Jump to content

Friar

1. DDz Quorum
  • Posts

    5,644
  • Joined

  • Last visited

  • Days Won

    309
  • Country

    United Kingdom

Posts posted by Friar

  1. UPDATE 21ST APRIL 2024

    Persian Gulf

    • Deployed troops from helicopter will now head off in Echelon Right formation rather than one behind the other. This means they now will all engage the enemy, rather than just the man at the front. I will update the Syria map to match in due course.
    • Corrected bug with Southern approach suicide bomber truck not working correctly. If it gets through it will now take out our southern SAM defenses.

     

    troops headoff.JPG

    troops engage.JPG

    • Thanks 1
  2. SOLVED!

    With a lead provided by Bignewy from DCS - the issue was a linked zone to a carrier.

    The mission now loads ok.

    I have not corrected the 05:45 or 22:00 missions yet.

    Friar

    • Thanks 1
  3. I have spent pretty much all day working on this and thought I had it nailed, but alas not.

    Hopefully the patch tomorrow may shed some light?

    For now I have the Caucasus map running. We can switch to Syria but please do not call the Persian Gulf. 

    I have removed the 3 Persian Gulf missions (05:45, 10:00 and 22:00) from the cycle for the time being so should not get called up when the server rolls.

    • Thanks 1
  4. My Ch Pedals have just died. Well they were spiking something chronic, pulling to left etc.

    I could not calibrate them to make a difference.

    Tried to have a look in side to see if there was anything I could do, but nothing.

    So new pedals.

    Virpil are a bit too rich

    Saitek too cheap?

    Anyone know anything about Turtle Beach?

    I have about £180 in the DCS War Chest.

    Thoughts

  5. Had the first session last night. Deacon and one of his squad from the 352nd attended to help test which was nice of them.

    On the plus side, All of my logic worked which was good, driving around the Normandy country side and through the towns and villages is amazing, something that can not be appreciated from the air the level of detail there is down here.

    On the negative side, it seems that player tank v player tank is a bit of a slug fest with it taking far too many shells for one tank to take out another, whereas player v AI or AI v player death comes swiftly. Also if AI tanks are taking out of "Hold" mode in the ROE they can achieve miracles (see below) :(

    Ai Super Powers.JPG

    • Haha 1
  6. Salute

    I now believe (subject to final multi-player testing) that I have completed what will be a first for DCS.

    I have re-created the scenario played out in IL2 Tank Crew where players control WWII tanks and capture towns / flags which then enables spawn points and if previously owned by the enemy, disables their spawn point, thus pushing them back.

    The mission in based on Normandy map and players will require Combined Arms module and WWII Asset pack to play, but there is no reason why once I know the scenario fully works when opened up to multiple players the logic can not be migrated to any scenario on any map.

    My intention is to host this as a public server and will advertise it once the final test has been completed.

    FT has kindly offered to help test but is there anyone else that could join us for a game play test?

    I would also like to use the in-game voice chat option for players to join either the Blue or Red channel, which I believe needs to be enabled on the install on our server?

     

    AAS Arrive In Zone.JPG

    AAS Map.JPG

    AAS Point Flags.JPG

    • Like 2
    • Thanks 1
  7. UPDATE 29th March 2024

    Persian Gulf and Syria

    • Updated range for ground soldiers and JTAC to 3km for them to see enemy units and engage / laze.
    • Added extra air frames as cold starts.
    • Re-located Huey's with more space between them for multiple spawn-ins at the same time.
    • Added marker and ground crew in yellow top to the right-hand side in the FARP landing zone for troop pickup to indicate safe position for tail to be clear of pipes marking landing zone. Place nose of helicopter at or just forward of position.

    Persian Gulf

    • Found bug causing mission map not to roll over to Syria. School boy coding error, name of flag being triggered had got changed from the name of flag being tested to force the mission roll.
    • Thanks 1
  8. UPDATE 28th March 2024

    Persian Gulf and Syria

    • Following some testing on Monday (thank you Fruitbat and Wingflyr) I have decided to remove the "Owned Zones". They did not react as expected so will look into this a bit more.
    • We can still take either 6 or 12 troops and drop them within 1km of the nearest enemy and they will make their way towards them. After engaging the enemy they will stay at that point.
    • Added ability to deploy JTAC unit. JTAC unit can be picked up from FARP and taken to a location and deployed. He will then provide "lazering" to nearest target on 1688 which planes should then be able to drop on. There is a new option on the F10 comms menu to interact with this, where you can check in with the unit for details of their target. This feature needs fully multiplayer testing

    Syria

    • Added AWACS
    • Added tankers
    • Added ability to activate enemy fighters. 8 different types are fed in randomly once the trigger has been pulled, just as per the Persian Gulf map.
    • Added extra ground targets

     

     

    • Thanks 1
  9. UPDATE 25th MARCH 2024

    Persian Gulf and Syria

    Both maps have had the troop transport completely re-worked. It is now controlled by the DML module.

    This module gives the ability to load troops that are within range from anywhere on the map. When deploying troops they are given orders to go and attack the nearest enemy area. No matter where you drop them off, they will head to the nearest zone. Once they have taken control of the zone you will be able to see the area represented in blue. By default the "owned zones" are red and can be seen on the F10 map.

    Troop transport is accessed via the F10 menu and selecting "Airborne Troops".

    As an individual you have the option of making YOUR settings to say if you want to;

    • automatically pick-up troops on landing or need to request / load them (default)
    • automatically deploy troops on landing or need to tell them unload (default)

    Helicopters may only carry 1 loadout per trip (pickup/deploy, pickup/deploy etc) That will either be a group of 12 soldiers (intended for the Blackhawk) or a group of 6 (intended for the Huey.) You can of course take 6 in the Blackhawk or 12 in the Huey (but they will have to sit on each others laps!)

    At the start of a mission troops must be picked up from the satellite base. But after deploying them they can be picked up from anywhere and deployed anywhere. There are multiple "owned zones" that could be captured in this way.

    In order to pick up troops in areas of operation you must be with 50 meters of them. When deploying, they can be dropped off anywhere. If they do not see any local "owned zones" they will adopt a "guard" formation at the point they were deployed. (I may have got this not quite right so in early play we will have to look for troops setting out on a "yomp".) If it looks like they are - you can load them back up before they get out of range.

    Syria

    There are 3 main targets at the moment. There are two hydro electric dams/installations and a railway station. All are protected by air defenses. I will add to these in further updates.

    There are also a maximum of 8 random SAM sites deployed at mission start. These are selected from 10 SA8's and 10 SA13's.

    There is also a base in Israel with just F16's and F15's

    In writing this update I have just realized that there is no AWAC or Air to Air refuel available. 

    • Thanks 1
×
×
  • Create New...