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Mission Editor Top User Requested Features


NineLine

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Ability to assign airbases to a coalition using triggers instead of relying on the current capture logic of having to have units on the base.

 

 

 

 

Eg... Time since flag 1 = 60 secs - Assign Coalition Airfield - Blue Sochi

[sIGPIC][/sIGPIC]



104th Phoenix Wing Commander / Total Poser / Elitist / Hero / Chad

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Polygon Zone

Undo/redo function

selecting units/groups

3D preview in another viewport (2nd monitor)

Ground start for all aircraft

More callsigns

Grass airfield & C-130 as warehouse

Triggers to enable/disable all airfield lightning

Unlimited fuel option for Tankers, AWACS, so we don't have to bother respawning them.

Tanker speeds adjustable for receiving aircraft

Finish the mobile TACAN

 

+1 :thumbup:

 

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1. If at all possible, a hot aircraft option for player-controlled aircraft.

 

By this, I mean the ability to have the airplane's INS aligned and set up for an Alert 5 or Ready 5 launch. (Basically, the "Hot Start" option minus the engine already running). It could be great for scramble missions.

 

2. Drawable zones that we could make custom shapes with would also be great, as well as, rectangular zones.

 

3. A Neutral coalition and added coalition options, such as a Master Settings Tab that dictates coalition ROE and other "Set Option" settings.

 

It should be left as something you can change in the mission, meaning swapping coalitions for nations and changing coalition Master settings.

 

On a side note thanks Nine/ED for letting us have input on the development process and trying to get our ideas in!!

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Many great suggestions posted already.

 

DESIGN GROUPS: The unit grouping is already great but if possible, I would like to see a design grouping that is not a vehicle group but a grouping of units in the ME designer. For instance, I could see the usage in EXPORT functions and HIDE (or UNLIST/LOCK status).

 

LOCK: Sometimes when you click a unit on the designer map it moves slightly. We have the function that HIDE units, but it would be nice to have the placement LOCKED so the unit stays on the map but is not accidentally movable (could be on group level as well).

 

EXPORT: When designing a mission, it would be great to have an export possibility for selected groups (DESIGN groups) or export of a selected area.

 

IMPORT: When designing a mission, it would be great to have an import possibility of previous exported area/groups.

 

COLLAPSE: In large missions the unit lists are just terrible to browse. I would like a way to collapse groups or sections of the units list. This should work in all units lists and not just the main unit list. So, when designing settings/features on different units you have a much shorter list to work with instead of 250+ units. This could possibly be linked to the DESIGN GROUPS I suggested and maybe different status on these groups. (Status: DESIGN, UNLIST, LOCK etc.)

 

PROTECTION: In LockOn 1.1 we had a way to protect our missions but that is not possible anymore, at least not for free. ED have the possibility to protect their own missions/campaigns when releasing them and protect anyone that like to sell the created missions on ED shop but is it possible to make this open for ppl that also gives away their hard work?

 

Thank you for opening this request! :thumbup:

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"RUNWAY DEAD" condition with all or individual runways (when there are more than one)

 

NEUTRAL COALITION (which we all know is already in there, just not working very well) - preferably more than one, which would be handy in forthcoming Syria map especially.

 

ABILITY TO CHANGE COALITION (currently a mod and can only be done in ME not during the mission) and/or set conditions/actions that allow countries to join coalitions

 

ABILITY TO QUERY and/or CHANGE WEIGHT OF HELO - currently SP, make MP please... even if via lua function only

 

BETTER DYNAMIC WEATHER EDITOR and/or more example weather systems and/or better documentation.

 

Ability to remove individual units from groups other than the very last unit (this may be possible, but I have no idea how to do it)

 

 

More follow options:

* helos following ships

* ship groups following other ships etc

* vehicle groups follow other vehicle groups

 

* command > set waypoint for ships and vehicles

* fix AI ESCORT task so it does it in both MP or SP, or rename it or more clearly document it if it can only be SP.

* up to date documentation (period)

* ability to copy particular groups from one mission file to another without making permanent templates

* better in-game template manager - delete templates, copy templates to other countries.

* a 'copy waypoints from group' option which takes waypoints 1 and above from the selected group and copies them to the current unit

* copy radio freqs from group - similar

* better resource management - set an initial stock level, and the target stock level

* alphanumeric aliases for flags. they can stay numbers but allow us to set a word alias it makes it so much easier to remember what they are doing. where a word alias is set display that in the condition/action. In addition or as an alternative a popup window with all the current flags mentioned in all conditions and the ability to put a name to them as a quick reference

 

* ground start WW2 aircraft anywhere on flat ground

* fix ground unit affiliations - Iran is missing a lot of units that are available but not allocated to them, for example.

* polygon trigger zones

* missile NOT in zone

 

More static objects fences, walls, bollards, etc.


Edited by Ironwulf
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Ability to transfer scripts from one mission to another.

Select and copy multiple units.

3D preview to see the units on the map.

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Maybe some feature already posted :smilewink:

 

 

- Enlarge the scope of some trigger rules/check (exemple unit in/out moving area: add coalition and group/part of group in/out moving area)

 

 

- Same thing for actions (exemple briefing is define for a coalition, add group/unit...)

 

 

 

- Manage kneeboard directly in the M.E., and allocate them for a coalition/group/unit

 

 

- Mission options link to kind of slot (exemple F10 view/external view forbidden for plane, and able for combined arms, don't know how to manage this feature :noexpression:)

 

 

- Possibility to have a global change for a group (exemple weapon payload same for all group units with only a change on the unit 1)

 

 

- Name of unit increase with same root (exemple unit 1 name= shark, if I add a unit in the same groupe, name is automatically Unit #xxx, and next is Unit #xxx+1..., the good thing can be unit 1 name= Shark, if I add a unit, I would like his name be shark #001...)

 

 

- Add encyclopedia text in the bottom of group window (all tabs), to have an idea of weapon caracteristic, counter measures...(exemple I would like to add a plane group, I select plane icon, I place a plane on the map, select A-10A, and the text from encyclopedia for A-10A is shown in the bottom section of group window in right side)

 

 

 

- template management: define a folder instead of a file, with this feature, we can add some template files, without change default template file.

 

 

Thanks for this topic :thumbup:

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Stores Management, Client Slots

 

I apologize for two posts: But I had an idea for the stores management as well as client slots. But this idea is rather abstract and requires an imagination.

 

What if when add a client aircraft, let's say F/A-18C. You add the waypoints and other information for the aircraft. Rather than copying and pasting the newly created aircraft to get the desired number of aircraft available at this airbase, why not select a number of client slots available at this airbase based on this "template" if you will. When a slot is selected, rather than ten slots available, it reduces to nine, and so on. See below. This would then reduce the long list of available aircraft on some of the bigger servers, as it is condensing the list. I know this would be a challenge, specifically with callsigns. But if there were a way to increment the callsigns or auto select a callsign that isn't in use, this would aid in decluttering the slot selection and would be great for Stores Management.

 

I know that stores management is a hot button issue. But, if there were a way to limit individual pylons to certain types of weapons, i.e., Missiles, Bombs, Fuel tanks, etc., or even specific weapons, i.e., AIM-54C, JSOW, AIM-120C, etc., this would be a major benefit for server hosts and multiplayer mission designers. I know that this would be a challenge, and is really only a multiplayer issue, but the stores management, specifically when attempting to limit weapons, is not possible without scripting.

 

[TABLE]AVAILABLE AIRCRAFT

PlayerName Role Unit Country Task GroupName StartPosition Available Slots

Pilot F/A-18C Switzerland Ground Attack F/A-18C Al Dhafra 9

Pilot F-16 UAE Ground Attack F-16 Al Dhafra 14

Pilot F/A-18C US CAP F/A-18C Stennis 9

Pilot F-14B US Intercept F-14B Stennis 19

Pilot Mi-8MTV2 Ukraine Transportation Mi-8MTV2 Ground 5

**Scroll Down**

 

OCCUPIED AIRCRAFT

PlayerName Role Unit Country Task GroupName StartPosition

smeagle Pilot F/A-18C Switzerland Ground Attack F/A-18C Al Dhafra

goofy Pilot F-16 UAE Ground Attack F-16 Al Dhafra

buddy Pilot F-14B US Intercept F-14B Stennis

RIO F-14B US Intercept F-14B Stennis

[/TABLE]

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Sync feature between sam systems to form a IADS web.

 

Trigger zones in shapes other than circles such a squares or custom pen tool to draw own trigger zones around a countries borders.

 

Special option for smarter sam logic like turning search radar off when targeted by HARMs

 

Ability to save multiplayer mission progress upon restart and resume with previously destroyed ai

 

Better dynamic weather system

 

More callsigns, I.e. hornet, harrier, and viper squadrons

 

A mission planner for multiplayer missions so flight leads can create waypoints, set load outs and radio presets before launch.

 

Neutral coalition with civilian ai aircraft, vehicles and people to create environments with risk of collateral damage

 

ATIS

 

Non static strategic targets such as the those already in game like factory, tv towers etc.

 

New structures such as insurgent camps, military buildings etc


Edited by Legendofdino
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Top priority for me...

 

User-placable airfields and spawn points.

(Especially for WW2, being able to put a dirt-strip and spawn points onto the map is invaluable.)

 

 

 

Some others...

 

Desert / snow skins for FARPS and FARP equipment

(E.g. having bright gree FARPs on the NTTR/PG map looks ridiculous)

 

Able to rename (or at least suppress) placenames on the map

(This way, we can re-use maps for other scenarios)

 

Able to put our own place names on the map

(This way, we can label important features on the map with decent labels, not those little "map mark boxes")

 

MP scores/points can be allocated other tasks.

(currently, we can only get points in MP for ships, air and ground... not buildings, bridges, hauling cargo, deploying troops, etc.)

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I separated my list into most important at top and would be nice at the bottom. Some things might overlap with other areas, like AI rework, but I included just in case. Thanks for taking this feedback:

 

 

 

 

Most Desired

 

-Change coalition after mission creation

 

-More coalitions

 

-Allow any unit to be used by all nations (or add clones of USAF Aggressors so one can be set for all Coalitions)

 

-User Placed Airfields

 

-Random trigger that rolls once instead of once per second in trigger list and advanced waypoint actions

 

-Group/Coalition in zone options akin to unit in zone (Part of Group in Moving zone, etc)

 

-Expand trigger events( ie not just shot, but shot by unit/coalition/group)

 

-Allow all triggered actions for all tasks (as with LUA scripting) > AWACS takes for non AWACS (fighter, ships) will simply share detection info with other groups

 

-Detection trigger for unit/group/coaltion and also type (aircraft/fighter, etc)

 

-Old payload system (LOMAC) showing asymmetry and allowing the setting of a payload without the need to save and name it

 

-Polygonal trigger zones

 

-SAM/Ship attack ranges, as with AA missile attack ranges

 

-Ammo page for land/ship units

 

-Option ambiguous IFF > set a unit so that it cannot be ID'd by IFF, or AI can have IFF failures. If the AI faces an enemy without working IFF their reactions should be delayed

 

-New AI RoE, Require Visual ID, AI won't shoot until targets are in visual range, or they are shot at

 

-Flag Value between trigger condition, basically a new trigger combining Flag Less and Flag More into one trigger

 

 

 

 

 

 

Would be nice

-AWACS primary target > designate a group or static object as a priority target for a flight. AWACS will prioritize information on this target when relaying info to the flight

 

-More AI communication options for spotting, ie one group or unit spots for another, like helicopter reporting targeting information to a ship

 

-More than circular zones

 

-Ability to manually edit mission briefing intelligence (ie remove items from threat list/add items/mark as suspected forces, etc)

 

-Ammo for land/ship units

 

-Select loadouts that can be jettisonned, rather than all (ie restrict jettison of ARM's but not fuel tanks)

 

-Reaction to Threat separated by threat type (SAM, fighter, etc)

 

-AI Bingo fuel amount

 

-AI airport taxi commands (expidite taxi, form up on runway before takeoff, faster take off for airports with midway entry)

 

-Parking on runway for QRA flights

 

-Control over action terminate distance (1.5 for Search and Engage for example)

 

-AI self presevation (engage BVR range only, engage at high speed and then break away, etc)

 

-More detailed weapon use selection (select inidividual weapons for tasks, all tasks have weapon select)

 

-Set fuel amount in external tanks

 

-More AI communication options for spotting, ie one group or unit spots for another, like helicopter reporting targeting information to a ship

 

-Separate AI skill settings for spotting, shooting, manuevering, etc

 

-Aircraft maintainence condition (ie 100% = factory fresh, 0% = barely functional, low thrust engines, poor radar, etc)

 

-AI ceilings/floor > set so AI tries not to exceed these altitudes

 

-Restrict loadout (ie prevent a specific group from loading a specific weapon, even if it's available at the rearm facility, mostly for Multiplayer)

 

-Task orbit at range > AI will fly toward friendly direction (player defined direction + distance, or nearest SAM/ship/CAP flight) and orbit if enemies approach

 

-Divert airfields for flights

 

-Disable civ traffic in zone


Edited by Exorcet

Awaiting: DCS F-15C

Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files

 

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-Coalition wide default ROE setting

-Hover for a specified time or until a trigger option for helos at a waypoint

-Multiplayer AI: takeoff in group from the runway

-Wehicle and ship group: delete for not only the last member

GTX 1070 8GB, 16GB DDR3, W8.1 on SSD, DCS on another SSD

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The ability to have neutral sides/multiple parties. Right now there are just two sides/parties, red and blue. It would be nice to have other sides so that you can simulate neutral air traffic and force human players to PID aircraft that are not producing friendly IFF codes when interrogated.

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► Larger 3D PAINT SCHEME VIEWER window for aircrafts/choppers (just like LOADOUTS EDITOR window for vehicles) - with new TABs buttons (MissionEditor/modules/me_tabs.lua)

► Large 3D LOADOUT/PAYLOAD EDITOR with weapons - for aircrafts/choppers (just like Uboats did: https://www.digitalcombatsimulator.com/en/files/1910029/ )

► Closer view on map objects (more ZOOM IN for more precise object placement on map)

► Weights of weapons (as Flagrum asked)

 

Show the weights of things we put on an aircraft!

 

Ideally, show the weight already in the popup menu where we select the weapons per pylon.

 

But also display the current weight of each pylon beneath the aircraft schematic. Provide sums for each wing and total.

 

Maybe show several lines benath the aircraft schematic to separate sub-totals for the different types of equipment, like tanks, A2A ordnance, A2G ordnance and "other".

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vJHgyeD.jpg

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https://www.digitalcombatsimulator.com/en/files/1910029/

sign-pic4.jpg

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Unit that enters the triggerzone and action to this particular trigger-unit.

Explanation: E.g. 2 Coalitions, 20 Client slots each. I want 15 Clients of those to get a message if one of these enters a particular zone, but only for the unit that entered this zone not for the others.

Currently I have to make 2*15 triggers where I define this.

With

Condition: "unit enters triggerzone" / Trigger Zone A

and

Action: "triggerzone-entering unit" / Trigger Zone A

it would reduce this to 2 triggers.

 

Red Supercountry - all units and all skins available

Blue Supercountry - all units and all skins available

similar to USAF Aggressors

 

import/export triggers

 

more control of local weather

 

no differentiation between sp and mp action, e.g increase weight

imagine the face of a player in a MP environment when he/she enters a forbidden zone and the aircraft suddenly weights a few tons more...

 

dynamic spawn points at airports like on carriers

 

action: remove dead units/clear map

 

Unit properties: TAS, show corresponding IAS next to it.

 

 

 

Fox


Edited by iFoxRomeo
Spoiler

PC Specs: Ryzen 9 5900X, 3080ti, 64GB RAM, Oculus Quest 3

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One more from me:

new trigger types: DISABLED (useful for holding voice messages; testing temporary); and if possible for test runs, TESTING variant to all existing (ONCE, CONTINUOUS ACTION, SWITCHED CONDITION, MISSION START)

GTX 1070 8GB, 16GB DDR3, W8.1 on SSD, DCS on another SSD

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