ED Team BIGNEWY Posted Thursday at 02:30 PM ED Team Posted Thursday at 02:30 PM FARP creation from cargo items guide FARP’s can now be created dynamically in game in single and multiplayer, by delivering a “FARP Crate” to the intended site of the FARP. Crates can be delivered by internal cargo, slingload, or airdrop. Adding FARP properties to cargo The FARP properties can be added to any cargo item in mission editor. Select the cargo item, and place in the mission. You will see a new “Advanced (Actions)” button. Select this, and then and a task - “FARP Spawn” When FARP spawn is selected, you will be able to choose the preset, adjust the ATC frequency and also select the callsign of the FARP when created. For initial release, there are 3 presets available 1.Minimal FARP 2. 3 Bay Cloverleaf 3. 8 Bay FARP Deploying FARP in Game To deploy a FARP, simply load one of the pre-created FARP crates into your aircraft, either internally or sling load, and transport the crate to the desired location. The FARP will be created when you unload the crate. Additionally, the crates can be airdropped, and the FARP will be created at the location the crate lands. By default, the warehouse for the FARP will be created with no supplies. You can load additional crates, simultaneously with the FARP crate, to be unloaded after the FARP creation containing fuel and/or weapons supplies to be added to the inventory. Alternatively yourself or other players can deliver supplies to the the newly created FARP in later flights. Fuel and weapons supplies can be delivered by internal cargo, sling load, or precise airdrop onto the location of the FARP. 14 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
rcjonessnp175 Posted Thursday at 02:38 PM Posted Thursday at 02:38 PM this is the way!!! 3 I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.
Killshot0597 Posted Thursday at 02:49 PM Posted Thursday at 02:49 PM Im curious to know what happens when the crate is dropped into unsuitable terrain 5
ghashpl Posted Thursday at 02:55 PM Posted Thursday at 02:55 PM why all those tires? immersion broken null https://msielski.com
Dr_Pavelheer Posted Thursday at 02:56 PM Posted Thursday at 02:56 PM 6 minutes ago, Killshot0597 said: Im curious to know what happens when the crate is dropped into unsuitable terrain Life as we know it ends 4
ghashpl Posted Thursday at 02:59 PM Posted Thursday at 02:59 PM Just now, Dr_Pavelheer said: Life as we know it ends very bright response... Killshot is telling that creating such big objects are very often impossible in DCS because usually terrain is not allowing it: - because of the uneven terrain - because many objects arround So why this idea is good I think that the drop should create just one object (like watchtower, 40ft container, etc). https://msielski.com
Gierasimov Posted Thursday at 03:05 PM Posted Thursday at 03:05 PM @BIGNEWY Quote Fuel and weapons supplies can be delivered by internal cargo, sling load, or precise airdrop onto the location of the FARP By AI flights as well or only player. Can AI flights resupply FARP? 2 Intel Ultra 9 285K :: ROG STRIX Z890-A GAMING WIFI :: Kingston Fury 64GB :: MSI RTX 4080 Gaming X Trio :: VKB Gunfighter MK.III MCG Ultimate :: VPC MongoosT-50 CM3 :: non-VR :: single player :: open beta
Kappa-06MHR Posted Thursday at 04:31 PM Posted Thursday at 04:31 PM 1 hour ago, ghashpl said: why all those tires? 2
Kappa-06MHR Posted Thursday at 06:25 PM Posted Thursday at 06:25 PM Does the FARP automatically orient itself into the wind? It's missing a windsock 2
Malkevin Posted Thursday at 06:46 PM Posted Thursday at 06:46 PM 19 minutes ago, Kappa-06MHR said: It's missing a windsock Looks like the smaller ones have flags in the tires (at least, that's what the pixels look like) Can't see anything on the bigger farp though 1
Renko Posted Thursday at 07:13 PM Posted Thursday at 07:13 PM (edited) 5 hours ago, BIGNEWY said: FARP creation from cargo items guide FARP’s can now be created dynamically in game in single and multiplayer, by delivering a “FARP Crate” to the intended site of the FARP. Crates can be delivered by internal cargo, slingload, or airdrop. Adding FARP properties to cargo The FARP properties can be added to any cargo item in mission editor. Select the cargo item, and place in the mission. You will see a new “Advanced (Actions)” button. Select this, and then and a task - “FARP Spawn” When FARP spawn is selected, you will be able to choose the preset, adjust the ATC frequency and also select the callsign of the FARP when created. For initial release, there are 3 presets available 1.Minimal FARP 2. 3 Bay Cloverleaf 3. 8 Bay FARP Deploying FARP in Game To deploy a FARP, simply load one of the pre-created FARP crates into your aircraft, either internally or sling load, and transport the crate to the desired location. The FARP will be created when you unload the crate. Additionally, the crates can be airdropped, and the FARP will be created at the location the crate lands. By default, the warehouse for the FARP will be created with no supplies. You can load additional crates, simultaneously with the FARP crate, to be unloaded after the FARP creation containing fuel and/or weapons supplies to be added to the inventory. Alternatively yourself or other players can deliver supplies to the the newly created FARP in later flights. Fuel and weapons supplies can be delivered by internal cargo, sling load, or precise airdrop onto the location of the FARP. On a quick 5min test i noticed this: - If I slingload cargo for a FARP and then unhook it, the cargo just disappears. But No FARP is created. - Then after setup any of the FARPs with the Chinook through use of internal cargo, and drop some barrels and ammo box. I cant rearm or refuel Edited Thursday at 08:22 PM by Renko 1
ghashpl Posted Thursday at 09:22 PM Posted Thursday at 09:22 PM 4 hours ago, Kappa-06MHR said: in my opinion this is the worst landing/base/farp design I've seen 1 https://msielski.com
Grindmetal Posted Thursday at 10:57 PM Posted Thursday at 10:57 PM (edited) worked ok hereTESTES_Logistica.miz test IA Farp Spawn IA ressuply impossible spawn on Farp with dynamic/slots in MP Edited Thursday at 11:36 PM by Grindmetal 1
Kappa-06MHR Posted Friday at 01:29 AM Posted Friday at 01:29 AM (edited) 4 hours ago, ghashpl said: in my opinion this is the worst landing/base/farp design I've seen I often made my farp whis tires & tent. So no problems for me. Personnaly, i arrange the tires in a square (closed) I would also have preferred 4 FARPs rather than 3, in order to fit a full squadron. The design I don't like is the 3 Bay Cloverleaf, because I prefer that all the FARPs are aligned parallel to each other, facing the wind Edited Friday at 01:32 AM by Kappa-06MHR 2
draconus Posted Friday at 08:39 AM Posted Friday at 08:39 AM 17 hours ago, ghashpl said: why all those tires? To pretect the flags/lights from being run over. 17 hours ago, BIGNEWY said: The FARP will be created when you unload the crate. Instantly? Where's realistic deployment time, ex. 30min? For sand bags or HESCO FARPS you'd need even more time and crates. 2 Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 MiG-29A F-14A/B F-15E C-130J CA SC NTTR PG Syria
Laxxor Posted Friday at 11:22 AM Posted Friday at 11:22 AM 20 hours ago, BIGNEWY said: FARP creation from cargo items guide FARP’s can now be created dynamically in game in single and multiplayer, by delivering a “FARP Crate” to the intended site of the FARP. Crates can be delivered by internal cargo, slingload, or airdrop. Adding FARP properties to cargo The FARP properties can be added to any cargo item in mission editor. Select the cargo item, and place in the mission. You will see a new “Advanced (Actions)” button. Select this, and then and a task - “FARP Spawn” When FARP spawn is selected, you will be able to choose the preset, adjust the ATC frequency and also select the callsign of the FARP when created. For initial release, there are 3 presets available 1.Minimal FARP 2. 3 Bay Cloverleaf 3. 8 Bay FARP Deploying FARP in Game To deploy a FARP, simply load one of the pre-created FARP crates into your aircraft, either internally or sling load, and transport the crate to the desired location. The FARP will be created when you unload the crate. Additionally, the crates can be airdropped, and the FARP will be created at the location the crate lands. By default, the warehouse for the FARP will be created with no supplies. You can load additional crates, simultaneously with the FARP crate, to be unloaded after the FARP creation containing fuel and/or weapons supplies to be added to the inventory. Alternatively yourself or other players can deliver supplies to the the newly created FARP in later flights. Fuel and weapons supplies can be delivered by internal cargo, sling load, or precise airdrop onto the location of the FARP. As this relates to slingloading, can you expand on the unhook event changes that will no doubt play a part in FARP deployment? no mention if it is now accessible via the API for scripting purposes and the event is now multi-functional Is there a way to determine which case is being triggered, and is it accessible from scripting? Many thanks 1
ED Team BIGNEWY Posted Friday at 11:33 AM Author ED Team Posted Friday at 11:33 AM 9 minutes ago, Laxxor said: As this relates to slingloading, can you expand on the unhook event changes that will no doubt play a part in FARP deployment? no mention if it is now accessible via the API for scripting purposes and the event is now multi-functional Is there a way to determine which case is being triggered, and is it accessible from scripting? Many thanks Hi, I think its possible but probably not finished yet for API, can you tell me how you see this being used and the ideas you have? thank you 2 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Laxxor Posted Friday at 12:32 PM Posted Friday at 12:32 PM 52 minutes ago, BIGNEWY said: Hi, I think its possible but probably not finished yet for API, can you tell me how you see this being used and the ideas you have? thank you In the context of cargo unhook events into the API, it means we can be more targeted and efficient with our code; a cargo was unhooked therefore run our mission specific processing relating to cargo being dropped off. Currently we have to either build menu systems to manually trigger it (onerous on both the developer AND the pilot), or have scheduled functions firing in the hopes of a condition being met which is an unnecessary overhead. Regarding what specific processing we / I do with cargo, I would be more than happy to take that to offline conversation. If you ask specifically in the context of "how would you use FARPs in your mission?", I personally don't have a scenario currently but it would be something I look to incorporate to give my users things to do. Best regards, and thanks for taking the time to reply. lax 2
Delta134 Posted Friday at 08:33 PM Posted Friday at 08:33 PM (edited) Has anyone been able to get AI to transport and deploy FARP crates internally? Or perhaps airdrop one? I was only able to get external loading to work. Edited Friday at 08:35 PM by Delta134
NeedzWD40 Posted yesterday at 12:07 AM Posted yesterday at 12:07 AM 3 hours ago, Delta134 said: Has anyone been able to get AI to transport and deploy FARP crates internally? Or perhaps airdrop one? I was only able to get external loading to work. When I tried with a CH-47F, they would fly over the point and then do a happy flight clear across the map, land at a random airfield, and then deployed it. The Mi-8 took off without the cargo, flew to the point, landed, then blew up.
IndyNavy Posted yesterday at 06:26 AM Posted yesterday at 06:26 AM Very cool, can't wait to try these. https://www.twitch.tv/indynavy
shagrat Posted yesterday at 11:10 AM Posted yesterday at 11:10 AM vor 23 Stunden schrieb BIGNEWY: Hi, I think its possible but probably not finished yet for API, can you tell me how you see this being used and the ideas you have? thank you Basic concept: to deploy a FOB with a FARP you require X amount of creates. Say 8 "normal" crates first, the first crate dropped per script creates a zone that checks all other crates are dropped in at least 300 ft distance of the first. Only after all 8 crates are deployed a FARP crate is spawned via script and it needs to be deployed in the same Zone, after xx min a FARP is created, and based on heading we can spawn additional FOB objects. The icing on the cake with a cherry on top, would be the option to create your own templates(!) for the FARP. 3 Shagrat - Flying Sims since 1984 - Win 11 | Ryzen 9 7900X3D | 64GB | GeForce RTX 4090 - 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)
Floyd1212 Posted 15 hours ago Posted 15 hours ago @BIGNEWY 1) Can these FARP Crates be generated on-the-fly using the C-130J's new cargo management UI, the same way you would stage and load a crate full of other munitions? Or do you have to setup the Advanced Actions in the Mission Editor and place the CDS Crate static object somewhere at the airfield ahead of time, and the player has to go to that location to load it? 2) Once a FARP has been dropped in-game and it spawns in your 8-Pad template, can players dynamically spawn at them, or are they only there for rearming/refueling?
ShinyMikey Posted 6 hours ago Posted 6 hours ago I already implemented this on the current mission up on the Danger Close Server (Op Coastal Fury). It works great, I deployed two FARPs yesterday and supplied them. The mission maker needs to set up the FARP crates in the ME. What I did was set two crates near each parked CH-47 and C-130J (I use standard slots for the cargo aircraft and helos since the Ch-47s are set up for CTLD as well). If you want to use dynamic spawns, you could set up the crates together in a central supply depot where the logistics aircraft can go and load them. Any "cargo" asset can be designated a FARP crate, which gives you some options for how easy or difficult you make it to set one up. For example; if you want it to be easier then you can use small crates that fit inside the CH-47, or you could make it more difficult by using a larger container that would need to be sling-loaded. Putting the crates at a separate supply depot location where they would need to be retrieved from would also up the difficulty from just having the crates sitting by the parked aircraft. When I deployed a FARP yesterday on our mission, I also carried 1.2T of jet fuel and 20 AGM-114Ls followed by another supply run a bit later. When you load the crates, make sure you load the ammo or fuel crates first and the FARP crate last. The FARP crate needs to be unloaded and deployed first, then the supplied added afterward. You could set up an AI helo to deploy a FARP with ME triggers, but probably not a C-130 as there doesn't seem to be any way to have the AI do an airdrop. However, even if the AI sets up a FARP, it won't be able to supply it. The supplies come out of a warehouse using the dynamic cargo system, I believe this can only be done by a player in-game...at least just using standard ME triggers, there may be a more advanced scripting option in the future.
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