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Posted

Are there any in Phase 1?

 

 

Perhaps a suggestion may be made, advocating for a new type of mission editor tool?

Looking forward to answers.

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Posted

Pretty sure there are:

wygIbPY.jpeg

 

Though it's already perfectly possible to make road bases for player aircraft (AI however are difficult), with the use of invisible FARPs

 

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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

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Posted
17 hours ago, Northstar98 said:

Pretty sure there are:

wygIbPY.jpeg

 

Though it's already perfectly possible to make road bases for player aircraft (AI however are difficult), with the use of invisible FARPs

 

Can you point out any on the map here?

There was no mention of any of them in the announcement posts.

And yes, I'm aware you can fenagle together a decent road base, they're not quite the same as the proper Ersatzpisten which have some spots to turn around, rearm, etc.

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Posted

The drawback of using the invisible FARP tool is that it will cut into scenery objects, deleting them. If the invisiFARP could do it's FARPing without cutting into the scenery, we'd have a more useful tool.

What we'd mostly need is the abiity to remove roadside objects (mostly guardrails). If the roads are already featured with lacking guardrails in the required areas, we're 90% there already. The Autobahn doesn't have streetlights, so those should not be in the way in the first place.

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Posted
On 3/16/2025 at 12:13 PM, Bremspropeller said:

The drawback of using the invisible FARP tool is that it will cut into scenery objects, deleting them. If the invisiFARP could do it's FARPing without cutting into the scenery, we'd have a more useful tool.

What we'd mostly need is the abiity to remove roadside objects (mostly guardrails). If the roads are already featured with lacking guardrails in the required areas, we're 90% there already. The Autobahn doesn't have streetlights, so those should not be in the way in the first place.

Does it?

Pretty sure the FARP doesn't remove any trees. You gotta use the "remove scenery" function from the Trigger options.

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Posted

I remember a old post about that. Yes, FARP and heliport remove trees. Unless this issue have been resolved.

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Posted (edited)

@Bremspropeller

Just tested - the invisible FARP no longer removes scenery objects like streetlights, barriers/fences, bridges, overhead wires etc. It also doesn't remove trees either - it leaves everything untouched. This is the case, even when the invisible FARP is placed at the same location as a scenery objects.

I've tested in single-player on the Cacasus, Syria, South Atlantic, Normandy, Marianas, Straits of Hormuz and the Channel maps.

So apart from AI (which needs dedicated airbase entities), highway strips should be pretty suitable for players as-is, so long as the roads are accurately depicted.

Edited by Northstar98
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Posted
5 hours ago, Rick Mave said:

Does it?

Pretty sure the FARP doesn't remove any trees. You gotta use the "remove scenery" function from the Trigger options.

It used to, when you'd get into the actual game (not the MB).

Acc @Northstar98 it's no longer there, though.

 

I'll have to check.

So ein Feuerball, JUNGE!

Posted
6 minutes ago, Bremspropeller said:

It used to, when you'd get into the actual game (not the MB).

Acc @Northstar98 it's no longer there, though.

 

I'll have to check.

Just tested again - "FARP", "Helipad Single" and "PAD Single" automatically remove scenery objects in their vicinity.

Invisible FARP on the other hand (which is the one most suited here), does not.

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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

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Posted
23 hours ago, Northstar98 said:

So apart from AI (which needs dedicated airbase entities), highway strips should be pretty suitable for players as-is, so long as the roads are accurately depicted.

Yes, this is my biggest worry, besides the fact that a lot of stuff will need to be placed by us as mission makers rather than already being part of the map like on the Vuojarvi highway strip on Kola for example.

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Posted
29 minutes ago, Rick Mave said:

Yes, this is my biggest worry, besides the fact that a lot of stuff will need to be placed by us as mission makers rather than already being part of the map like on the Vuojarvi highway strip on Kola for example.

I agree, though the only thing I'll say is its possible to create a static template (though it handles all unit types) and then reuse this template an arbitrary number of times, at least then this work only needs to be done the once.

But yes, to facilitate the AI, the highway strips would probably need to be actual airfield entities.

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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

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Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted (edited)
2 hours ago, Northstar98 said:

I agree, though the only thing I'll say is its possible to create a static template (though it handles all unit types) and then reuse this template an arbitrary number of times, at least then this work only needs to be done the once.

But yes, to facilitate the AI, the highway strips would probably need to be actual airfield entities.

The AI is not so much my concern as the areas to turn an aircraft around off the RWY while not having to run through the grass off the side of the RWY.

Pictured here 

image.jpeg

Edited by Rick Mave
Posted
8 minutes ago, Rick Mave said:

The AI is not so much my concern as the areas to turn an aircraft around off the RWY while not having to run through the grass off the side of the RWY.

Pictured here 

image.jpeg

Most mapping software (open source or otherwise) display these areas as roads, so provided Ugra is accurate to that, they should be present.

But yes, otherwise if not, they absolutely should be present for them to be usuable.

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Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted
2 hours ago, Northstar98 said:

Most mapping software (open source or otherwise) display these areas as roads, so provided Ugra is accurate to that, they should be present.

But yes, otherwise if not, they absolutely should be present for them to be usuable.

My concern is that the road surfaces that are actual road surfaces in DCS won't match up and that it will be bouncy as hell.

Let's hope that Ugra delivers, I'm certainly hopeful they are going to.

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Posted

How will the NLP/ABAs be implemented on this map? Will the center dividers and other preparations required for them to operate as airfields be in place already or will they be normal roads by default?

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Posted

We disable traffic entirely in the ME if we are about to use a road as airstrip.

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