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  • ED Team
Posted

Cargo System Update

We are working on additional features for the logistics and cargo in DCS World. With the DCS: CH-47F Early Access we are making available parts of new system:

-       Dynamic cargo

-       Internal cargo loading

Details about them are below. We are eager to see feedback from the community and adjust them further. Currently these features are available in CH-47F, but we are planning to add them in other DCS World transport capable modules. We are also working on dynamic FARP, “Fat Cow” and improved groups transport concepts.

Setting up mission environment for dynamic cargo

A warehouse serving resources as dynamic cargo is a WIP feature. In order to avoid it affecting the already established environment of the multiplayer servers we are making it adjustable and optional for each warehouse and OFF by default for now. It will allow a more graceful introduction of it in multiplayer.

Before you can use dynamic cargo near warehouse you need to setup this warehouse in mission editor to allow take resources dynamically and pack them in cargos. This is simple process.

In Mission Editor click on the airfield or FARP or Carrier for which you want to activate dynamic cargo resources availability and then click on “Full Info” at the right-side bar:

Picture1.png

Then you will see warehouse parameters window:

Picture2.png

After that save and play mission and warehouses where this parameter was activated will allow to spawn cargo dynamically with resources taken directly from warehouse. Let’s look at the process of spawning dynamic cargo on DCS: CH-47F example.

 

Transporting Cargo Internally

Picture3.png
When loading or unloading cargo with the DCS: CH-47F, ensure the tail ramp has been fully deployed to include the ramp extensions. If the tail ramp is already deployed to the ground, an additional command [LShift-G] to lower the ramp will deploy the ramp extensions.

·          Stage 1. Ramp raised; cargo door (ramp “tongue”) deployed from tail ramp to enclose the aft cabin.

·          Stage 2. Ramp raised; cargo door retracted.

·          Stage 3. Ramp partially lowered, parallel to fuselage.

·          Stage 4. Ramp fully lowered to the ground.

·          Stage 5. Ramp fully lowered to the ground; ramp extensions deployed.

Options for loading and unloading cargo are accessed via the Rearming and Refueling Window [LAlt + ‘]. The Cargo LOAD button is displayed on the left side and the Cargo UNLOAD button is displayed on the right side.

Picture4.png

Left-clicking these buttons will display the corresponding LOAD CARGO or UNLOAD CARGO panels respectively. Each panel provides an interface for interacting with the internal cargo loading capability of the CH-47F.

Picture5.png

The Cargo Resources button on the LOAD CARGO panel accesses the local warehouse functions.


Spawning Dynamic Cargo

If the warehouse near your aircraft has Dynamic Cargo activated, then you can pack and spawn resources from that warehouse into new cargo assets that will appear near your aircraft. Press “+” button to start filling parameters for the new cargo.

Picture6.png

A cargo resources window will open where you will be able to choose which resources you want to take from that warehouse and pack them into cargo. You can choose cargo 3D model appearance and name. By default, cargo names already include user callsign and timestamp for time of creation. Currently there are limits on qty. for each resource that can be packed into single cargo, WIP we will adjust it in future and looking forward for the feedback.

Loading Cargo

When the LOAD CARGO panel is displayed, all cargo within 150 feet of the helicopter will be listed, based on the cargo object’s NAME entered in the Mission Editor. Any cargo object may be loaded within the CH-47F by left-clicking on the corresponding entry in the list, and then left-clicking the LOAD button at the bottom of the panel.

Cargo is loaded sequentially from the front of the cabin toward the rear of the cabin. If there is a need to unload specific cargo objects prior to others, such as delivering cargo to multiple destinations during a single flight, ensure the cargo is loaded in the reverse order from which it will need to be unloaded.

Picture7.png

In the image above, four cargo objects are named Pallet 1 through 4, with Pallet 1 representing the cargo to be delivered at the first destination, and Pallet 4 representing the cargo to be delivered at the final destination. Pallet 4 is loaded first in the front of the cabin to be offloaded as the final cargo delivery, with each Pallet loaded in reverse sequence, so that Pallet 1 is loaded near the tail ramp to be offloaded as the first cargo delivery.

Unloading Cargo

When the UNLOAD CARGO panel is displayed, all cargo within the helicopter will be listed, based on the cargo object’s NAME entered in the Mission Editor. All cargo will be shown in the list from front to back, with the final entry in the list highlighted, representing the first and only cargo object that can be unloaded. To unload the highlighted cargo object, left-click the UNLOAD button at the bottom of the panel.

Picture8.png

When unloaded, cargo objects will be placed on the ground approximately 70 feet directly behind the helicopter. If cargoes are unloaded near warehouse and cargoes contain any warehouse resources they will be automatically added to that warehouse.

  • Like 19
  • Thanks 4

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  • BIGNEWY changed the title to Cargo System Guide
  • BIGNEWY pinned this topic
Posted

This looks like a great start for the cargo system, one thing I’d like to see added is a bind to unload without going into the rearm refuel menu. I would think one click unloads one pallet in the appropriate order, this would be much nicer when you’re delivering to an airfield / farp / warehouse that’s under attack plus at least a 10 point boost to the muh immersion stat. 

  • Like 1
Posted

Will part of logistics overhaul include improved animations and new animations? Troops walking naturally, loading into helicopters visibly, a ground crew visibly loading and unloading? Things to make the logistics "feel alive"? That would be very cool.

Will there be visible cargo, not just pallets, but vehicles, etc?

  • Like 5

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Posted
3 minutes ago, dsc106 said:

Will part of logistics overhaul include improved animations and new animations? Troops walking naturally, loading into helicopters visibly, a ground crew visibly loading and unloading? Things to make the logistics "feel alive"? That would be very cool.

Will there be visible cargo, not just pallets, but vehicles, etc?

If we get that all we’ll need is the C-130 so we can haul a cargo plane full of rubber dog sh!t out of Hong Kong.

  • Like 1
Posted
41 minutes ago, Alpenwolf said:

Will these be implemented to other helicopters like the Mi-8 or the UH-1?

The Huey dont really make sense cause its only got space for troops, mi8 hopefully should get it cause its got a proper cargo bay (though smaller than the chinook). I dont see why they wouldnt add it to the Hip, other than the work needed to add it ofc

Posted
2 hours ago, LTC123apple said:

The Huey dont really make sense cause its only got space for troops, mi8 hopefully should get it cause its got a proper cargo bay (though smaller than the chinook). I dont see why they wouldnt add it to the Hip, other than the work needed to add it ofc

Why not sling-loading the cargo with the Huey?

“Mosquitoes fly, but flies don’t Mosquito” :pilotfly:

- Geoffrey de Havilland.

 

... well, he could have said it!

Posted
vor 2 Stunden schrieb LTC123apple:

The Huey dont really make sense cause its only got space for troops, mi8 hopefully should get it cause its got a proper cargo bay (though smaller than the chinook). I dont see why they wouldnt add it to the Hip, other than the work needed to add it ofc

Up to 1.5 tons internal cargo capacity or up to 2 tons external as slingload seems to make a lot of sense to me... 😉

  • Like 2

Shagrat

 

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Posted

On what part of the airfield does it work ? Tried on Bastion, worked when I was on the runway, close to the beggining (like a runway start) but not on the taxiway nore on the main helicopter parking....

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Posted
9 hours ago, Zarma said:

On what part of the airfield does it work ? Tried on Bastion, worked when I was on the runway, close to the beggining (like a runway start) but not on the taxiway nore on the main helicopter parking....

ive had the same problem as well maybe im doing something wrong idk but afaik you can only view warehouse locations in the mission editor in game i havent found a way to view the location of the warehouse

Posted

Looks great!
would also be great to see troops loaded in the back of all transport helos.  I'd settle for no loading or idle animations as a first step.

LP

 

modules:

F5-E / A4-E / A-10A / AJS-37 / SA-342 / UH-1H / Ka-50 / Mi-8 / CA

 

would buy:

OH-58 /AH-64A / AH-1 / Sepecat Jaguar / F-111

Posted

This is very cool but is there a way to change options such as "dynamicCargo" or "unlimitedMunitions" from code?

The Warehouse object returned by warehouse = Airbase.getWarehouse(airbase) only allows us to change the contents of the warehouse but not its attributes.

Dynamically spawned FARPs (using addGroup() with Group_Category = -1 ) are spawned with an empty warehouse and can't be resupplied properly by code or CH47F (the dedicated server seems to behave differently to running the mission in single player)

 

  • Like 2
Posted

If this is going to be hidden behind sdk and not being able utilized by mods - I`m gonna be disappointed

Posted
On 8/9/2024 at 8:36 PM, Alpenwolf said:

Will these be implemented to other helicopters like the Mi-8 or the UH-1?

+1

 

MIGNUS

 

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Posted
On 8/9/2024 at 12:36 PM, Alpenwolf said:

Will these be implemented to other helicopters like the Mi-8 or the UH-1?

And also the Mi-24.  In addition to those, this should be expanded to cargo vehicles in Combined Arms! 

  • Like 1
Posted

Love the new cargo system and the direction it is headed. I would like to see some new Conditions added to support triggers for cargo load / unload, etc. Also hoping we can get some support in the DCS API docs for lua scripting load and unload events. Thanks!

Posted
On 8/13/2024 at 4:02 PM, Sharkbait4614 said:

This is very cool but is there a way to change options such as "dynamicCargo" or "unlimitedMunitions" from code?

The Warehouse object returned by warehouse = Airbase.getWarehouse(airbase) only allows us to change the contents of the warehouse but not its attributes.

Dynamically spawned FARPs (using addGroup() with Group_Category = -1 ) are spawned with an empty warehouse and can't be resupplied properly by code or CH47F (the dedicated server seems to behave differently to running the mission in single player)

 

if zone["Coalition"] == 1 then
        if maybeFarp then
            maybeFarp:setCoalition(1)
        else
            coalition.addGroup(country.id.RUSSIA, -1, Farp(zone["Name"], farpX, farpY))
            local farp = StaticObject.getByName(zone["Name"].." FARP")
            if farp then
                farp:autoCapture(false)
                farp:setCoalition(1)

                local farpWarehouse = farp:getWarehouse()
                for weaponName, weaponAmount in pairs(farpWeapons) do
                    farpWarehouse:setItem(weaponName, weaponAmount)
                end
                for _, fuel in ipairs(farpLiquids) do
                    farpWarehouse:setLiquidAmount(fuel.Type, fuel.Amount)
                end
            end
        end
        coalition.addStaticObject(country.id.RUSSIA, FarpAmmoDepot(zone["Name"], ammoX, ammoY))    
        coalition.addStaticObject(country.id.RUSSIA, FarpCommandPost(zone["Name"], commandX, commandY))
        coalition.addStaticObject(country.id.RUSSIA, FarpFuelDepot(zone["Name"], fuelX, fuelY))

In my dynamic mission I'm able to change farp coalitions and set or remove items from it and the farps work.

Posted
On 8/9/2024 at 5:32 PM, Bozon said:

Why not sling-loading the cargo with the Huey?

My fault for not clarifying, I was referring specifically to internal cargo. 

Posted
On 8/9/2024 at 2:05 PM, BIGNEWY said:

Loading Cargo

When the LOAD CARGO panel is displayed, all cargo within 150 feet of the helicopter will be listed, based on the cargo object’s NAME entered in the Mission Editor. Any cargo object may be loaded within the CH-47F by left-clicking on the corresponding entry in the list, and then left-clicking the LOAD button at the bottom of the panel.

Thank you @BIGNEWY for that information. I believe that we need some more guidance with this, and if you don't mind, allow me to suggest some refinements to the current system. Please refer to the miz enclosed that served me as a small test bed and opened more questions than it answered?

Questions:

  • Which cargo objects are supported? Apparently, I can't load all the objects that are listed.
  • Why can't I load the ISO Container small? It's only 4k lbs in weight
  • Is there an implicit order OUTSIDE the aircraft that defines what can and cannot be loaded? It seems no.
  • When do we have to press the green OK button of the "Rearm & Refuel" dialog when we manage cargo? This UX is bewildering and positively alien. It leaves daughter dialogs open.
  • What happens if I load some cargo, and then press CANCEL in the Rearm dialog. Standard UX logic would suggest any loaded cargo is cancelled and placed back on the tarmac. Actual testing reveals no such thing. That seems to be *Really*Bad* UX to me, as it plays against all learned experience.
  • Why don't the cargo dialogs close with the Rearm & Refuel dialog?

Refinement Suggestions:

  • In the cargo load panel, only list those cargo that actually can be loaded, dim the others (to show that they are recognized as cargo, but not available for this aircraft / under current load constraints)
  • Either rename "Rearm & Refuel" to "Rearm & Refuel & Cargo" or (better) 
  • Add a "Manage CARGO" menu to helicopters that support it (currently Hook only)
  • Instead of two small dialog windows, have a combined CARGO Dialog with two tracks: OUTSIDE (which shows all cargo outside the aircraft) and ON BOARD with controls to move from one track to the other, that light up when an eligible item is selected. That also avoids confusion with any refuel/rearm stuff
  • After successfully loading or unloading cargo, add some feedback either in audio or (preferred) writing, so people know that the request was completed.
  • More importantly, if loading/unloading cargo fails, add some feedback and tell us why it failed. 

Thank you for any additional information that you may have

Posted

Oh, my apologies. Here's the miz for reference.

And since we are at it, another refinement:

  • Add an event (in scripting) for CARGO_LOAD and CARGO_UNLOAD with the object in question that was loaded/unloaded

 

hook cargo tests.miz

  • ED Team
Posted

Hi thank you for the questions and the feedback we will take a look. 

Ref the first question, for now use the cargo category to be safe, if it is an object from there and can fit is should go in the hold. 

Regarding the UI, once the rearm menu is open and showing the cargo UI the main rearm menu can be closed and you can continue to use the cargo UI to load and unload. They are separate as you may not need to use the rearm UI while loading cargo, it is just a means to get the cargo UI up. 

If you want to unload cargo you use the unload cargo UI on the right. 

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

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