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Showing content with the highest reputation on 08/12/2024 in all areas

  1. Hi all, As I am sure you have all noticed we are currently experiencing reliability issues with the web site and TS in its new hosting environment. In order to remediate this I will need to take the site offline for 2-3 hours, I expect the impact to TeamSpeak to be less disruptive (about an hour) so will endeavour to carry out this work today August 12th after the advertised scheduled meetup sessions (as shown in our calendar). I had intended to do this work after midnight UK time, but have struggled to fit this in with my own schedule. Apologies for the inconvenience@ Rog
    5 points
  2. Real men beat gravity into submission in hellos, rather than pussy flying in things that glide.....😉
    1 point
  3. Salute, as we have a new shiny toy I thought I would start a thread to share any knowledge that is published about it. Wags' videos are easily located on YouTube so I will leave you to find those if you want. I will however post a link to a channel I found this morning from an actual C47 pilot who is doing some instructions videos, like Casmo in the Apache and Kiowa, it is always good to learn from someone who has used it for real.
    1 point
  4. UPDATE 12TH AUGUST 2024 Syrian Template V3 Change to the way troops are generated for picking-up Added new Orphanage building right next to Aleppo TV and Radio stations which MUST NOT be hit! if you fancy a precision bombing exercise. Shutting down the countries communication channels should be a high priority on the tactical strike targets agenda. Added allied convoy heading to the area of Fence Gate Post 2 to facilitate a FOB for helicopter RRR and troop pick-up (giving shorter flight times). The limitations and the potential for issues for pilots repeatedly wanting to pick-up troops was bugging me (a player crashes after take-off for example or on landing attempting to deploy the troops and needs to go again). After trying different solutions I have finally settled on one that works quite well. It is probably overkill for what will be used but it has taught me the logic on how to do such things without using scripts. I can if required scale it back if it proves to be an issue. Players wanting to transport troops will now do so by first going into the Communication menu and selecting F10 "Other". In there will be the options to request a Section (group of 6) or a Platoon (group of 24). Each pick-up location will have its own item in the menu. At the start there will be only two, one for "Request Hatay Section" and one for "Request Hatay Platoon". As other positions become available for initial troop pick-up menu options will be added dynamically. For example I have added a new allied convoy that will depart from Hatay and head towards Fence Gate Post Two. When (and if) it arrives it will facilitate RRR for helicopters plus eventually the option to pick-up more troops for location capture deployment. When the option is selected the next available unit of the chosen type will be enabled and stood ready for boarding at the compound. There are now 8 Sections available for pickup and 5 Platoons. A player in the Hook could for example request 4 sections be made ready. In game there are 4 Huey slots and 4 Hook slots. This request can either be made once you have landed in the compound or before you have taken off. It does not matter. Once the maximum number of Sections and Platoons available have been requested for the location the option to request them will be removed from the menu for that pick-up zone. I would suggest one Section per Huey (I think the game will allow you to take more but lets try and keep it real) and a maximum of 24 troops (either 1 Platoon or 4 Sections) for the Chinook. Again the loadout capacity / availability is higher. Plus I have not yet tested the impact to the server once a platoon is deployed and makes its way to the target area with the potential for all the soldiers to be firing. If the game struggles to move the Platoon correctly I may have to do away with the Platoon option and just have lots more Sections. To board the troops there is a standard DCS option on the Comms menu "Airborne Troops". You select that, then "Embark", This gives you another option called "Embarking" where you are able to select the name of the group you wish to board from those that have been made ready. For example if two of you have landed and have both requested Sections they will both be listed for both players so some cooperation is required. Once selected they will run towards you and "board" your helicopter. You will receive a notification message once they are all aboard. To disembark the troops there will now be an option for Disembark and Disembarking where you select the name of the unit you wish to unload. Once unloaded they will head towards their given waypoint(s), which is why we now have to unload in specific areas (labelled and designated on the F10 map in Orange with triangles around the edge. The pick-up zones are Green with squares around the edge) I appreciate these recent updates are heavily Helicopter focused but if anyone wants to suggest other scenarios for the fixed wing jockeys I am more than willing to try and accommodate them. For example it was an idea from Fenrir and Fruitbat about splitting the A2A and A2G and also having enemy AI attacking our bases, which was put in for the previous update. Salute Friar
    1 point
  5. Thanks. I have stripped out my installation and have plenty of space for the Syria map along with Caucusus. I'm running a 465gb ssd for DCS currently and maps take up a lot of space but at some point I will enlarge it to at least a 2TB. Turns out I already have the C130J mod ready to go so that's a bonus.
    1 point
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