Rick Mave Posted March 14 Posted March 14 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. 3 1
Northstar98 Posted March 15 Posted March 15 Pretty sure there are: Though it's already perfectly possible to make road bases for player aircraft (AI however are difficult), with the use of invisible FARPs 1 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.
Rick Mave Posted March 16 Author Posted March 16 17 hours ago, Northstar98 said: Pretty sure there are: 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. 1
Bremspropeller Posted March 16 Posted March 16 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. 2 So ein Feuerball, JUNGE!
Rick Mave Posted March 18 Author Posted March 18 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. 2
vctpil Posted March 18 Posted March 18 I remember a old post about that. Yes, FARP and heliport remove trees. Unless this issue have been resolved. IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY
Northstar98 Posted March 18 Posted March 18 (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 March 18 by Northstar98 2 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.
Bremspropeller Posted March 18 Posted March 18 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!
Northstar98 Posted March 18 Posted March 18 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. 3 1 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.
Rick Mave Posted March 19 Author Posted March 19 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. 2
Northstar98 Posted March 19 Posted March 19 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. 1 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.
Rick Mave Posted March 19 Author Posted March 19 (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 Edited March 19 by Rick Mave
Northstar98 Posted March 19 Posted March 19 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 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. 1 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.
Rick Mave Posted March 19 Author Posted March 19 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. 2
DSplayer Posted March 20 Posted March 20 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? 1 Discord: @dsplayer Setup: i7-8700k, GTX 1080 Ti, 32GB 3066Mhz, Saitek/Logitech X56 HOTAS, TrackIR + TrackClipPro Mods I've Made: F-14 Factory Clean Cockpit Mod | Modern F-14 Weapons Mod | Iranian F-14 Weapons Pack | F-14B Nozzle Percentage Mod + Label Fix | AIM-23 Hawk Mod for F-14
TheGhostOfDefi Posted March 20 Posted March 20 For me important, can vehicle still use those Roads as they can be quiet crucial? 1
Thamiel Posted March 20 Posted March 20 We disable traffic entirely in the ME if we are about to use a road as airstrip. 1 Modules: A-10CII | F-5E | AV-8B | M-2000C | SA342| Ka-50-III | Fw 190D-9 | Mi-24P | SU-33 | F-4E | F-14B | C-101CC | F-86F | AH-64D | F-16C | UH-1H | A-4E-C | AJS-37 | P-47D | P-51D | Bf 109K-4 | CA | SC Maps: Cold War Germany | Nevada | Syria | Persian Gulf | South Atlantic | Kola | Sinai | Normandy | Channel Setup: Ryzen9 5950X | 64GB DDR4 | RTX 4090 | 2TB M.2 NVMe | TM Warthog & TFRP Rudder | Reverb G2 | OpenXR/TK | Win10 Affiliation: [TM]Tigermercs
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now