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Hi the FARP no MOD has stopped to work ? I have make an simple mission whit the eliports FARP and all structures FARP as tent comand post deposit post and so on, but when ask to rearming and refueling nothing happened, only I can contact the FARP eliports for takeoff :joystick::joystick::joystick:

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AFAIK you must be directly on top of one of the helipads to be serviced. They are after all for helicopters, not Harriers, but if you get your Harrier landed on a pad, from what I've heard, you will be serviced, but I've never tried it myself.

When you hit the wrong button on take-off

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Do you have the arming/fuel vehicles there?

 

Never designed a mission like that, but I think they have to be nearby based on online server experience.

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I have rearmed and refueled on a FARP with a Harrier, but I didn't create the FARP and do not know if there are special conditions, only that it's possible. Supply vehicles were present, however, along with some depot structures.

Де вороги, знайдуться козаки їх перемогти.

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I have rearmed and refueled on a FARP with a Harrier, but I didn't create the FARP and do not know if there are special conditions, only that it's possible. Supply vehicles were present, however, along with some depot structures.

 

Where were you when your received supplies? On the helipad or not?

When you hit the wrong button on take-off

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Hi the FARP no MOD has stopped to work ? I have make an simple mission whit the eliports FARP and all structures FARP as tent comand post deposit post and so on, but when ask to rearming and refueling nothing happened, only I can contact the FARP eliports for takeoff

 

This my "Standard" FARP unit list for BLUFOR

 

FARP plus Support vehicles (UNARMED)

 

• APC M1025 HMMWV

• Tanker M978 HEMTT

• HEMTT TFFT

• Transport M818

 

This is an older list that includes REDFOR units.

 

Eastern forces:

CP SKP-11 command post, FARP command post for radio communications

GPU APA-50 or GPU APA-80 for electrical power

ATMZ-5, ATZ-10, Transport URAL-375 or FARP Fuel Depot for refueling

URAL-375 transport or FARP Ammo Dump for rearming

UAZ-469, URAL-4320-31, URAL-4320T, ZIL-131 KUNG, KAMAZ, and FARP TENT for aircraft repair. Repairs take 3 minutes after rotors stop.

 

Western forces:

M1025 HMMWV APC for radio communications

M818 transport for electrical power

M978 HEMTT tanker for refueling

M818 transport for rearming

M818 and FARP

 

http://forums.eagle.ru/showpost.php?p=916786&postcount=5

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Thank to all, for your reply/ support, its works, only I have to put the heliports FARP and put all four structures FARP into the heliports because work properly.

 

For FARP plus Support vehicles (UNARMED)

 

• APC M1025 HMMWV

• Tanker M978 HEMTT

• HEMTT TFFT

• Transport M818

 

I will try, bye my friends

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My wishlist: F-35/B-17G/F4U Corsair/Yak-3/P-40B Tomahawk

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This my "Standard" FARP unit list for BLUFOR

 

FARP plus Support vehicles (UNARMED)

 

• APC M1025 HMMWV

• Tanker M978 HEMTT

• HEMTT TFFT

• Transport M818

 

This is an older list that includes REDFOR units.

 

 

 

http://forums.eagle.ru/showpost.php?p=916786&postcount=5

 

Hi Ramsay,

 

I followed the above link where it references the "DCS GUI manual".

 

Do you know what this is and where I can download it?

When you hit the wrong button on take-off

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I followed the above link where it references the "DCS GUI manual".

 

Do you know what this is and where I can download it?

 

AFAIK it is referring to one of the older Ka-50 manuals.

 

The list of FARP support vehicles can be found in the "DCS: Black Shark 2" manual on pages 489-490 and 512 (or by searching for M818 ).

 

https://steamcdn-a.akamaihd.net/steam/apps/240280/manuals/DCS_BS2_Flight_Manual_EN.pdf

 

The list can be checked against

 

• "DCS World\Scripts\Database\FARP.lua"

 

... in the event something isn't working.


Edited by Ramsay

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Hey, many thanks. Found the description in the KA-50 BS2 Flight Manual on pages 14-3 and 14-4 (489 & 490 in Adobe Acrobat Reader).

 

I still haven't found out if you really need to be on top of a helipad to receive services though. I guess I'll have to try it myself.

 

Thanks again :thumbup:

When you hit the wrong button on take-off

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System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
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You could try finding a impromptu FARP location using existing hard pad and just place the support vehicles needed. Don't for get the TFFT Firetruck in case you have a fire during refueling ops.

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I still haven't found out if you really need to be on top of a helipad to receive services though. I guess I'll have to try it myself.

 

AFAIK an aircraft needs to touch the FARP to rearm/refuel.

 

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AFAIK an aircraft needs to touch the FARP to rearm/refuel.

 

 

Yes, but not the helipads.

 

I was also wondering if you could use the static things like fuel and ammo dumps. the FARP.lua actually lists the FARP tent, but other than that and the vehicles it lists "KP_UG" for ATC and ground service, so from that GR video I guess KP_UG is a class of static objects, but I haven't played around with that yet.

 

I noted that you can easily get up the helipads with the Harrier, although now that is a mut point, but it has gotten me wondering how easy the Harrier can get onto the FARP if it were just butted against the side of the road just right, or even along a long section of MARSDEN mats.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

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System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
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So, I give up.

 

- MARSDEN mat absolutely flat with the road and buttressed to it. Taxi from mat to road *crash*bang*boom*flames*explosion* :mad:

 

- FARP buttressed to the road so that the slop from the FARP to the road is less than from the FAPR onto the helipad -- I can easily role from the FARP area onto and off of the helipads without issue. Just need enough thrust. -- role down from the FARP onto the road *crash*bang*boom*flames*explosion* :mad:

 

- Spawn on the road with Spawn Anywhere mode. Begin statrup procedures. Truck comes along *crash*bang*boom*flames*explosion* :mad:

 

You can use the FARP's as long as you only VTOL on and off of them. Roads are dead as long as traffic cannot be shut off or at least stretches of road blocked to civilian traffic.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

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System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
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you can shut down the traffic in your grafics settings (civilian traffic) or enforce it for this single mission in the mission options

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you can shut down the traffic in your grafics settings (civilian traffic) or enforce it for this single mission in the mission options

 

I know that there is the setting, but it hasn't worked in years. Does it suddenly work now?

When you hit the wrong button on take-off

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System Specs.

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System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
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So, I give up.

 

- MARSDEN mat absolutely flat with the road and buttressed to it. Taxi from mat to road *crash*bang*boom*flames*explosion* :mad:

 

- FARP buttressed to the road so that the slop from the FARP to the road is less than from the FAPR onto the helipad -- I can easily role from the FARP area onto and off of the helipads without issue. Just need enough thrust. -- role down from the FARP onto the road *crash*bang*boom*flames*explosion* :mad:

 

- Spawn on the road with Spawn Anywhere mode. Begin statrup procedures. Truck comes along *crash*bang*boom*flames*explosion* :mad:

 

You can use the FARP's as long as you only VTOL on and off of them. Roads are dead as long as traffic cannot be shut off or at least stretches of road blocked to civilian traffic.

 

I believe the road traffic can be shut off in the game options or even in the ME. There is/was a land on a road mission from Baltic dragon that doesn't have any traffic.

 

There is the "farp STOL" cheat, where you taxi to one corner and do a really short STOL takeoff diagonally across the FARP, but its laughably unrealistic, sucks to do, and doesn't improve T/O performance much (a bit tho). As lame as it sounds if ED just modified the heli farp to add a length of elevated runway hooked directly to the farp it would improve the game significantly.

 

(Hoping my ASCII art skills are still up to par)

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|...............|..................................................................................................|

|...............|-------------------------------------------------------------------------------

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Firstly, actually that would work (the ASCII FARP :D ), but maybe put the "runway" on the side of the FARP. It could be put in positions that would make for some really freaky looks, but if positioned on pretty level ground it would look not so bad, although I'd still like to have something to position next to a road and to be able to use the road for take-offs and landings.

 

There are probably a dozen directions ED could go in to create a working solution. It's not a question of ideas. It's a question of what is possible.

 

I don't recall where I read it here in the forum (I really need to start copying and indexing these things I read), but I read a statement that the reason ED doesn't simply implement such basically simple changes is that the structure of the coding itself does not allow it.

 

Look at the FARP helipad in the ME. There is a reason that it is physically a hug pyramid with a flat upper surface created by lobbing off the pinnacle. It's bc when placed in the ME, DCS allows for coding to find the highest point along the circumference line where the pyramid intersects with the world surface to position the pyramid oriented on that point, where the rest intersects be damned; it falls into place geometrically, bc the pyramid is now oriented as deep as possible in the world (you mostly only see the flat upper surface with a small stripe of the sides if the pyramid directly below the upper surface) and upper surface is level, and more is not important. Anything below the surface has per definition no collision and basically doesn't exist. Graphic engines will render it, bc that's how graphics engines work, but other than that, it's an illusion. This is also the reason you cannot have trenches dug into the ground, shell holes blown into it, etc. The surface of the ground "IS IT". Below the surface is oblivion.

 

Would it have been possible to program everything differently? For example to put the world on top of a sandbox so that the surface is just the intersection between air and ground with a depth of ground below it. Go look at a game like Cities Skylines in which you can manipulate the geography in Real-Time™ without issue. Okay, new game <> old game, different technology generations, I'll admit it, plus you'd have to think ahead and plan for programing something like that, even if you don't do it from the get-go, and who could have anticipated that at some point of time in the future one might want to, ohhh I don't know, drop really big bombs on a runway and blow physical holes in it, which you can actually see and maybe fall into. Naaaa that's not something you'd ever think about while planning a study level, aviation combat simulation :noexpression:

 

But maybe ED will pull another rabbit out of their hat on this one. They've been known to develop things sometimes without telling anyone, and suddenly *BOOM* Christmas in July, but I'm not going ot hold my breath

When you hit the wrong button on take-off

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:cry_2: b-b-but I already did that and described the results above... "- MARSDEN mat absolutely flat with the road and buttressed to it. Taxi from mat to road *crash*bang*boom*flames*explosion*" :Flush:

 

There is some luck involved in aligning FARP/MARSDEN mats just right that you can roll between them and the road, because there is no visual indicator of which I know. In fact in the ME there are differences between the exact position of the FARP/mat and road, so that you have to edit-try-edit-try-edit-try... and hope that at some point you luck out and find the just-right position.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

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System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
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Put a Marsden Mat FARP at a Road and you´re done.

Can roll on even with full fuel and 2 tanks, rearm to your liking and roll off, then use the road as runway. No support Vehicles needed and only a single tile to align.

 

Can't use em online.

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Below the surface is oblivion.

 

Actually based on what I've seen of the rendering engine, beneath the surface is an ocean, everything is floating on the ocean :lol:...

 

Actually the thing you said about the current farp and the pyramid is interesting. And you could easily add a short tarawa length runway to it if thats the case.

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You could add the runway, but it would have to have sloped sides as well, and if you put it at any kind of incline, if not running along the same elevation, you would have a runway built out from an hillside and looking very awkward.

 

So yes, I'm sure it would be easy to implement, but mission creators would have to be fairly judicial to put it in a reasonable location, but I'm also sure they could be found.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

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System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
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If ED made such a thing there would be plenty of places that we could put them in the mission editor. Hell maybe if this happens we could even get a sand colored FARP/runway for the PG map so there doesn't have to be a manicured grassy lawn in the middle of the desert :music_whistling:

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If ED made such a thing there would be plenty of places that we could put them in the mission editor. Hell maybe if this happens we could even get a sand colored FARP/runway for the PG map so there doesn't have to be a manicured grassy lawn in the middle of the desert :music_whistling:

 

 

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