WildFire Posted September 5, 2011 Posted September 5, 2011 Extremely ticked this morning. I built a whole "concept" mission to begin testing this week only to find out that even though the encycl. give SA-10's a 1-hour setup/teardown time, its worthless cause you cant get them to convoy. The are set pieces only. I can still use the concept with some lame tweaks, I have plenty of ideas; and no doubt find a scenario that works but I really liked my "Get there in 1 hour or were all F-ed" idea. I really wanted you to be able to ambush a rolling SA-10 convoy. Bah humbug.
jeffyd123 Posted September 5, 2011 Posted September 5, 2011 Hmmmm... maybe something needs to be copied or created into a .lua file? Just a thought... maybe the sa-19 [tunguska?] ( I think, the one that convoys and shoots missles) properties can somehow be adapted into the mission with the time delay & convoy capabilites you want. i7 8700K @ 4.4Ghz, 16G 3200 RAM, Nvidia 1080Ti, T16000 HOTAS, TIR5, 75" DLP Monitor
Druid_ Posted September 5, 2011 Posted September 5, 2011 SA-6 convoys. i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q
Case Posted September 5, 2011 Posted September 5, 2011 You can replace the SA-10 launchers with Smerch units which should be able to move in a column. Then when the convoy gets to where you want it, use triggers to deactivate the convoy and activate the SA-10 SAM battery. There are only 10 types of people in the world: Those who understand binary, and those who don't.
WildFire Posted September 5, 2011 Author Posted September 5, 2011 Right druid. I just really wanted the 10, with its 1 hour setup.
Speed Posted September 6, 2011 Posted September 6, 2011 (edited) Well... you could try multiple SA-11 convoys? Though the SA-11 is a little bugged right now... it never shoots without its Snowdrift Radar... IRL it doesn't absolutely need a SD radar. I'll play around with an SA-10 convoy and see what happens for myself. Edited September 6, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Speed Posted September 6, 2011 Posted September 6, 2011 Yea, it's just as you said, SA-10 vehicles do not move when given a move order. Ever. I even started them on the road, and they stayed stationary. The problem is obviously with the tall search and tracking radars. IRL, it looks like they have to be folded down and towed by something else. Now, you can make them move very short distances by using a "stop and deploy to template" command, but I couldn't get them to move with a waypoint. One more idea, highly unlikely to work, but you could try it... try making the launcher vehicles the first vehicles in the group, and start them on road. Maybe if the first vehicles are able to move, then the rest will as well? Highly unlikely to work, but maybe it's worth a shot. As far as taking an hour to set up- well, I'm sure that might be pretty realistic, if the SA-10s were ever given the need to set up in the first place... Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
WildFire Posted September 6, 2011 Author Posted September 6, 2011 I am quite surprised you got them to move at all, stop and deploy to temp. I might have to check that out. I didnt see how it could happen cause I just figured the SA-10 equipment doesnt have the rolling vehicles modeled, at least thats what I figured. I could care less if they have animations honestly, whose although that could be cool to see in a future update someday. Imagine seeing an SA-10 in your TGP and watching the tall radars being lifted. That would be neat. Anyhow I'll have to find this deploy to temp, Ive never used that, is it a formation command?
Druid_ Posted September 6, 2011 Posted September 6, 2011 Using deploy to template will only move any group of units for about 1 minute after which time they will stop. Only really good for deploying to a formation or to loop units on a short patrol (again max 1 min between moves). i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q
Grimes Posted September 6, 2011 Posted September 6, 2011 Except you can call that formation trigger after that minute is up to have them continue the deploying to the formation. Its still kinda a PITA to setup for more than a minute though. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
jeffyd123 Posted September 6, 2011 Posted September 6, 2011 could you maybe use a "deactivate/activate AI" command with an hour timer? i7 8700K @ 4.4Ghz, 16G 3200 RAM, Nvidia 1080Ti, T16000 HOTAS, TIR5, 75" DLP Monitor
WildFire Posted September 6, 2011 Author Posted September 6, 2011 Yes Jeffy, but you dont rig something crappy unless you can find a better alternative. Im still searching. So you guys can verify the SA-10's move and roll in convoy? like with the radars down? I could combine that with effect.
Druid_ Posted September 7, 2011 Posted September 7, 2011 Except you can call that formation trigger after that minute is up to have them continue the deploying to the formation. Its still kinda a PITA to setup for more than a minute though. Yeh, never thought of that. I take it you tried it and it works? A lot of effort either way. i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q
Grimes Posted September 7, 2011 Posted September 7, 2011 Yep it works, they basically try to get in that formation regardless of their actual location. I was doing some testing with it as a means to create a heavily dynamic frontline situation as a way to get around land AI not having "switch waypoint" triggers. However the sheer amount of needed triggers and formations made such utilization a tad on the overkill side of things. Besides if the lead units orientation gets changed it royally messes with orientation of the formation. However a looping patrol, or even random deployments along a route are pretty simple to implement. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
WildFire Posted September 7, 2011 Author Posted September 7, 2011 Haha, when I did deploy to temp they didnt go anywhere they just re-positioned themselves in the template formation. pretty funny to see the trailers that need to be towed rolling around by themselves though. Either way I guess that wont work. I'll have to do it the other way. Thanks though, it was a good effort. Hopefully ED will implement SA-10's in the future and we'll be able to ambush some convoys. Or perhaps inactive 10's in a storage yard kinda like real life. Really need to implement cammo netting too.
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