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Posted

Hi,

 

I know that It was impossible to make an helo or an airplane to take-off after a land, with the old ME.

 

But It is now possible? I tried in some ways but I can't make this work.

 

I need this for a scenery that should last about a week, with one flight per day of those helo/airplane... And I'm trying to do not have 7 or 8 different groups.

 

Is there a way?

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Author of DSMC, mod to enable scenario persistency and save updated miz file

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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

Still not possible. Supposedly the AI Ka-50 will land and take off at a farp if you (as flight lead) land and take off at the farp. And I'm pretty sure it ONLY worked on farps as if you land at an airbase the airbase taxiing AI takes over.

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Posted

Understand.

 

They are AI-only flights, I need them to work a dynamic task list everyday (SLmod LOS function to check enemy position, in working status).

 

It's sad, I got that flight to check between 6 different FEBA-lines position and scout only some kilometer beyond, than RTB... and I can't make that flight to repeat the action.

 

Than seems that I will need to employ a different flight every day of the scenery :).

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted (edited)

I don't think that this is possible with the current ME, but it might be with the switch waypoint action. Try using it after the aircraft have landed to make them take off again. Probably won't work.

 

However, why do the flights have to RTB? There is the "Switch Waypoint" triggered action you could use to make AI flights go back and repeat a patrol.

 

If you're already using Slmod, you could try using the slmod.units_firing function to keep track of weapons on board the AI aircraft, as you know the AI's starting load out (your ordinance-tracking logic might get messed up if the AI aircraft jettison weapons, though, so maybe set "Reaction to threat" as "No Reaction"- that MIGHT prevent them from jettisoning their ordinance).

 

Perhaps the slmod.units_firing function can be changed in future versions of Slmod to increment a flag rather than set a flag, then you could in fact keep track of all the ordinance on an aircraft, even if was jettisoned.

 

Come to think of it, I will probably add ordinance tracking to a near-future version of Slmod anyway, I need it for the AFAC function set.

 

So if the AI complete a patrol or two, and still have weapons on board, switch their waypoint to a refueling waypoint and have them go to a tanker and refuel. Otherwise, have them land, and spawn a new flight of AI.

 

Anyway, yea... it's best to just have new groups to spawn. Once you make one, it's pretty simple to copy the trigger logic and waypoints over to the others as well, especially with all the copy and paste functions we now have. One thing I would probably recommend would be to not give the AI any gun ammo. Don't even let them THINK about strafing, otherwise, before you know it, you'll have F-16s trying to strafe 2S6s.

 

DCS must be running very, very stably for you to think about making a week-long mission.

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Posted
I don't think that this is possible with the current ME, but it might be with the switch waypoint action. Try using it after the aircraft have landed to make them take off again. Probably won't work.

 

It doesn't :(.

 

However, why do the flights have to RTB? There is the "Switch Waypoint" triggered action you could use to make AI flights go back and repeat a patrol.

 

Cause the scenery last a week, and 1: they do not have enough fuel 2: they must not be in flight during player mission timing (3h per day)

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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