time, phractice your phanny skillz (side note: that irksome godson of mine did manage a carrier trap in the Phantom! Don't know how. Don't want to know.)

 

Edited by cfrag
Posted (edited)

Whatta hoot!  Hope deadlyfishes will add this feature to his Through The Inferno missions.  Meanwhile, you the man cfrag!

Edited by Chicki
After thought
Posted (edited)

Version 1.65 - 20240601 - NEW: "Racing in the Streets" (CA Big Guns & vehicles upgrades), Drone Lasing

It's here! The feature that so many of so few of you have been waiting for: the "Racing in the Streets" version of Proving Grounds! Since there are not too many people who earnestly come to DCS for their driving skill, this update also adds reaper drone lasing, and a full, more convenient re-structuring of the menus (for those of you who have DML, yes, the new menu and reaper modules will come soon to DML near to you)

 

Changes in Detail 
- More CA integration: JTAC for Gun Range
- More CA integration: Added Leo and M1 Tanks 
- More CA Integration: Added Bradley and Hummer
- New: Dededo Race Track for CA Hummers
- Hardened all scripts for CA integration 
- Added Reaper Drone Lasing 
- Completely reworked all Menus for greater QoL

image.jpeg

Edited by cfrag
  • Like 1
Posted

@cfrag - I too had no idea this existed. I have downloaded it and examine with great interest. 

Many thanks.

DD_Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted

Version 1.70 "Kiowa" - 20240605

So the people at Polychop really pulled it off - hitting a "in Two Weeks" deadline, making all the other guys look bad. Kudos to PC. Here's your proving grounds with the Kiowa.

Changes in Detail:
- Added 2xKiowa player controlled 
- Kiowa added to CSAR-capable helicopters 
- Longbow Apache now has FCR
- Hardened code against DCS 2.9x bug 
- Updated Reaper module

  • Like 1
  • 3 weeks later...
Posted

Version 1.75 "HOT & COLD" - 20240623

- Drone lasing: drone can cycle targets
- Drone to L2MUM Kiowa integration improved (Kiowa-limited)
- Hot and Cold versions - COLD version provided by DCS Web Editor https://www.patreon.com/DcsWebEditor
- 'grounded' all warbirds for better startup training
- FC2024 prep complete 

The new COLD version that now allows you to practice start-up procedures is provided via DCS Web Editor's new and fun abilities to instantly change all client aircraft to and from HOT/COLD.  

image.png

  • 3 weeks later...
Posted

Version 1.80 "FC2024" - 20240712

Now adds Flaming Cliffs 2024 planes and removes some fresh issues that came with the latest patch.

Changes in detail:
- minor code hardening for WebEdit conversions (COLD)
- Dedicated Hover Training all Helicopters
- Formation Disimilar for Kiowa - guaranteed dissimilar
- Flaming Cliffs 2024 new planes added (Mig-15, Sabre, Tiger)
- Fixes for DCS July 11th 2024 patch

Posted

@cfrag Two questions: 

 

First, is there anyway to turn off the ATC airliner voice track other than to turn off the radio?

Second, is it possible to add an F-16 that spawns in flight for Air to Air operations?

Posted
30 minutes ago, mkel2010 said:

First, is there anyway to turn off the ATC airliner voice track other than to turn off the radio?

Certainly - simply delete the corresponding audio file in ME from the 'Load Audio' trigger rule, or change the frequency it broadcasts on in the NDB trigger zones.

32 minutes ago, mkel2010 said:

Second, is it possible to add an F-16 that spawns in flight for Air to Air operations?

Add it as a 'client' skill aircraft in ME, and you are done. It's automatically supported.

Posted
21 minutes ago, cfrag said:

Certainly - simply delete the corresponding audio file in ME from the 'Load Audio' trigger rule, or change the frequency it broadcasts on in the NDB trigger zones.

Add it as a 'client' skill aircraft in ME, and you are done. It's automatically supported.

Thank you.

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