Grindmetal Posted May 7, 2024 Posted May 7, 2024 I tested here the FARPS are functional, this is with UH60L but you have to open the doors and the radio responds
mimamema Posted May 7, 2024 Posted May 7, 2024 (edited) @cfrag , just a little misspelling I found in one of the trigger areas, for the next update you are planning to upload null Edited May 7, 2024 by mimamema 1
Diablo 1-1 Posted May 8, 2024 Posted May 8, 2024 (edited) 4 hours ago, cfrag said: It’s possible that persistence either didn’t save those vehicles, or that they got destroyed in the meantime Well I restarted and it fixed everything. I don't believe I had anything to repair unless it wasn't being reported. I'm an idiot though so it could have been a user error. It also could have been DCS funkiness. Anyways thanks for the mission, as someone who flies helicopters mostly, I'm enjoying being able to do some Helicopter A2A. I will say in my opinion, some the hostile Hinds fly too high; I wouldn't be flying 11.5k ft close to air defense or hostile units lol. I know how hard it is to get AI to fly the correct height though. Bonus: My favorite A2A kill so far was in the Gazelle on a JF17 flying evasive because of the air defense. Edited May 8, 2024 by Diablo 1-1 Bonus added
Grindmetal Posted May 8, 2024 Posted May 8, 2024 (edited) Is it possible to make the AI rescue downed pilots? thx @mimamema Edited May 8, 2024 by Grindmetal
cfrag Posted May 8, 2024 Author Posted May 8, 2024 7 hours ago, mimamema said: just a little misspelling I found in one of the trigger areas Thank you! Will be part of the next update
cfrag Posted May 8, 2024 Author Posted May 8, 2024 4 hours ago, Grindmetal said: Is it possible to make the AI rescue downed pilots? Yes, except that if AI picks them up, this potentially highly lucrative source of income is gone. I'll probably compromise and set a 3 hour time limit for picking up these pilots. This won't litter the map, yet give helicopter pilots enough time to rescue. 7 hours ago, Diablo 1-1 said: I will say in my opinion, some the hostile Hinds fly too high; I wouldn't be flying 11.5k ft close to air defense or hostile units lol. A Hind at Angels 11??? That's indeed silly. The AI is ordered to fly their whirlybirds 150 feet AGL, all the time. DCS at its best; I guess. I'll investigate, thank you! Oh and congrats on the Jeff-splash! 1
Grindmetal Posted May 8, 2024 Posted May 8, 2024 Yes, I understand, it's cool anyway Is there any option to activate and deactivate the AI to rescue pilots? Ease of customizing things with DML is incredible Thank you
cfrag Posted May 8, 2024 Author Posted May 8, 2024 4 minutes ago, Grindmetal said: Is there any option to activate and deactivate the AI to rescue pilots? There is now. Instead of sending out AI, I simply let the pilots expire. And that can be disabled with a simple trip to the csarManager config zone and deleting the ‘timeLimit’ attribute (or jacking it up to 99999, whatever you prefer). Next Update I have scheduled for the week-end. It’s fully save-compatible with the current version so you don’t have to start over. 2
Grindmetal Posted May 8, 2024 Posted May 8, 2024 22 minutes ago, cfrag said: There is now. Instead of sending out AI, I simply let the pilots expire. And that can be disabled with a simple trip to the csarManager config zone and deleting the ‘timeLimit’ attribute (or jacking it up to 99999, whatever you prefer). Next Update I have scheduled for the week-end. It’s fully save-compatible with the current version so you don’t have to start over. I understood the updates would it be possible for me to update without losing the added slots that I used only because when I update I have to redo everything hahahaha
DD_Friar Posted May 9, 2024 Posted May 9, 2024 Ok, so I must be having an "old moment" here. I for the life of me can not find all the config zones, or any of the other zones for that matter!. In a previous post you said just tick "show all" - I have enabled show all hidden, but can not find to where you are referring? 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.
cfrag Posted May 9, 2024 Author Posted May 9, 2024 1 minute ago, DD_Friar said: I for the life of me can not find all the config zones, or any of the other zones for that matter!. Let's look at the bright side - since you know XP is DML based, you know that they must be there somewhere Please try this: - zoom out a LOT - click on the three interlocking rings (make sure it's the rings, not the units symbolized by square, ring and triangle) - click on show all Raise your glass to my health, change XP to your heart's content. 1
DD_Friar Posted May 9, 2024 Posted May 9, 2024 (edited) ok, just found the correct option doh!....how long have I been doing this........ (sorry bit of an in joke when one of our squad screws up Edited May 9, 2024 by 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.
cfrag Posted May 10, 2024 Author Posted May 10, 2024 Version 1.10 ("Swabbies & CSAR") Note - version 1.10 is backwards-compatible with save files of older versions. You do not have to start a new play-though. Thank you all for the great feedback and Ideas, new things are sure to come. Changes / Additions: • Added George Washington carrier • Added FA-18 CATOBAR - note 250 nm ingress! • Added F-14B CATOBAR - note 250 nm ingress! • Added Shell tanker for swabbie flights • Added ability to request Shell at will (swabbies only) • Added ingress and egress routes for swabbie flights • Provided all FARPs with their own Frequency • Frequency reference added to manual • CSAR missions now all have a time limit of 3 hours before they expire • Persistence status no longer displayed • Repairing an owned location also repairs all FARP service vehicles for that location • Sound f/x when csar times out / pilot KIA • Nalchick CAP also can use Eagle • Nalchick SEAD can also use Tornado • FARPs now correctly spawn resource vehicles on loading from storage • Income sound f/x 4
Grindmetal Posted May 10, 2024 Posted May 10, 2024 5 hours ago, cfrag said: Version 1.10 ("Swabbies & CSAR") Note - version 1.10 is backwards-compatible with save files of older versions. You do not have to start a new play-though. Thank you all for the great feedback and Ideas, new things are sure to come. Changes / Additions: • Added George Washington carrier • Added FA-18 CATOBAR - note 250 nm ingress! • Added F-14B CATOBAR - note 250 nm ingress! • Added Shell tanker for swabbie flights • Added ability to request Shell at will (swabbies only) • Added ingress and egress routes for swabbie flights • Provided all FARPs with their own Frequency • Frequency reference added to manual • CSAR missions now all have a time limit of 3 hours before they expire • Persistence status no longer displayed • Repairing an owned location also repairs all FARP service vehicles for that location • Sound f/x when csar times out / pilot KIA • Nalchick CAP also can use Eagle • Nalchick SEAD can also use Tornado • FARPs now correctly spawn resource vehicles on loading from storage • Income sound f/x Nice Man !! thx
Grindmetal Posted May 11, 2024 Posted May 11, 2024 @cfrag When I eject my damaged plane it disappears, is there a way to disable this?null
Grindmetal Posted May 12, 2024 Posted May 12, 2024 (edited) When the Server restarts the base turns red, what could it be? Edited May 12, 2024 by Grindmetal
cfrag Posted May 12, 2024 Author Posted May 12, 2024 (edited) 2 hours ago, Grindmetal said: Server restarts the base turns red, what could it be? Ah, good catch (presumably after blue has captured Mozok). It's probably the units that are there (from the base mission) when the mission starts up, and in the split-second that runs between DCS mission start-up and persistence start-up, DCS assigns Mozok to red. Persistence then removes then adds the blue units, notices that red and blue are at the same airfield, but since it's now red owned, it sets it to 'contested', not blue. I don't know why the red units aren't removed (persistence should have noted that they are dead) - unless I added them between releases and this is an incompatibility I did not foresee when upgrading to 1.1 (you are running 1.1?). I'll see if I can patch persistence to also save and freeze airfield/farp ownership to avoid this particular issue. If I added the red units at Mozok after your original save file was created, this problem will, unfortunately persist until the red units are destroyed and Moz is recapped. Destroying the red units with a single blue on the ground remaining should do the job, but it is annoying. Edited May 12, 2024 by cfrag
cfrag Posted May 12, 2024 Author Posted May 12, 2024 (edited) 14 hours ago, Grindmetal said: When I eject my damaged plane it disappears, is there a way to disable this? This is part of what stopGap does to prevent issues in DCS with players re-slotting into the same aircraft. So, yes, if you disable stopGap's 'kickDead' option (in stopGapConfig) you should be able to prevent planes disappearing after eject. You might run into the issue of planes crashing into each other and getting destroyed when you re-slot, though. Edited May 12, 2024 by cfrag
cfrag Posted May 12, 2024 Author Posted May 12, 2024 2 hours ago, Grindmetal said: When the Server restarts the base turns red, what could it be? Well, it turns out that I'm a complete idiot - I forgot to enable unit persistence, so any ME-placed unit that gets destroyed is NOT persisted and on restarting the mission, they will spawn and not be removed. Embarrassingly, fixing this is trivial (I'm readying an update right now), and luckily, only a few units on the map are affected (99% of the units XP spawns are spawned by spawners, and they are persisted correctly). Unfortunately, most of those that are affected are on enemy airfields, so once I have the update online, you will have to destroy them once, and then they stay destroyed. I'll see how quickly I can get the update up to ED's files. Thank you for the bug report!
cfrag Posted May 12, 2024 Author Posted May 12, 2024 Version 1.11 - minor update Fixed a persistence (“save game”) bug that affected some units on airfields Thanks to @Grindmetal for discovering the issue 1 1
Grindmetal Posted May 12, 2024 Posted May 12, 2024 (edited) 2 hours ago, cfrag said: Version 1.11 - minor update Fixed a persistence (“save game”) bug that affected some units on airfields Thanks to @Grindmetal for discovering the issue Work Thx FIXED 1.10 Up for 1.11 same Save File 7 hours ago, cfrag said: This is part of what stopGap does to prevent issues in DCS with players re-slotting into the same aircraft. So, yes, if you disable stopGap's 'kickDead' option (in stopGapConfig) you should be able to prevent planes disappearing after eject. You might run into the issue of planes crashing into each other and getting destroyed when you re-slot, though. ahh, add option in trigger zone | kickDead - false ....Worked thx Edited May 12, 2024 by Grindmetal
Grindmetal Posted May 13, 2024 Posted May 13, 2024 (edited) OBs. @cfrag I noticed that when you clear the zone it remains in RED but without units there, but the AI, for example, goes out to capture and becomes Blue, it is functional but does not change to NEUTRAL Can I change the Ship? [only changing the ship, the name and group would not change] to something other than a supercarrier Edited May 13, 2024 by Grindmetal
cfrag Posted May 13, 2024 Author Posted May 13, 2024 (edited) 1 hour ago, Grindmetal said: it is functional but does not change to NEUTRAL Once red or blue, airfields currently do not change to neutral. That way you do not have to leave a unit at your base. I could try and change the logic to force neutral if no ground units remain on an airfield, but I don't think that to be a good mechanic. If you want an airfield, you go and take it by force, neutral doesn't get it by default. Even Maximus got his Power Armor from Titus the dirty way... (those who don't understand the reference, do not worry, I'm a geek) 1 hour ago, Grindmetal said: Can I change the Ship? [only changing the ship, the name and group would not change] to something other than a supercarrier XP is completely indifferent to unit names. Well, mostly. Any flight that starts with "CAT" will get access to the Tanker menu. But I added that later with an existing DML feature because I'm lazy. If you change the ship, make sure you know what to do with the swabbies, and remember to set TACAN if that's important to you. But XP won't mind. Edited May 13, 2024 by cfrag 1
Grindmetal Posted May 13, 2024 Posted May 13, 2024 (edited) 1 hour ago, cfrag said: Once red or blue, airfields currently do not change to neutral. That way you do not have to leave a unit at your base. I could try and change the logic to force neutral if no ground units remain on an airfield, but I don't think that to be a good mechanic. If you want an airfield, you go and take it by force, neutral doesn't get it by default. Even Maximus got his Power Armor from Titus the dirty way... (those who don't understand the reference, do not worry, I'm a geek) Leave it like that, I think it's lighter too, a lot of function for a single purpose, I don't think it's cool either, this way it's working perfectly, it's even better this way to know that the zone is red and units need to be dispatched to it I'm reading the PDF what else can we do, it's a lot of cool stuff besides being similar to a very simple puzzle, especially for me who don't know anything about programming hahaha Edited May 13, 2024 by Grindmetal
Mistermann Posted May 13, 2024 Posted May 13, 2024 5 hours ago, cfrag said: Even Maximus got his Power Armor from Titus the dirty way... (those who don't understand the reference, do not worry, I'm a geek) Well played, sir. Well played. System Specs: Spoiler Callsign:Kandy Processor:13th Gen Intel(R) Core(TM) i9-13900K - RAM: 64GB - Video Card: NVIDIA RTX 4090 - Display: Pimax 8kx VR Headset - Accessories: VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box Video Capture Software: Open Broadcaster Software (OBS), Video Editing Software: PowerDirector 35 Into The Jungle (MP Mission) F18: Scorpion's Sting Apache Campaign - Griffins Kiowa Campaign - Assassins
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