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Everything posted by MadDog-IC

  1. I had a quick look: I only checked the Ka-50's on both sides in SP by enabling the other flight members as AI and seeing if they showed up in the ABRIS map with their wingman ID's, so that was fine, obviously if playing MP, other human flight members would have to have their Datalink ID set appropriately and the other selector on Wingman to work correctly, also they would only show up when they spawned in as a client which is not always at mission start. I see no glaring issues with the mission as such and was not in a position to fly DCS to test the F-16 and AWACS. You could try toggling the aircrafts task from "Nothing" to "CAS" or some other appropriate behaviour to prep them for engaging, it didn't need to be done to the Ka-50 to work though. This might be relevant also: F-16 datalink issue. Regards, Ian.
  2. That train strafe mission has an over riding config for FOV, delete the CONFIG folder within the mission file itself (*.miz files are just zip files), this will allow you own system settings for max FOV. Regards, Ian.
  3. If you can't wait for an official fix, I have corrected my editions of this campaign and others in the user files site. Maddog-IC v2.7 updates Regards, Ian.
  4. The issues has existed for a long time with the Nalchik Airbase: Supplied track files of just AI 4 ship flight doing a long ferry flight with extra fuel tanks, when they all RTB you will see the problem. Worse If flight is 4 ship with heavy loading (fuel pods and weapons close to max weight). Worse also with 4 ship flight, if any of the AI RTB on bingo fuel, they will never land successfully, as stated they just circle at end of airfield till they crash from no fuel. Worst when other flight groups are holding and landing at Nalchik AFB. In testing, with a simple Mig29 4 ship flight with just 1, 2 or 3 fuel pods mounted and with max internal fuel, not one AI returns because of bingo fuel, they all stay in formation back to base as per the waypoints, flight lead and his wingman will land in pairs ok, but the other two wingman will do the circle dance and keep going to far right or left of the runway and then doing another circle to correct and doing the same mistake each time, when the 3 wingman crashes because of out of full, the 4th wingman will then land successfully. Cheers, Ian. Mig29 Over the Hump - 1 fuel pod & landing ok.trk Mig29 Over the Hump - 2 fuel pod & bad landing ok.trk
  5. If I was to upload the Mission *.Miz file to the server for download. Will all the Custom Sound files be inside the mission *.MIZ file for everyone that downloads it to play? Will they here all of my files for that mission? I don't understand how DCS Mission Editor is working. Thank You for your Help. I need my mind set right. Lol (That's a Joke) Regards, Ian
  6. As a minimum, disable or delete the CAS -a statement in WP0 as this tells the AI it can choose any target it wants that suites a CAS attack anywhere on the map (it has magic range and vision detection) and will ignore all flights waypoints and fly directly to the target it deems suitable, which is usually everything but the one you want it to attack, when all CAS targets are eliminated it will return to WP0 and then follow the rest of your waypoints and attack commands. Once the CAS -a statement is disabled the 2 ship flight should fly the waypoints and attack the "GTR Group" you have specified at WP1, it is strange how the two A-10 split up like that, I have no answer why, apart from a bug with DCS. Might want to add the advanced options of "Reaction to threat=Evade Fire" in WP0. Might want to add the advanced options of "Restrict Jettison=on" in WP0. With WP1 make sure it is approx 15km or 7-10 miles from target to allow AI to aim in correctly.
  7. SAM's smaller green ring is most likely minimum range they can fire, Also forgot to mention all SAM units and Radars should be in the same one group (8 units in total). SEAD -a in first waypoint will make the flight fly directly to a valid target anywhere on the map ignoring all other waypoints and when it kills the target / targets will return to the first waypoint and then fly all the other in order (Not what you would normally want it to do), so I disable the default so it looks like SEAD -a -x command and only enable it on a waypoint within range of the target with an advance command "Start Enroute Task=SEAD" or "Search and Engage in Zone" or Search and Engage". I usually change the "Reaction to Threat=Allow Abort mission -a" to "Reaction to Threat=Evade Fire -a" so as the flight can't abort its mission when ever it feels like it, being scanned by radar, fired upon and so forth, instead it will do the SEAD objective and evade any enemy missiles. Add the advanced waypoint option "Restrict Jettison=on" and enable it so that flight will not dump ordinance if threatened and has to do evasive maneuvers. The Default "SEAD -a" and "Allow Abort Mission" options are there to get the AI flight to do its job, but abort if it is in danger, its not necessarily the best way to get the AI to do the job, hence the changes in options etc I recommended. Regards, Ian.
  8. You are probably missing: Radar units will have to be active units not static other wise they will not be emitting a radar signature for your SEAD missile to lock onto. You should have 6 missile units (S-75), a P-19 SR Early Warning Radar and a Fan Song radar system. Your SEAD aircraft should be able to deliver its payload so long as you have the correct SEAD missiles for the job, you have a SEAD command in the first waypoint, or in a SEAD advanced command (Engage in zone or the like) at a waypoint that is placed approx at the same range to the target as your missiles max range. Setting up an SA-2 SAM site (research) There's another radar you need that isn't listed under SA-2. It's the P-19 SR "Flat Face" I think. It's used in both the SA-2 and the SA-3, hence it's loss of the SA-3 designation when the SA-2 system was added to DCS. Radar The S-75 typically uses the P-12 early warning radar (also known by its NATO codename, "Spoon Rest"), which has a range of about 275 km (171 mi). The P-12 provides early detection of incoming aircraft, which are then handed off to the acquisition Fan Song radar. These radars, having a range of about 65 km (40 mi), are used to refine the location, altitude, and speed of the hostile aircraft. The Fan Song system consists of two antennas operating on different frequencies, one providing elevation (altitude) information and the other azimuth (bearing) information. Regimental headquarters also include a Spoon Rest, as well as a Flat Face long-range C-band radar and Side Net height-finder. Information from these radars is sent from the regiment down to the battalion Spoon Rest operators to allow them to coordinate their searches. Earlier S-75 versions used a targeting radar known as Knife Rest, which was replaced in Soviet use, but can still be found in older installations. Site layout Each battalion will typically have six, semi-fixed, single-rail launchers for their V-750 missiles positioned approximately 60 to 100 m (200 to 330 ft) apart from each other in a hexagonal "flower" pattern, with radars and guidance systems placed in the center. It was this unique "flower" shape that led to the sites being easily recognizable in reconnaissance photos. Typically another six missiles are stored on tractor-trailers near the center of the site. Hope that helps. Regards, Ian.
  9. I would have a guess that an antivirus program (Avast, Windows Defender or other) is locking the file in question and not allowing it to be accessed (ACCESO DENEGADO or Access Denied) in log. Solution: Add an exception for the DCS directory to the list of directories not to be scanned by your antivirus program or disable your virus scanner whilst doing any DCS update. Check the directory "C:\Program Files\Eagle Dynamics\DCS World OpenBeta\_downloads\Mods/aircraft/A-10C_2/bin/Cockpit_A10C_2.dll" to see if the "Cockpit_A10C_2.dll file even exists, if not, your antivirus may have moved it into a quarantine area, if is is there delete it and rerun the DCS_updater. Still not fixed, recheck you update log to see if your getting the same error message as listed below or any new type of error and re-post. In that BIN directory there needs to be 4 DLL files, A10.dll, Cockpit_A10C.dll, Cockpit_A10C_2.dll and Cockpit_A10Common.dll. Your DCS log exert: 00016.094 ERROR: UNPACK_FAIL: (3552)->[FileError: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\_downloads\Mods/aircraft/A-10C_2/bin/Cockpit_A10C_2.dll: (5) Acceso denegado. ] C:\Program Files\Eagle Dynamics\DCS World OpenBeta\_downloads\Mods/aircraft/A-10C_2/bin/Cockpit_A10C_2.dll 00017.242 STATUS: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\_downloads\Mods/aircraft/A-10C_2/bin/Cockpit_A10C_2.dll: (5) Acceso denegado. Regards, Ian.
  10. Thanks, much appreciated, good to see them still working, I apologize about the radio voice, I was feeling sassy that day and I can't even try to do a russian imitation. Coodos to you for your F-15 training missions, I haven't tried them as yet (I don't fly much these days), but others have them in high regards, so well done. Regards, Ian.
  11. Eric963 is on the money, usually coming from the wrong direction, he will yell ABORT ABORT if you are flying directly towards the JTAC and would or could fly over him to the target, you must always approach with ingress and egress directions JTAC gives you in compass headings, this will guarantee you fly perpendicular to the JTAC's position (from his Left or Right at a 90 degress intersection) so you can't accidently drop bombs on the JTAC causing friendly fire. Regards, Ian.
  12. Good to know, I just tested it in OB after update and all worked fine here.
  13. Moving Zone: Most likely you made the moving zone to small, the zone centers on the middle of the carrier with the diameter having to be the real total length of the carrier (1092 Feet), and not just fit over the mission editor picture of the ship. Speed detection: Should be fine so long as ship is doing 50 knots and the trigger to detect speed is also in knots (not KPH or MPH) and less than 50. I can't test this at the moment to test if any faults with triggers have been introduced with patches. Wiki: USS Theodore Roosevelt (CVN-71) is the fourth Nimitz-class, nuclear-powered, aircraft carrier ... Length: Overall: 1,092 feet (332.8 m); Regards, Ian.
  14. I compared my original Campaign mission files to the ones on the ED download site and it looks like I stuffed up when I uploaded the file set, I put the original non Super Carrier missions in the archive instead. I have re-uploaded the correct Campaign mission set now, so re-download the Su-33 campaign and all should be good. Thank you for bringing this to my attention, can't believe that 400 others that downloaded the campaign didn't leave a comment mentioning any problems with the Super carriers (KUZNETSOV) not being present. Kind regards, Ian.
  15. Hi there, glad you are getting some use from my work. Not sure why your having that issue, works here with new KUZNETSOV (2017) model: I know that some mods interfered with the supercarriers module, can't remember what their names or issues were (one issue was either the Supercarriers wouldn't display at all or may only show the older models), you should check the DCS.log for errors or post to me and I can have a look at it. Check that you don't have the little clock icon enabled at the bottom of the Mission editor screen (Only shows Units based on time Period, so as missions are in 2011, the 2017 version of KUZNETSOV may not show). Why supercarrier may be missing Re: Mission Editing In general you can change the ships with little to no issues, you will need to re-snap the flights to their respective take off positions on the deck. You may have to change the ships speed back to 59kph. Can't see any reason that it would break any triggers. Regards, Ian.
  16. Zip file with just about all aircraft liveries directory names. Mostly untested and with no actual liveries or textures in each folder. Place them in your DCS Saved Games folder and place your skins and cockpit textures into the correct folders as needed. https://drive.google.com/file/d/1_WbgfvUae-ecimZ7RLnVXBVH0M59N_Ap/view?usp=sharing How to find the directory names for future modules: Regards, Ian.
  17. Glad I can help. I had a play with JTAC again with my testing file, and it is still a very hit and miss proposion, just doesn't make sense when it doesn't work. Best vehicles are the Hummer Tow, M1134 Stryker ATGM version, Not sure how well their ranges for optical IR / Laser are modeled, but IRL they are about 4000 for TOW and 2000-2400m for the Stryker if I remember correctly. DCS still gives you the Line of Sight is OK (<=5km) but the opticals may not even go that far, Ground vehicle placement seem best positioned less than 2000m and at an elevation the same or greater than the targets. I have no guaranteed procedure for JTAC, its complicated and unreliable, so experimenting is the only way. I may attach my test file later on, If I get it 100% reliable. Regards, Ian. Test - JTAC test 4.miz
  18. Might be new bug, as the Predator Drone should work with out issues. But when I was having similar issues some time ago, I changed the ground JTAC vehicle from the standard "hummer armed or tow vehicle" to a Stryker that has advanced laser and IR equipment to make it work (Ground JTAC vehicle always has to be an armed unit and for night ops, must have optical, so Stryker is best bet). I also had one ED mission that suffered from the same issues you are describing, ground JTAC had clear line of sight, was in laser / IR range <5km, but I had to reduce the distance to targets and it was very particular about the position on the map for it to lase even though it was on a hill overlooking targets originally I had to move the JTAC down onto the flat plain for to work. Regards, Ian.
  19. I would forget about the multiple outcome senarios until your more familiar with the basics of campaign design, as it is a more complicated procedure and I don't think you missions are suitably designed to take advantage of the feature. If you don't manually put any "Mission Goals" into mission it will never move onto the next stage or mission. Each unit you kill in mission is your score usually 5 - 10 points each, but have no effect on you progression in the Campaign or stages. I have edited your original first posted missions, to demonstrate how you would go about a linear campaign: Each Stage has only one mission in it (Stage 1,2,3,4). The mission goals have been set so that if you complete at least the primary objectives of a mission (Result=90) and if you Land as well (Result=100) you will move to the next Stage and its mission. Regards, Ian. AckInBeirut Campaign.zip
  20. If it only happening with mission 1,2,6 then it is probably due to those missions having track replays imbedded in the .miz file forcing certain view modes, you will have to remove the "CONFIG" directory from each of the "0x_A10Sturm.miz files (Miz files are just zipfiles) to correct the behaviour and follow you DCS local settings. Regards, Ian.
  21. Stages works as such: When you play a mission and complete it with a score of 0-49 you will go back a stage, with a score of 50 you will have to redo the mission you just played, with a score of 51-100 you will advance to the next stage. A stage containing multiple missions with the "same weighting value" will allocate a mission at random. A stage containing multiple missions with "different weighting values" will allocate a mission based on the score from the previous stage. Example of mission setup: First stage: Set with only one mission and has a trigger so that it has a score of 50 at start, Set your goals "bridge i get 25 points and get a specific tank i get another 25 for a total of 50 points"., so when you complete this mission you will have over 51 points (100 is max) and move onto the next stage, if you don't score anything, the starting 50 points will make you replay the mission. Second stage: Set as many missions as you like with different weightings such as mission 1=51-75, mission 2=80-100, so that if you scored 75 in Stage 1 you would move to Stage 2 and mission 1 would run, if you scored 100 in Stage 1 you would move to Stage 2 and mission 2 would run. I may be a little incorrect with the weighting workings, been a while since I looked at that stuff, but your main issue would be assuming that getting a score of 30 is less than 50 and you go to the next mission, but because it is below 50 it tries to send you back to a previous mission that doesn't exist Regards Ian.
  22. Seems that ED may have updated there A-10c single mission set (Most likely multilanguage) and have reverted to old broken missions in 2.5.6 Openbeta, where as in the Testers nightly version they are still my fixed versions they introduced some time back. If you want working copies feel free to download replacements from the DCS User files Section. Regards, Ian.
  23. I grabbed the old smerch hunt mission from the A-10c single files section, changed the aircraft to A-10c_2 and tested radios on DCS 2.5.6 OB. So long as you have followed the startup tutorials method to the point of: Battery on Have the APU spun up and running and the APU Gen switch on as well, the radios will work. Change the Top radio to 141.000mhz for Beslan ATC and have TR mode turned on. (Use mic forward for VHF AM to send radio command to ATC). The Middle UHF AM radio is already correct at 251.000mhz but must have the selector to MAN. (Use mic down for CB AM to send radio command to wingman) The Bottom VHF FM radio is already set to 30.00mhz but must have TR mode turned on. (Use MIC aft for VHF FM to send radio command to JTAC). Both A-10c and A-10c_2 work the same for me in that mission, just did a quick test to get the startup permission from the ATC, Talked to JTAC to get a target and send a RTB command to Wingman. So I am not sure what your doing wrong, usually suspect is that radio's are on the wrong frequency or that you might not be using the 3 different radio commands for transmission to different radios under real radio mode. (LShift + Num-, LAlt + Num-, LShift + Num+, LAlt + Num+). Regards, Ian.
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