zerO_crash Posted April 22, 2024 Posted April 22, 2024 In light of the upcoming strategic/resource aspect, expanding transport aircraft (UH-1H, Mi-8, CH-47F, C-130, ++) as well as progressing combined arms, I see the ability to construct FARPs inside missions as essential. This could be done in a basic way, where a composition of the required vehicles in a close enough vicinity (e.g. 50m), would allow a ground commander to create a invisible FARP (possibly through the vehicle responsible for communications on the FARP - special keybind or so). That would give a new mission, and usefull one to both utility aircraft, as well as combined arms users. Another example to use it, could be triggering through a specific "code" with a marker on F-10 map. Group the required vehicles close enough, as a ground commander, enter F-10 and add a marker on that spot with correct "code" to create a invisible FARP. Would be neat. Thanks! 3 [sIGPIC][/sIGPIC]
NeedzWD40 Posted April 22, 2024 Posted April 22, 2024 We actually can already do this, just that it's inflexible in the units that we can use to make a valid FARP as well as define any limitations of ordnance from the FARP itself (they have unlimited munitions). If we could adjust created FARP munitions and fuel, plus define resource providers, we could be well on our way to having even more flexibility.
shagrat Posted April 24, 2024 Posted April 24, 2024 I haven't tested this, yet, but shouldn't the FARPs Warehouse be accessible with the script commands added to control the content/supplies? see here: Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
NeedzWD40 Posted April 25, 2024 Posted April 25, 2024 12 hours ago, shagrat said: I haven't tested this, yet, but shouldn't the FARPs Warehouse be accessible with the script commands added to control the content/supplies? Right now it only works if a FARP is inserted in the editor prior, linking it to the mission warehouse file. In theory you could have a list of FARPs already defined and recreate those as required in order to link to the warehouse, but the "pad" will still be present on the map. All depends on the workarounds desired (and whether my speculations are accurate).
shagrat Posted April 25, 2024 Posted April 25, 2024 You could use MIST to teleport a predefined invisible FARP similar to what Spencer does in the FatCow perk. The FARP warehouse should be accessible through the script commands, no matter where it is on the map. Yes, you will be limited to a number of predefined FARPS, but even that would allow for a flexible FARP gameplay. Land the Chinook, or have some trucks drive somewhere, call the script to place a FARP at the location. Empty the FARP warehouse via script and add only fuel or a limited amount of ammo depending on trucks that made it to the location... https://github.com/spencershepard/RotorOps/wiki/RotorOps-PERKS Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
upyr1 Posted April 26, 2024 Posted April 26, 2024 I know the YouTuber Casmo has requested this for the C-47
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