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Everything posted by Flyboy
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DCS JTAC and Tac Commander postions see too much!
Flyboy replied to Flyboy's topic in DCS Mission Builders
Yes this is what I've found in my research, but in practicality we are suspect of this. Like I said, we tested this and were far away from any ground units and deep in a canyon yet JTAC was still able to see the airplane. No AWACS on the map and only some EWR, SAM search radar and other units that were far away. It seems they can "see" through mountains! Anyway, I plan to do more testing on this and will let everyone know. It's not perhaps simulated in DCS, but that is what my EWR/GCI script does. It uses only units known to be radar units and/or units named EWR or AWACS and gives a more realistic picture based on max ranges, terrain, etc. We have tested this and it seems to work like it's supposed to. With my EWR/GCI script - depending on the placements of my radar units, choppers can indeed hide better by hugging the ground, using trees or terrain to block line of sight, etc. I've taken the AWACS off of my Yom Kippur 2 map. I am trying to balance between too much information, realism and creating more "fog of war." Believe it or not there are some people out there who enjoy this rather than fly. I've been able to do this before when I'm away from home in a hotel and can't fly with everyone. It also frees up a limited slot in the mission map as LotATC externally connects to the game. I like to be as real as possible but keeping it fun (which is why I fly DCS and not War Thunder!). A true mil sim, however, would involve proper checklists, ATC and flight communications using radio only (no Discord), proper intel and flight briefings (which can be hours) and proper discipline amongst flights and across the theater. Having done this professionally I (and most others) really don't have the time or inclination to go that far. We want the realism but keep it fun and maximize our limited play time. Thank you for the thoughtful and detailed response! I'm still new to putting these things together and want to take everyone's input to help make balanced, fair and fun events. -
DCS JTAC and Tac Commander postions see too much!
Flyboy replied to Flyboy's topic in DCS Mission Builders
I have it and have played with it but wouldn’t say I’m competent. It’s definitely more realistic and the other advantage to it is it doesn’t take up a limited pilot slot as it accesses the mission externally. Maybe we can play with it some more for future missions? -
DCS JTAC and Tac Commander postions see too much!
Flyboy replied to Flyboy's topic in DCS Mission Builders
Correction: The EWR/GCI script WILL allow you to see threats further than 50 nm, but you are limited to 5 total messages. You can adjust the total number of messages you want to see (1-5 option), reduce the distances you want to see out (10, 20 or 50 miles out) and whether to get automatic messages or request manually through F10 menu (friendly report is only through menu). The messages always order the threats (or friendlies) based on distance to player starting with nearest at the top. The idea for ground based JTAC controller (which would have to be in a grounded aircraft) would be to have ability to get many more messages but it would be in raw message format (with the data only coming through radar units). I could put more than one of these around the map so it would help limit and filter the messages, but it would still be a bit cumbersome and more difficult to use since you would have to extrapolate the data from your position to a place on the map (you can see the messages while in the map which helps). It doesn't really give the ability of these JTAC controllers to give timely bogey dopes, but the player can do that themself via the EWR/GCI script. What it would be useful for is to get general idea where the enemy are and direct units from further away into that area to intercept. -
As some of you know, I have recently been working with ChatGTP AI to help me build scripts for mission building. It has been very exciting and I’m already thinking of so many possibilities for future mission. So far the good news is that I seem to have a workable ArtySpotter script that works for both side (I limit it to only one player at a time for each side) and an EWR/GCI script that gives either on demand or automatic threat/friendly information base only on ground or AWACS radar. @Patriot and I tested both last night and they seem to be working well. So here’s the bad news. Due to DCS game mechanics and limitations, the JTAC and Tac Commander positions will see at least everything any friendly unit can see base not just on radar but optical, infrared, etc. I suspect it sees more than that because even though we flew low down in valleys away from any units at all, JTAC from the opposite side could still see. Helicopters did a little better, but as soon as it came into sight of any enemy ground troops it became visible. This is disappointing because I’d really like to keep some semblance of “fog of war” that keeps people guessing and makes it more realistic for helicopters and low flying airplanes using terrain masking to be able to surprise their opponents. So I am faced with a few choices and would value your input: 1. Leave it the way it is - having one JTAC and one Tac Commander position available for both sides (while also utilizing the EWR/GCI script for individual players) 2. Eliminate the JTAC position and only allow Tac Commander which (as before) is password protected to the commander of that side. The commander can choose to share this password but the position is meant for the commander to be able to get battlefield view. It is also necessary for combined arms. 3. I can eliminate both JTAC and Tac Commander but then no more combined arms 4. I can create special JTAC script that can see much more of the battlefield (more than the 50 nm miles around them available to individual players through the EWR/GCI script), but the only way to do this is to create a special JTAC (disabled?) airplane they can jump into, and they would only be able to see messages giving type, bearing, distance and altitudes. They wouldn’t see the contacts on the map but would have to calculate the relative position to themselves and extrapolate to map. This would allow for tactical movements of flights to the general area where the flights could then pick them up on their script messages, but it really wouldn’t allow for these (JTAC) positions to give any time sensitive bogey dopes.
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Try using the o3-mini-high as it seems to be the best for coding. You also have to ask the right questions including things like “If the player sees or does this what will happen” type questions.
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Been getting better and now have two successful scripts (running on my server now). I've found that when troubleshooting it is best to give the AI the dcs.log, and one time I got a crash with msg onscreen that I took a picture of and sent it and the AI could read and use that too! Here's an interesting idea for a script I may work on next. Giving a commander (in an airplane like what I've done in YK2 to voluntarily declare war) the ability through the F10 menu, to choose and control certain units to be activated. My specific idea for now is to put say 10 different EWR radar sites on the map but the commander can only activate 5 at one time. It would definitely provide some strategic thinking and the opposite side wouldn't necessarily know which ones were active and to try to destroy.
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Unfortunately it can’t read my direct miz file but it can certainly lua script
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Not sure but they are certainly welcome!
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I came across this video recently about using AI to build scripts. I am not a programmer and know very little about scripting (just enough to use already made ones in my missions) so I was excited about the possibilities and started to dive right in by trying to create an ArtySpotter script that could be used by both red and blue teams in MP at the same time. Well, after two days of frustration I finally got it, though a much simpler version than I'd originally started out to do. Here is some of the lessons I learned: 1. Learn to ask the right questions! Keep it simple, direct but accurate. 2. Ask operational questions to see if the script will do what you think it will do. For instance I would ask, "If I as a red player puts a map marker on the map will I get a message?" "What message will be displayed." "Can a single red player and single blue player use artillery at the same time?" I would ask countless questions like this and often the AI answer wouldn't be what I wanted but many times the AI would make suggestions and all I would have to do is say "yes make these changes" 3. Even if you think it's right, TEST. I found in this case it wouldn't work in SP and had to put it up on the server to test. If I got an error I could even take a picture of the error on the screen and download it to the AI and it could figure it out. The AI could even add debugging lines to help figure out problems. You can also upload to the AI the dcs log files for it to analyze. 4. Try to keep it simple (at least for first run). Get the basics working the way you want and tested before trying to add additional features. What threw me off is I was asking for too much at the beginning and made it much too complicated. Yes I'd like to do actual ballistics based on real artillery on the map but I had to scale back for this one to get something working. Hoping to add more complicated features later.
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DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
I am working on the next Yom Kippur 2 event and hoping to be able to host either the first or second Saturday of May. Be prepared for different weather and conditions, including no external views or seeing yourself on the F10 map. There will be enough visibility to fly by ground navigation but I have also put TACAN stations on both Red and Blue sides. We will also have no AWACS and use ground based radar only, which means JTAC won't be able to see everything on the map. The other good news is that I think I have the ArtySpotter problem fixed. It took me a couple days figuring out how to do this with the help of ChatGPT AI but it seems to work. It is available on my Multi Training practice map now if you want to try. It now works simultaneously for both Red and Blue sides, but only one player on each side can control at one time. The previous map marker must be deleted by that coalition before another player can use artillery. This will be tricky without external views so suggest you practice this. I've attached a player's user guide for the artillery. DCS MULTIPLAYER ARTILLERY SPOTTER GUIDE.pdf -
I probably won't be able to participate in April because my parents will be out to visit last half.
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DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
Thanks everyone for the great time! By request I will try to do the fixes we talked about and plan another event with the same map in maybe a few weeks. If you have anymore ideas or input certainly let me know. -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
METAR HECA 120800Z AUTO 30006KT 2.5SM BLSA SCT/BKN 17/18 BKN 24/27 FEW 40 20/12 A2992 Translation: Current weather at Cairo Intl, 12 Oct 1975 at 0800Z (0600 local time), winds 300 at 6 kts (3 m/s), 2.5 nm (4,000 meters) visibility with blowing sand. Scattered/broken clouds between 17,000 and 18,000 ft (5,000-5,500 meters), broken clouds between 24,000 and 27,000 ft (7,300-8,200 meters) and few clouds at 40,000 ft (12,000 meters). Temp 20 C, Dew point 12 C, Altimeter 29.92 (1013 HPA) -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
Yes those plus command post, ammo and fuel tanks at FARP etc. There are also structures as you say at the munitions and comms center -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
The map has both Egyptian and Israeli flags at the bases. You will only see generic flags unless you unzip and place this entire folder into your Saved Games/DCS/Liveries folder. FlagPole.zip -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
MISSION NOTES FOR ACTUAL EVENT - For actual mission day, expect the weather, time of day (yes day, not night!) and other conditions to be a little different than the clear skies for the practice map. Tanks and other units may or may not be in different places than from practice. Time events of special missions will likely be different also. - The ship convoys (Red in south traveling north and Blue in North traveling south) are only escorted by one naval vessel. Points are only awarded for destruction of the cargo ships. - Once the war starts, the AI tanks will attempt to destroy each other which could result in points awarded, so you may want to destroy them as quickly as possible. For practice maps the tanks were "invisible" to other AI which is why they didn't fire at each other. - The Red and Blue tank convoys can both be reconned and destroyed for points. Be aware: once they reach the front lines they will open fire on enemy units across the canal. - Combined Arms is allowed and controlled by Tac Commander (password protected and given to commander of each side). You may move and/or control CTLD or other units on the ground to position them to destroy enemy ground units for points. Good Luck! -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
I've been asked about CTLD compatibilities so here is some general information about what the helos can carry. Note: there are no manpads available however there are tracked IR missiles on the map (such as SA-9). CSAR is available but no point or other value to this mission/event. Only the Mi-8 and CH-47 can carry things like the large combined squad. Though it says JTAC can lase, there are no laser guided weapons available so think of them as an advance scout. -- ************** WEIGHT CALCULATIONS FOR INFANTRY GROUPS ****************** -- Infantry groups weight is calculated based on the soldiers' roles, and the weight of their kit -- Every soldier weights between 90% and 120% of ctld.SOLDIER_WEIGHT, and they all carry a backpack and their helmet (ctld.KIT_WEIGHT) -- Standard grunts have a rifle and ammo (ctld.RIFLE_WEIGHT) -- Anti-tank soldiers have a RPG and a rocket (ctld.RPG_WEIGHT) -- Machine gunners have the squad MG and 200 bullets (ctld.MG_WEIGHT) -- JTAC have the laser sight, radio and binoculars (ctld.JTAC_WEIGHT) -- Mortar servants carry their tube and a few rounds (ctld.MORTAR_WEIGHT) ctld.SOLDIER_WEIGHT = 80 -- kg, will be randomized between 90% and 120% ctld.KIT_WEIGHT = 20 -- kg ctld.RIFLE_WEIGHT = 5 -- kg ctld.MANPAD_WEIGHT = 18 -- kg ctld.RPG_WEIGHT = 7.6 -- kg ctld.MG_WEIGHT = 10 -- kg ctld.MORTAR_WEIGHT = 26 -- kg ctld.JTAC_WEIGHT = 15 -- kg -- ************** INFANTRY GROUPS FOR PICKUP ****************** -- Unit Types -- inf is normal infantry -- mg is M249 -- at is RPG-16 -- mortar is a 2B11 mortar unit -- jtac is a JTAC soldier, which will use JTACAutoLase -- You must add a name to the group for it to work -- You can also add an optional coalition side to limit the group to one side -- for the side - 2 is BLUE and 1 is RED "REDFOR - Squad", inf = 8, at = 2, side = 1 }, "REDFOR - Large Combined Squad", inf = 16, at = 8, mortar = 5, jtac = 1, side = 1 }, "REDFOR - Fireteam", inf = 4, side = 1 }, "REDFOR - RPG", inf = 6, at = 4, side = 1 }, "REDFOR - Mortar", inf = 8, mortar = 2, side = 1 }, "REDFOR - JTAC Group", inf = 4, jtac = 1, side = 1 }, -- will make a loadable group with 4 infantry and a JTAC soldier for both coalitions "REDFOR - JTAC", jtac = 1, side = 1 }, -- will make a loadable group with a single JTAC soldier for both coalitions "BLUFOR - Squad", inf = 8, mg = 2, side = 2 }, "BLUFOR - Large Combined Squad", inf = 10, mg = 6, at = 8, mortar = 5, jtac = 1, side = 2 }, "BLUFOR - Fireteam", inf = 4, side = 2 }, "BLUFOR - RPG", inf = 8, at = 2, side = 2 }, "BLUFOR - Mortar", inf = 7, mg = 1, mortar = 2, side = 2 }, "BLUFOR - JTAC Group", inf = 4, jtac = 1, side = 2 }, -- will make a loadable group with 4 infantry and a JTAC soldier for both coalitions "BLUFOR - JTAC", jtac = 1, side = 2 }, -- will make a loadable group witha single JTAC soldier for both coalitions ctld.maxExtractDistance = 125 -- max distance from vehicle to troops to allow a group extraction ctld.maximumDistanceLogistic = 2000 -- max distance from vehicle to logistics to allow a loading or spawning operation ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy ctld.maximumMoveDistance = 50 -- max distance for troops to move from drop point if no enemy is nearby ctld.minimumDeployDistance = 2500 -- minimum distance from a friendly pickup zone where you can deploy a crate Spawnable Crates --crates you can spawn -- weight in KG -- Desc is the description on the F10 MENU -- unit is the model name of the unit to spawn -- crates Required - if set requires that many crates of the same type within 100m of each other in order build the unit -- side is optional but 2 is BLUE and 1 is RED -- don’t use that option with the HAWK Crates { weight = 500, desc = "HMMWV - TOW", unit = "M1045 HMMWV TOW", side = 2 }, { weight = 505, desc = "HMMWV - MG", unit = "M1043 HMMWV Armament", side = 2 }, { weight = 510, desc = "BTR-D", unit = "BTR_D", side = 1 }, { weight = 515, desc = "BRDM-2", unit = "BRDM-2", side = 1 }, { weight = 520, desc = "HMMWV - JTAC", unit = "Hummer", side = 2, }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled { weight = 525, desc = "SKP-11 - JTAC", unit = "SKP-11", side = 1, }, -- used as jtac and unarmed, not on the crate list if JTAC is disabled { weight = 100, desc = "2B11 Mortar", unit = "2B11 mortar" }, { weight = 250, desc = "SPH 2S19 Msta", unit = "SAU Msta", side = 1, cratesRequired = 3 }, { weight = 255, desc = "M-109", unit = "M-109", side = 2, cratesRequired = 3 }, { weight = 252, desc = "Ural-375 Ammo Truck", unit = "Ural-375", side = 1, cratesRequired = 2 }, { weight = 253, desc = "M-818 Ammo Truck", unit = "M 818", side = 2, cratesRequired = 2 }, { weight = 800, desc = "FOB Crate - Small", unit = "FOB-SMALL" }, -- Builds a FOB! - requires 3 * ["AA mid range"] = { -- HAWK System { weight = 540, desc = "HAWK Launcher", unit = "Hawk ln", side = 2}, { weight = 545, desc = "HAWK Search Radar", unit = "Hawk sr", side = 2 }, { weight = 546, desc = "HAWK Track Radar", unit = "Hawk tr", side = 2 }, { weight = 547, desc = "HAWK PCP", unit = "Hawk pcp" , side = 2 }, -- Remove this if on 1.2 { weight = 548, desc = "HAWK CWAR", unit = "Hawk cwar" , side = 2 }, -- Remove this if on 2.5 { weight = 549, desc = "HAWK Repair", unit = "HAWK Repair" , side = 2 }, -- KUB SA-6 SYSTEM { weight = 560, desc = "SA-6 KUB Launcher", unit = "Kub 2P25 ln", side = 1}, { weight = 565, desc = "SA-6 KUB Radar", unit = "Kub 1S91 str", side = 1 }, { weight = 570, desc = "SA-6 KUB Repair", unit = "KUB Repair", side = 1}, ctld.minimumHoverHeight = 7.5 -- Lowest allowable height for crate hover ctld.maximumHoverHeight = 12.0 -- Highest allowable height for crate hover ctld.maxDistanceFromCrate = 5.5 -- Maximum distance from from crate for hover ctld.hoverTime = 5 -- Time to hold hover above a crate for loading in seconds -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
Check the discord group I created -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
I won’t be home until tomorrow and will try to put up a list of troops/cargo available. The Crows have been very into studying everything and I met with him and Happy several days back to run through the mission. I think Kermit would help and/or take command if you contact him as he has several ideas. -
DCS Yom Kippur 2 (fictional) Event - Saturday March 15
Flyboy replied to Flyboy's topic in Public Discussion
Due to technical difficulties with the ArtySpotter script we had to remove it for this event. -
If you watch our Discord channel feel free to pop in and fly with us. Other individuals and groups do this often.
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You are welcome to join our public March 15 event and fly Mig-21. For more info:
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I love the F-4E as well. We are doing a special event on March 15 where you can fly that F-4 and is open to everyone. Practice/testing/map familiarization will also be this Friday and Saturday. For more info:
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Was actually referring to the newspaper. Who actually reads physical papers vs e-readers/electronic/internet anymore? Our company has been notoriously slow for any changes and we finally were forced to go to iPads a few years ago because for one thing Jeppesen wasn’t going to support the paper charts anymore. The QRH (Quick Reaction Handbook) is both paper (plastic covered) and iPad.
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Must be outdated checklist. Who carries a paper anymore when everything’s electronic?
