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Mission: ASW Training Course


MBot

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ASW_TrainingCourse.jpg

 

 

Welcome cadet to the Black Sea Fleet Anti-Submarine Warfare Research and Training Center at Novorossiysk. In this training course you will learn the basics of heliborne anti-submarine warfare. This knowledge will prepare you for operational ASW missions which surely are to follow.

 

Features of this mission includ script based solutions for submerged submarines and the basic ASW equipment, such as sonobuoys, dipping sonar, MAD and air dropped torpedoes. The under-the-hood simulation of these aspects is brought to the player by text output, sounds and some special effects. This mission will provide an opportunity to quickly try out this new mission type in a training environment. More difficult, "true" submarine hunt missions will follow by me and as I hope by other mission designers.

 

While this mission is set up as a multiplayer coop, it is currently only cleared for singleplayer use. You can either start it as a normal SP mission and select your helicopter of choice (Mi-8 or UH-1) at the mission start, or play it by setting up your own server. I have tested the mission in multiplayer with friends and we have experienced repeated disconnects and loss of syncing. I assume that this is somehow caused by the script, possible by the server being overwhelmed with script data. At least it looks like that. The exact cause is not clear to me yet though, and I also think that the amount of data being handled by the script is not extraordinary big. Please feel free to test this in multiplayer, perhaps we can figure it out together. Again, playing alone, either SP or as the host, should be perfectly fine.

 

Edit: The mission should work both in MP and SP. MP might require that host and clients set their connection speed to LAN.

 

The script behind this mission is set up for easy modification and I hope it will spawn missions by other mission designers. The script is divided into a main script and a config script, which holds all the mission specific data. So only the config script needs to be adjusted for a new mission, while the main script can easily be replaced with subsequent updated versions. Please feel free to copy and adjust the mission as you like. I will also post the scripts in the Mission Builders' Corner of the forum once this mission has been out for a bit, as I am sure a broader player base will discover some bugs first.

 

Lastly I would like to mention that while I tried to make this heliborne ASW environment as authentic and realistic as possible within the limits of DCS, I am by no means an expert on the topic. I do not claim that the systems and tactics portrayed here are true to real life. Almost everything I learned about helicopter ASW comes from playing Dangerous Waters. So this mission is also meant as a tribute to the awesome simulation by Sonalysts. Some players might even recognize some of the sounds :)

 

 

November 3, 2013, Mission Updated to v2

Changelog:

-Fixed disappearing menu bug

-Smoke Marker Buoys endurance changed from 20 min to 6 min

-Dipping sonar max. washout depth reduced from 30 m to 10 m

-MAD detection distance now also depends on sub depth

-MAD detection distance increased to 400m

-Added thermal layer

-Sonobuoys can be dropped deep or shallow

-Torpedo search cone now affected by depth difference between sub and torpedo

-Torpedo search depth can be preselected

-Dipping sonar now displayes the coastline

-FAB-250 and Mk-82 work like depth charges

-Mi-8 has FAB-250

-Added Su-25, Su-25T and A-10C

 

May 16, 2016, Mission Updated to v3

Mission updated to work with DCS 1.5.3

Mi-8_UH-1_co8_ASW_TrainingCourse_v3.miz


Edited by MBot
Updated mission to v3
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Helicopter Anti-Submarine Warfare 101

 

Thermal Layer

 

The thermal layer is phenomenon in underwater acoustics where change of temperature of the water will cause a layer at a certain depth that is difficult for sound to penetrate. The layer is abstracted here by reducing the detection range of active sonar (dipping sonar, torpedo homing head) by half if the sensor and the target are on opposite sides of the layer. The signal strength for passive sonar (sonobuoys) is reduced by an amount as set in the mission when crossing the layer. MAD operation is unaffected by the thermal layer. The current depth of the thermal layer is displayed in Sonobuoy Station and the Dipping Sonar Station.

 

 

Smoke Marker Buoys

 

These are simple air droppable buoys that mark a position with white smoke. They expire after 6 minutes. Drop smoke marker buoys by selecting RADIOMENU>F10>Drop Smoke Marker.

 

 

Sonobuoys

 

Sonobuoys are air droppable buoys that lower a hydrophone into the water and send back sonar data to a receiving aircraft. Sonobuoys come in different variations. The model simulated here is an omni-directional passive buoy. This means that the buoy will listen to sounds from any unspecified direction. Sonobuoys can be set to lower their hydrophone shallow (50 m depth) or deep (400 m depth). This allows for sonobuoys to listen either above or below the thermal layer. Sonobuoys are dropped by selecting RADIOMENU>F10>Sonobuoy Station>Drop Sonobuoy Shallow or RADIOMENU>F10>Sonobuoy Station>Drop Sonobuoy Deep.

 

Selecting RADIOMENU>F10>Sonobuoy Station>Display Station will display an overview of all dropped sonobuoys and the signal to noise ratio SNR of the loudest sound they receive. Note that the sonar data is already processed at this point and the display will only show the SNR value of genuine submarine contacts. Passive sonar detection range is dependent on target sub noise level, target speed, thermal layer depth, oceanic ambient noise and receiving sensor quality. As a rule of thumb a maximum detection range of 1000-2000 m should be expected against a slow moving submarine. If no submarine is detected, the sonobuoy is considered “cold”. Sonobuoys are employed for initial detection of a submarine. They do not provide target tracking data.

 

Sonobuoy signals can be received by aircraft at distance up to 20 km. Helicopters can receive the signals of sonobuys dropped by other helicopters. Each sonobuoy is equipped with a small FM beacon, allowing locating the buoy by radio navigation equipment.

 

Screen_131023_224744.jpg

 

Dropping a sonobuoy

 

 

Screen_131023_224808.jpg

 

Sonobuoy display

 

 

Dipping Sonar

 

Dipping sonar is an active sonar system lowered into the water by cable from a hovering helicopter. The hydrophone sends the characteristic pings into the water and records the bearing and range of any ping being reflected.

 

The dipping sonar is lowered by selecting RADIOMENU>F10>Dipping Sonar Station>Deploy Dipping Sonar. The hydrophone will be lowered to the maximum cable length of 300 m but can be stopped at any length by selecting RADIOMENU>F10>Dipping Sonar Station>Stop Dipping Sonar. RADIOMENU>F10>Dipping Sonar Station>Retract Dipping Sonar will likewise pull the hydrophone back to the helicopter.

 

The hydrophone will start to transmit once it is in the water and winching is stopped (either manually or by reaching the maximum cable length). RADIOMENU>F10>Dipping Sonar Station>Show Display will display all active sonar returns, including submarines and surface ships. Maximum detection range is approximately 6500 m. Detection range for targets on the opposite side of the thermal layer from the hydrophone is reduced by half. The hydrophone needs to be at a depth of 10 m or greater to be below the noisy layer of water near the surface. When transmitting in the surface layer, the display will be “washed out” by surface noise.

 

Maximum speed of the helicopter when the dipping sonar is in the water must not exceed 15 kph in any direction. Otherwise the hydrophone might be tore away.

 

The dipping sonar is an excellent sensor for determining precise target position data but will leave a helicopter severely restricted in movement.

 

Screen_131023_225404.jpg

 

Dipping sonar display showing a contact on bearing 055 at 500 m distance and a group of contacts 5000-6000 m to the north.

 

 

Magnetic Anomaly Detector MAD

 

Magnetic anomaly detection is the means of detecting the disturbances in the magnetic field of the earth by large metallic objects such as submarines and ships. The sensor called MAD bird is attached to the end of a cable and trailed behind the helicopter. The MAD bird can be deployed with RADIOMENU>F10>MAD Station>Deploy MAD and likewise retracted with RADIOMENU>F10>MAD Station>Retrieve MAD.

 

Pressing RADIOMENU>F10>Mad Station>Show Display will show the MAD display, which records all disturbances in the magnetic field of the past 60 seconds. MAD detection has a fairly low range of 400 m in ever distance, including in the vertical. MAD will detect submerged submarines as well as ships on the surface. In order to not be disturbed by the magnetic field of the helicopter, the MAD bird needs to be clear of the helicopter. To trail the MAD bird with sufficient separation, the helicopter needs to move at least 50 kph. If moving slower the MAD bird will hang below the helicopter and the MAD recorder will detect disturbed results.

 

If the MAD bird contacts the surface it will be tore away.

 

MAD has a low range for initial detection. It is still a useful sensor to supplement other sensors during the initial search, as the helicopter crew will call out MAD alerts even if the MAD display is not monitored continuously. MAD is an excellent sensor during the terminal stage of the hunt as it allows to precisely confirming the position of a sub while retaining freedom to maneuver.

 

Screen_131023_225215.jpg

 

MAD display after a good MAD pass

 

 

Torpedoes

 

Air dropped torpedoes are the primary anti-submarine weapon of helicopters. Torpedoes can be dropped by pressing RADIOMENU>F10>Weapon Station>Drop Weapon. RADIOMENU>F10>Weapon Station>Weapon Depth Preset lets you select the search depth of your next torpedo. The default value is 100 m. RADIOMENU>F10>Weapon Station>Display Station will show an overview of the weapon and smoke marker buoy inventory, as well as remaining runtime of dropped torpedoes.

 

Once dropped, the torpedo dives on its initial heading to its preset search depth with a rate 14 m/s. The weapon will also cover the same distance as its diving depth horizontally. Once at search depth, the torpedo activates its active sonar to search for targets and commences a clockwise search circle at a speed of 20 kts. The homing sensor of the torpedo has a search cone of 60° and a detection range of 1400 m. If the target is on the other side of the thermal layer, the detection range is reduced to 700 m. Once a target is detected the torpedo accelerates to 40 kts and steers a pure pursuit until impact. Air dropped ASW torpedoes are programmed to ignore ships on the surface.

 

Torpedoes have a runtime of 6 minutes and will automatically shut down after running out of power.

 

Due to their circular search pattern, torpedoes are bound to hit a submarine eventually if dropped in the vicinity of a target as long as they have power remaining. Late acquiring of the target or high target speed increases the chance that the torpedo will run out of power before reaching the submarine. In rare cases it might be possible that a torpedo runs around a very slow or stationary sub in the center of the torpedo’s search circle. If the torpedo is dropped with a search depth setting differing too much from the submarine's actual depth, the sub might be outside the vertical limits of the torpedo's search cone.

 

Screen_131023_225747.jpg

 

A submarine in green and a torpedo in red in Show Truth mode. The torpedo is running its circular search pattern.

 

Screen_131023_225825.jpg

 

The torpedo has acquired the sub and accelerates in for the kill.

 

Screen_131023_230341.jpg

 

 

Depth Charges

 

If configured by in the mission, FAB-250 and Mk-82 areal bombs are transfered into depth charges. The DCs are dropped like ordinary bombs. Upon water entry, they descend to the depth as set by RADIOMENU>F10>Weapon Station>Weapon Depth Preset before detonating. Detonation must occur within 25 m to ensure complete destruction of the target submarine.

 

 

Rearm/Repair

 

Landing in the vicinity of designated service units will automatically replenish the inventory of torpedoes, sonobuoys and smoke markers. After all expendables are reloaded, lost dipping sonars or MAD birds are replaced. This will take about 30 seconds each. Ships can also act as service vehicles.

 

 

Show Truth

 

If the mission is configured to allow it, RADIOMENU>F10>Show Truth and RADIOMENU>F10>Hide Truth will toggle the show truth mode. With this mode activated, the position of submarines are marked with green flares and the position of torpedoes are marked with red flares.

 

 

ASW Tactics Introduction

 

1. Intelligence

 

Carefully review the provided intelligence to plan your sub hunt. If you are to prosecute a detected submarine, note it’s last known position, speed and where it might be going. With this information, calculate the area where the sub could be now and in the future. If you are to protect a certain area or unit from an unknown submarine threat, determine where you are most likely to detect it, such as in ocean chokepoints or in front of its potential targets.

 

2. Sonobuoy search

 

Make a sonobuoy plan according to the intelligence. If you are searching around a last known position, make a sonobuoy field around it. If you know where a sub is going, lay a sonobuoy line which the sub will have to cross. Drop sonobuoys in the correct position relative to each other by flying a precise heading and speed and using a stopwatch. Put attention to the correct spacing between the buoys. A bigger spacing will cover more ocean but increases the chances that a sub might slip through undetected. As a rule of thumb space sonobuoys 2000 m apart. If you know that the sub is traveling fast or is very noisy, increase the distance. Drop your sonobuoys with the shallow setting if you think the target sub is a above the thermal layer or with the deep setting if you think it is below the layer. If you do not know the target depth, alternate between deep and shallow sonobuoys. For the spacing between the buoys keep in mind that detection range for targets on the other side of the thermal layer is reduced.

 

While doing sonobuoy work it is possible to have the MAD deployed and hope to get a lucky MAD hit. Be careful though when flying low and slow over the water to not strike the water with the MAD bird. Remember to retrieve your MAD before coming in for a low hover, for example to deploy the dipping sonar.

 

After laying your sonobuoy net, stay in the area and monitor the sonobuoy display until a buoy turns “hot”. Tune in the frequency of the buoy into your FM direction finder and approach it.

 

3. Determine the target position with the dipping sonar

 

Come to a hover near the hot buoy and deploy your dipping sonar to determine the position of the target. Lower your dipping sonar below 10 m depth to get clear returns free of noisy surface water layer interferences. Vary the depth of the dipping sonar to search both above and below the thermal layer. The dipping sonar might also find other ships in the vicinity, so make sure that you are tracking the correct target. Remember to stay in a stable hover to not rip away the hydrophone.

 

4. Confirm the target position and track with MAD

 

After retrieving your dipping sonar, proceed to the suspected position of the sub, flying low with your MAD deployed. But not too low as to not strike the MAD bird on the water. Fly criss-cross over the suspected sub position until you get a maximum MAD signal, then immediately mark the position with a smoke marker buoy. Wait a moment and repeat the procedure again to place a second smoke marked buoy. The smoke markers are now indicating the position, heading and speed of the submarine.

 

5. Coming in for the kill

 

Approach the submarine from behind with both smoke markers aligned. Approximately 200 m before reaching the sub (remember that it continued to move since the last smoke marker) drop a torpedo.

 

Visually monitor the area. If you do not see a large water plume from an underwater explosion within 6 minutes, your torpedo has missed. Continue the hunt.


Edited by MBot
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This is freakin amazing:thumbup:, obviously this is going to end in divorce as I imagine its going to take some time to become proficient and she is always complaining about how many hours I fly choppers;)

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Future Plans to improve the scripts? Some good improve ASuW capability into scripts :thumbup:

Sonobouys and Sonobouy processor expanded?

 

Some remarks (not sure if you simulate that versions)

AB-204 ASW (UH-1B conversion to ASW/ASuW operations, similar to Belsimtek UH-1N)

Systems:

- APS-702 Radar

- AQS-10 Dipping sonar

Weapons

- 2x Mk-44, Mk-46 or A.224s Torpedoes

- 2x AS.12

No sonobouys processor, MAD or sonobouys carried (assume carried smoke markers)

 

AB-212 ASW (twin engine version)

Systems:

- APS-705 Radar

- ASQ-13 Dipping Sonar

Weapons:

- 2x Mk-46 or A.224s Torpedoes

- 2x Mk-11 Depth Charge

- 4x AS.12 or 2x Marte Mk-2 antiship missile.

- 2x Drops Tanks

No sonobouys processor, MAD or sonobouys carried (assume carried smoke markers)

 

Mil Mi-14PL Haze A (ASW version Mil Mi-8)

Systems:

- MAD

- ESM

- VGS-3 [Foal Tail] Dipping Sonar.

- Korshun-K sonobouy processor.

- Initsiativa-2 [sort Hom] Radar.

Weapons: (all on Bomb bay)

- 8x PLAB-250-120 or 40x PLAB-50-64 Depth Charge

- 1x AT-1/3 or APR-1/2/3 torpedo

- 36x RGB Sonobouys

- 1x 8F59 Skat (Rat) Nuclear Depth Charge

Operate on hunter / Killer Pairs (one carried Sonobouys / other carried Depth Charges or Torpedoes). Assume carried smoke markers.

 

Systems performance: (on Nautical milles)

Radar: (ranges to Large / Medium / Small / VSmall / Stealthy Target)

APS-702 Radar:

Range: 60/53/30/17/9

APS-705 Radar:

Range: 80/80/46/26/14

Initsiativa-2 [sort Hom]:

Range: 108/89/51/28/16

 

Sonobouy processor:

Korshun-K:

Nº Sonobouys: 44

Channels: 65

Search Channels: 24

Localization Channels: 12*

Active Channels: 4*

Sonobouy used: RGB-15/25/75

 

Sonar:

- AQS-10 Dipping sonar:

Range Active 1.3 Passive: 0.4

- AQS-13 Dipping sonar:

Range Active 1.7 Passive: 0.4

- VGS-3 [Foal Tail]

Range Active 2.6 Passive: 0.4

- RGB-15 sonobouy Explosive Echo Ranging (ERR)

Range Active 3.4 Passive: 1.8

- RGB-25 sonobouy Directional Passive Sonar

Range Active 0.0 Passive: 0.9

- RGB-75 sonobouy

Range Active 0.0 Passive: 0.9 LOFAR Sonobouy

 

Weapons: (on Nautical milles)

Mk-44 Torpedo

Guidance: Active Range: 3 Nm Speed: 30 Knots

Mk-46 Torpedo

Guidance: Active/Passive Range: 6 Nm Speed: 45 Knots

AS.224s Torpedo

Guidance: Active/Passive Range: 3.3 Nm Speed: 33 Knots

AT-1 Torpedo

Guidance: Active/Passive Range: 2.7 Nm Speed: 27 Knots

AT-3 Torpedo

Guidance: Active/Passive Range: 4.3 Nm Speed: 40 Knots

APR-1

Guidance: Active/Passive Range: 0.5 Nm Speed: 55 Knots

APR-2

Guidance: Active/Passive Range: 1.6 Nm Speed: 62 Knots

APR-3

Guidance: Active/Passive Range: 2.2 Nm Speed: 65 Knots

 

AS.12

Guiadance: Wire-G Range Min: 0.5 Max: 3.2

Marte MkII

Guiadance: I/TARH Range Min: 3.0 Max: 13.5

 

 

Al data extracted from Harpoon High Tide Data annexs

 

Not bad ED or 3rd Partie make a new 3D Mil Mi-14 Haze and resurrect old lost AB-212 ASW 3D model.


Edited by Silver_Dragon
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I have some ideas for features that I would like to implement additionally. But after having spent quite a bit of time on the concept I wanted to release something which holds the basic equipment and see how well it is received by the community (and if there is even any interest in ASW). Features I would like to add are:

 

-Thermal layers

-Weapon presets

-"Virtual" depth charges for the Huey and "bomb-conversion" depth charges for the Mi-8 and the flyable fixed wing aircraft. The latter would converse a bomb into a depth charge by removing the in-game bomb shortly before impact and spawning a scripted depth charge in the water below.

-Surfacing of damaged subs.

-Random spawned wrecks on the seabed that trigger MAD.

 

I would like to expand the sonobuoys but here we quickly come to a limit of what can be done with text output and F10 user input. I decided to go with a simple omni-directional passive buoy which which provides pre-processed data (imagine a guy in the back working the station and giving you his assessment). I think it also supports gameplay as this buoy requires the use of other sensors to determine target position.

 

While of course the Mil Mi-14 and AB-212 served as inspiration for the script, I did not model any specific system. The torpedo is loosely based on the Mk-46 while sonobuoys, dipping sonar and MAD represent approximately the 1960s state of technology. I think this fits well to the level of data output that can be achieved with text, anything more modern would require integrated top-down view situation displays.

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Wow!!!thumbsup.gif

fabulouse idea & thank you for your effort :thumbup:

regards Ganesh

She: "Your orders from ED have reached a total amount of $871,88 and your hardware expenses are countless..."
Me: "I can´t invest my money much better until i wait for Germanys Next Top Model": The
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+ Vulkan & continuous work on multithread & VR optimization!

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That good can specific weapons vs helo:

UH-1H: 2xMk-46 / 2xMk-11 DC

Mil Mi-8: 1xAPR-3 / 8xPLAB-250-120 DC

 

It is actually already possible to define the loadout (number of torpedoes, sonobuoys and smoke markers) for each helicopter separately. For this training course I decided to give both the Huey and the Mi-8 a generic loadout of 2 torps, 25 sonobuoys and 6 smoke markers. But you could make a hunter/killer coop for two Mi-8 with one helo carrying only sonobuoys and the other torpedoes for example.

 

What I actually meant with weapon presets is an adjustable search depth for torpedoes, to let them search above or below a thermal layer (once implemented). For depth charges this would also allow to set detonation depth.

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Nice work! Can someone make a youtube video of this mission in active and with a training.

+1

 

i think & hope the future will bring something to watch.

for me it´s easier than read so much text in english :music_whistling:

regards Ganesh

She: "Your orders from ED have reached a total amount of $871,88 and your hardware expenses are countless..."
Me: "I can´t invest my money much better until i wait for Germanys Next Top Model": The
Bo-105 PAH1A1

+ Vulkan & continuous work on multithread & VR optimization!

Asus Z490E - 10900k@5,3GHz - 64GB 3600 DDR4 - 4090FE - Reverb G2 - MFG Crosswinds +DamperMod - Selfmade TableMounts - Centered VirPil T-50 Base with 20cm Extension - TM Warthog & Hornet Grip - TM Throttle +SlewMod - Pimped MSFFB2 for Huey - JetSeat SE on a sawn out office Chair - PointCTRL

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Very impressive work. Have downloaded and look forward to giving this a try.

Hawk_5

 

Modules:

A10C, BS2, FC3, P51, CA, UH-1H, Mi-8MTV2

System:

Gigabyte GA-X79UP4 MB, intel 3930k, Coolermaster Siedon 120M liquid cooled, Corsair Vengence Red 16GB 2133Mhz, Gigabyte Geforce GTX680 2GB Super o'clk, intel 520 SSD 240GB,

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Very nice idea! I wish I could just subscribe to all posts on the forum by Mbot.

 

I have tested the mission in multiplayer with friends and we have experienced repeated disconnects and loss of syncing. I assume that this is somehow caused by the script, possible by the server being overwhelmed with script data. At least it looks like that. The exact cause is not clear to me yet though, and I also think that the amount of data being handled by the script is not extraordinary big.

I am suspecting there is a bug in the scripting engine that is only evident in larger multiplayer missions. Was your crashing any related to players switching aircraft slots?

DCS AJS37 HACKERMAN

 

There will always be bugs. If everything is a priority nothing is.

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Small update from the multiplayer front. We tried it with 4 people (host and 3 clients) with everyone setting his connection speed to LAN. This seemd to have helped, as we didn't have a single disconnect. There was still one case of desynch (the client saw ships somewhere else then everyone else) and we had the weird problem that only one player would see the Weapon Station submenu (but everyone was seeing all other submenus just fine). Also some text outputs where blinking instead of being steady, a problem not apparent when playing alone. So while there are still problems, we could play MP in principle and already had a blast sinking some subs with teamwork :)

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Holy Cow, this is amazing! :thumbup:

 

I even managed to sink a training sub in my first attempt, but I was a bit lucky (after spamming the area with Sonobuoys, I had a solid contact with the Dipping Sonar but then lost it because I flew too fast. But I was able to pick up the contact on the MAD). Now I really wish we had multicrew shared cockpits. It's quite hard to do all the stuff alone, especially in the UH-1.

 

Anyways, great scenario, well done! :)

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We had a blast with this tonight, and found our sub, but we had a similar scenario to those mentioned before in MP where at first nobody had the weapons sub menu. Later on however, it did pop up for one of us after they crashed and picked up another aircraft, and it wasn't the host. We then all tried jumping around in the slots (UH-1's) to try and get it, but that didn't have any effect.

 

We also noted another issue that we've seen before in a different mission (not sure which off the top of my head) where the entire radio menu is not available as soon as the players aircraft leaves the ground using the 'main' radio, but the 'intercom' radio menu works fine. When you land again, the main radio menu works again until you take off...

 

Gotta say again though how great this is and how far out there you must be to have dreamt up this idea, let alone script it and get it to this stage!

Intel i9-9900KF @5.2GHz

MSI Z390 Gaming Pro Carbon

32GB G.Skill Trident Z DDR3200 RAM

MSI RTX 2080 Ti Gaming X Trio

40" Panasonic TH-40DX600U @ 4K

Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive

Gametrix JetSeat with SimShaker

Windows 10 64 Bit Home Edition

 

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We made the observation that it is the client that has the first aircraft in the list that usualy has the weapon menu (but even he can loose it). This evening I will dig into the code again to try to figure this out, but I am not sure yet it is a code problem. Perhaps it is a stupid little mistake somewhere in the code, perhaps it is something else. I have already seen other weird behaviour of the scripting engine in MP...

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