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new mission: dynamic CSAR and Air Mobility mission for SP and MP


wolle

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Really enjoying this.

 

On one of my pilot recovery trips the dumbass jetjockey said he could see me and would pop smoke.

He was in the general area of a hill side covered with trees.

Unfortunately for him his smoke canister didn't work to well.

 

I spent the better part of 20 minutes over the area above the trees trying to find him, hovering and moving slowly following the needle, which was telling me he was there but I just could not see him.

 

Eventually bugged out and went after some other downed pilots.

Guess Charlie got him in the end.

 

:)

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Hi,

 

I also like this type of mission, and especially the dynamic gameplay. Thank you very much for that!

However, I noticed some things:

-Sometimes, the smoke marker is 100ft or more up in the air hovering their. Looks a little bit odd. ;)

-When approaching a group of soldiers, needing resuplies, I got shoot several times by enemy soldiers standing about 100 meters away from the own soldiers. Often, when I have been approaching, I couldn't really who is friend and who is foe until they started opening fire.

Would be nice if that could be sortet out.

 

Thank you :thumbup:

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Hi,

 

I also like this type of mission, and especially the dynamic gameplay. Thank you very much for that!

However, I noticed some things:

-Sometimes, the smoke marker is 100ft or more up in the air hovering their. Looks a little bit odd. ;)

-When approaching a group of soldiers, needing resuplies, I got shoot several times by enemy soldiers standing about 100 meters away from the own soldiers. Often, when I have been approaching, I couldn't really who is friend and who is foe until they started opening fire.

Would be nice if that could be sortet out.

 

Thank you :thumbup:

 

Hi John,

 

At the moment the flare is popped, the friendly groups will tell you the location of the enemy. You need to remember this info when you come in to land in the LZ. However, I agree with you that the troops are often too close. I will increase the distance between them (at the moment it is a randomly chosen number, in the next version I will make sure this number is at least a certain value, say 500 m).

 

I don't think there is anything one can do about the smoke floating at a fixed location, that's how it is set up in DCS world. One can only choose the height above ground, which is presently chosen to be 100 m. Any suggestion for a better value?

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Hi Wolle,

 

At the moment the flare is popped, the friendly groups will tell you the location of the enemy. You need to remember this info when you come in to land in the LZ. However, I agree with you that the troops are often too close. I will increase the distance between them (at the moment it is a randomly chosen number, in the next version I will make sure this number is at least a certain value, say 500 m).

 

Okay, I didn't even notice that message! I am probably always to busy avoiding VRS. :music_whistling:

I will have a look the next time I fly the mission.

 

I don't think there is anything one can do about the smoke floating at a fixed location, that's how it is set up in DCS world. One can only choose the height above ground, which is presently chosen to be 100 m. Any suggestion for a better value?

 

Just as suggestion. Why don't you set the height above ground for the smoke marker to 0, so to say as a marker where you should land arround and let them fire 2-3 flares (maybe a 10-20 second spacing between them) with the flare function of the ME, to get the pilots attention?

 

Best regards,

 

John

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I don't think there is anything one can do about the smoke floating at a fixed location, that's how it is set up in DCS world. One can only choose the height above ground, which is presently chosen to be 100 m. Any suggestion for a better value?

 

If it is possible to set it lower it might be a bit more realistic.

Perhaps a few meters above the ground, say approximate height of trees so the smoke will just be on or above the top of the trees.

Great mission.

 

Thx

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One can only choose the height above ground, which is presently chosen to be 100 m. Any suggestion for a better value?

 

Was keen to edit and test a few options, but can't seem to find where that parameter is (100m above ground) in the mission editor?

 

Im an unashamed ME noob though :music_whistling:

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Okay, I did some tests with your script and I was able to get the following result:

 

attachment.php?attachmentid=83823&stc=1&d=1371583454

 

In my oppinion it looks much better to have the smoke comming from the unit, than floating 100 meters/feet above it. If you play with the x/z coordinate too, you could even move away the smoke from direclty above the soldier.

 

I changed a part the line 497 in your code from:

 

y =infantryPosition.y+100

 

to this:

 

y =infantryPosition.y+0

 

Best regards,

 

Jonathan

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That looks good John, how does it look in a forested area (lots of trees around) from above.

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I've been really enjoying the mission and that it plays differently each time.

 

I have also noticed the enemy troops being close to the friendlies as mentioned. In one instance they were reported as being 0 meters away and when I approached the marker lo and behold I took heavy small arms fire from enemy right under the smoke.

I can imagine a position that is overrun if help was too slow in coming but then there wouldn't be anyone left to pop the smoke. It appeared there was still troops shooting it out at point blank range. I was going to engage myself with guns but then stopped as I figured there were probably friendlies merged with the enemy troops.

 

I would also like to see the marker smoke at ground level as already mentioned as well.

 

Look forward to seeing how you develop this as it really is a great concept and it plays well.

 

Great mission

Cheers!!

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Nice mission this, ran this a couple of times now with my mate doing troop deployment with an escort - we take it in turns hauling grunts while the other helps to secure the LZ and surrounding area. Really fits well with how the Huey would have operated in those combat scenarios. Thanks for posting.

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So:

 

attachment.php?attachmentid=83856&stc=1&d=1371661063

 

Good visibility from a decent distance.

 

That really does look better. :thumbup:

 

I tried to mod this mission in the lua but then it would not load or open.

 

So eagerly awaiting an update :D

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new mission update: June 23

 

I expanded/updated the mission some more:

 

change log:

 

- added third kind of task: strafing an enemy supply convoy: HUMVEE patrols are monitoring the "Ho-Chi-Minh trail". If/when they spot a supply convoy, they will alert you. Follow the spotter's ADF. Once close to the spotter, he will inform you about the target convoy's relative position. Should the spotter loose sight of the convoy, he will tell you to abort. Otherwise, strafe the convoy.

 

- CSAR task: now all landings within 500 m are valid. However, the further you land from the pilot down, the longer it will take him to run to your chopper. During that time, Charlie, who spotted your chopper during approach, may catch up with you and he will want a piece of you.

 

- smoke marker release height has been reduced from 100m above ground to 10m above ground, for a more realistic look.

 

- mist's messaging system is now used, that means that new messages will not overwrite old messages any more. Useful, because there are more and more messages as the mission grows.

 

- a battle between a M113 and a BMP-1 platoon is now included. You will be kept updated on M113 loses, but there is no task for you built around this, yet.

AirCav.miz

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- CSAR task: now all landings within 500 m are valid. However, the further you land from the pilot down, the longer it will take him to run to your chopper. During that time, Charlie, who spotted your chopper during approach, may catch up with you and he will want a piece of you.

 

 

This is good. Last time i played it, one of the downed pilots was in the middle of a river. I blew up when i moved too close to the water trying to get him.....

Might have to man the door guns while waiting.

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what must i do or change, to make it accessable to red side too. So that both side can send hueys to help their ground force and their ejected pilots?

 

That would be a substantial change. I was going to hold off on doing this until the Mi-8 module is out.

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I expanded/updated the mission some more:

,

,

,

 

Rep inbound!!

 

That was great man, thanks

Smoke is much better now.

 

Flew around for about 1.5 hours picking up and dropping off, 1 ship airborne only, getting fired on here and there.

Head was on a swivel :)

 

Went after one of the convoys after I was on my way back with a pilot or 2 I had picked up in the cabin and asked those who needed help to pop smoke.

Picked up 2 smokes a long way of on either side of the nose of my Huey, picked the one that was more direct to home plate.

 

Got blown out of the sky in spectacular fashion:cry:

 

Must get my mates together and hit this mission hard with more than one Huey in the mix.

 

Thanks again

:thumbup:


Edited by Vlerkies

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Rep inbound!!

 

That was great man, thanks

Smoke is much better now.

 

Flew around for about 1.5 hours picking up and dropping off, 1 ship airborne only, getting fired on here and there.

Head was on a swivel :)

 

Went after one of the convoys after I was on my way back with a pilot or 2 I had picked up in the cabin and asked those who needed help to pop smoke.

Picked up 2 smokes a long way of on either side of the nose of my Huey, picked the one that was more direct to home plate.

 

Got blown out of the sky in spectacular fashion:cry:

 

Must get my mates together and hit this mission hard with more than one Huey in the mix.

 

Thanks again

:thumbup:

 

Hey Vlerkies,

 

Thanks! Please make sure to let me know how the MP action was, and how the mission plays in MP.

 

Wolle

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