Everything posted by Flyboy
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DCS Yom Kippur 2 (fictional) Event - Saturday May 3 and Saturday May 10
I will have the YK2 practice mission up and running Wed and Fri night by 2100 ET/0100 UTC. I won’t be able to get on right away (RL) but will hopefully get on at some point for both nights. The EWR, Arty Spot and CTLD should be working good so you can practice using and get used to the mission parameters, etc. I will of course mix things up for game day as far as weather, unit locations etc.
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FIF 2025: Battle Over Ypres Registration
Flyboy JG1_Flyboy JG1 Eastern (UTC-4) Your certainty of attending: Dry Run Test (Saturday, 17 May 2025) No Week A1 (Saturday, 24 May 2025) No Week A2 (Saturday, 31 May 2025) Maybe Week A3 (Saturday, 7 June 2025) Uncertain (don't have Jun work schedule yet) Week A4 (Saturday, 14 June 2025) Uncertain (don't have Jun work schedule yet)
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Vonrd's Master of Fine Arts thesis show from 1985
My wife hates to fly so never made sense to buy an airplane (plus I’m not a mechanic to do my own maintenance). Flight sim is the compromise and it’s a lot cheaper and safer!
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Vonrd's Master of Fine Arts thesis show from 1985
That’s some great work! Is a lot of that with glass? What came first the artist or aircraft mechanic? Or were you doing both at same time?
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DCS Yom Kippur 2 (fictional) Event - Saturday May 3 and Saturday May 10
I think I have my new EWR/GCI script working well and plan to test tonight. You can now custom tailor the message and update intervals in the F10 menu. The information comes from a realistic capability of radar, which means it can't see through mountains and has altitude and distance limitations. This will be more realistic and also provide opportunities to take out these radar units (which will appear on your RWR, usually by a S symbol for Blue and by the ground radar light for Red on some airplanes) which will limit the info the enemy will receive through this script. One limitation to be aware of is that the settings and info will apply to the entire Group or airplanes. I will update the map so each player's airplane is a group of one, but other maps (like Multi Training) may still have multiple airplanes (max of 4) in a group. Eventually I will get this updated as well. Below is an outline of what each player will see in the F10 menu for the EWRS script. This layout assumes that the defaults are in place (for example, with the “Always” message duration and update interval set to 10 seconds by default): • EWR/GCI (root menu) ◦ Request Bogey Dope ◦ Request Picture ◦ Request Nearest Friendlies • Automatic Threat Messages (submenu) – Off – All (No Filter) – 10 NM – 20 NM – 50 NM • Display Count (i.e. how many aircraft threats will appear in the message) – 1 – 2 – 3 – 4 – 5 • Measurement Units – Imperial (ft, knts) – Metric (m, km/h) • Message Duration (how long the message will show before disappearing) – 10 sec – 15 sec – 20 sec – 30 sec – Always (which sets the display time to a high value so the message never disappears) • Update Interval (how often the information is updated. This will also cause message to reappear if you set the duration short) – 10 sec – 15 sec – 20 sec – 30 sec Each submenu command lets the player tailor how many targets appear, how long the report remains on screen, and how often the data is refreshed.
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DCS Yom Kippur 2 (fictional) Event - Saturday May 3 and Saturday May 10
Here is the mission aircraft set, which I have also added to the above mission brief. Note that this is 1975 and the air to air weapons are in this era which means IR missiles are rear aspect only. Red best air to air weapons are R-60 and R3S, whereas Blue gets 9P and 7E2. No laser air to ground weapons. Aircraft and Helos available: RED Mig-21 Mig-19 Mig-15 L-39ZA Mirage F1BE Mirage F1CE Su-25 Su-25T (limited) Mi-8 UH-1H (limited) BLUE A-10A A-4E F-4E F-5 F-86 CH-47F UH-1H OH-58D(R) SA342L
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DCS Yom Kippur 2 (fictional) Event - Saturday May 3 and Saturday May 10
I can add it here later, but it is listed on the signup sheet for each side. You have to slide it over to see the columns to the right. https://docs.google.com/spreadsheets/d/1IG9frFTQ2DywOwtjc6Hy3Y2yFXTLey_R00vCaIevrNw/edit?gid=530948573#gid=530948573
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DCS Yom Kippur 2 (fictional) Event - Saturday May 3 and Saturday May 10
We are inviting the public to join us for a second special DCS event on the Sinai map. Mission involves both airplanes and helicopters and is based on a fictionalized 1975 Yom Kippur scenario and is a competitive, score based battle (first team to 100 points wins). We did this scenario on March 15 and by popular request we will host two more events in May. Events will start on: Saturday, May 3 1100-1400 EST (US)/1500-1800 UTC Saturday, May 10 1300-1600 EST (US)/1700-2000 UTC with team prebrief 30 min prior. Signup here: https://docs.google.com/spreadsheets/d/1IG9frFTQ2DywOwtjc6Hy3Y2yFXTLey_R00vCaIevrNw/edit?gid=530948573#gid=530948573 We will be using our ACME (Air Combat Mulitplayer Event) Discord channel: https://discord.com/events/974095923196088340/1342722141807968427 We will have the map up for people to try at various times/dates TBD Aircraft and Helos available: RED Mig-21 Mig-19 Mig-15 L-39ZA Mirage F1BE Mirage F1CE Su-25 Su-25T (limited) Mi-8 UH-1H (limited) BLUE A-10A A-4E F-4E F-5 F-86 CH-47F UH-1H OH-58D(R) SA342L Some changes for this mission that differ from the last event in March: - No external views or seeing yourself on the map. You must use navaids and/or visual references. I have place portable TACANs and NDB stations around the map to help. - No AWACS or JTAC positions. Commanders will have password protected TacCommander slot which he or designee can use for battlefield planning. - Arty Spotter script is working. Only one person for each side can use at one time - EWR/GCI Script: You can now have bogey dope and friendly aircraft messages base on real radar capabilities (terrain and distance will matter now). You can tailor user preferences in the F10 menu. Mission Info Blue Commander: TBD Red Commander: TBD This is a complicated mission and there is a lot going on with many possible ways to gain (or lose) points. It is strongly recommended that you review the attached mission briefing. In general, the mission starts with an uneasy peace. You can do recon flights and shoot down enemy planes, but attacking ground targets or crossing the no fly line will result in loss of points. After the war starts, specified ground targets, special ops and other missions completed will earn your team points. First team to 100 points wins the match. If no team reaches 100 points at the end of the time limit, the team with the most points will win. From the Briefing: For more info on JG-1: https://jg1.org https://forum.jg1.org or join us at our Discord channel Yom Kippur II by JG1_Flyboy FIRST COALITION TO REACH 100 POINTS WINS == Situation == 1000, 12 Oct 1975 It’s been two years since the Yom Kippur War of 1973 and there is currently an uneasy cease fire. The two sides are currently in negotiations, but tensions are high and it is doubtful the peace will hold. War could easily be set off by any wrong moves, such as destruction of enemy ground forces or crossing the “buffer zone” line. “Accidental” shoot downs of opposing aircraft within the buffer zone, however, could very well happen without consequences so keep vigilant while flying within this zone during the peace negotiations. It is thought that Egypt has plans to cross the Suez Canal like they did in 1973, but Israel is better prepared. Armored forces have dug in across the Sinai Peninsula, but are being threatened by Egyptian armor and there are rumored Syrian forces working with the Egyptians. Both sides have deployed SAM sites and artillery batteries across the frontline. Both sides need to have these forces neutralized. Enemy CAP and Recon flights can be expected to be flying along the frontlines. Airbases have limited aircraft and weapons slots. The bases and FARPs closer to the front are extremely limited, and when those aircraft and supplies are gone you will have to start at positions further away. This is a score based system. The first side to reach 100 points will win the war. - At the beginning, each side is awarded 20 “goodwill” points. However, during negotiations any violation of the peace by destroying enemy ground targets or crossing the extended buffer zone will result in a loss of 20 points for your side (aircraft “accidental” or otherwise losses are fair game and aren’t penalized). A designated mission commander can voluntarily “Declare War” on the F10 menu at a cost of only 10 points (which could work into that side’s strategic style of play and is an option). Be alert and use caution for the opposing side trying to lure you across the line. >>>>>IMPORTANT<<<<< IT IS NOT A GAME PLAY VIOLATION TO VIOLATE THE PEACE., and it may be a strategic play to do a sneak attack and accept the loss of the 20 points (or only 10 points if war is declared by commander before violation). This is totally up to you and your team. - You can check the status of the war or any available special missions using radio F10 menu. The resulting message will be displayed to all coalition members. - Before war is declared, each side can still earn points without violating the peace by successfully doing recons of the front lines. - Once the war starts and becomes hot, points can be earned by destroying enemy forward bases, artillery sites, forward tank units, etc. There are additional targets and missions listed in the individual Red/Blue briefings. - Generally, the larger the target destroyed, the more points earned. Some targets, such as SAM sites, defense or tank groups, can earn 5 points for bringing them to half strength and another 5 points for complete destruction. - Recon aircraft flights MUST TAKE A SPECIFIED RECON PLANE (survey objectives listed in Red/Blue briefing). Fly close enough to the site to achieve both a map marker and smoke for that area surveyed. You must successfully land and park at your ORIGINAL ramp to earn the points. Smoke is limited in time but the map marker will stay on the map for the duration of play. - Special Ops missions. There are a few special ops missions available, some are listed in the Red/Blue briefings but others may happen during the course of the event (watch for message pop ups and/or check the radio F10 menu). YOU MUST USE THE DESIGNATED/NAMED SPEC OPS AIRCRAFT and pay attention to the briefings on how to achieve the objective and where to land and finish the mission to achieve the points. Additional aircraft may be helpful in a supporting role. == Objectives == During Peace Negotiations: 1. Prepare for possible war by equipping your aircraft, coming up with tactical plans, reposition aircraft, etc. 2. Use Recon aircraft to survey enemy units along the front and return successfully to gain points. It is highly recommended to have escorts to discourage any aggression by the opposing forces. 3. Patrol the front and shoot down enemy aircraft (especially recon airplanes). Try to draw enemy across the peace boundary so they lose 20 points. When War Breaks Out 1. Destroy enemy SAM sites: Your task is to neutralize enemy SAM sites strategically located within the operational area. These sites are vital to suppress in order to protect our friendly aircraft and enable effective close air support. 2. Eliminate enemy artillery batteries: Engage and eliminate enemy positions that are bombarding our friendly tank forces along the Suez Canal. These batteries are inflicting heavy casualties and impeding our progress. Your accurate target acquisition and destruction are essential to minimize collateral damage. 3. Disable early warning radar systems (AWACS aircraft): Neutralize enemy early warning radar systems, which provide critical intelligence to their air defense network. By disrupting their radar capabilities, we gain a tactical advantage, allowing our aircraft to maneuver more effectively and engage enemy targets. 4. Provide CAS: Our armor forces are engaging enemy tanks across the Suez Canal and are requesting air support. Our forces are running low on supplies and will not be able to maintain much longer. 5. Conduct air patrols: Enemy aircraft have been spotted across the front line. These aircraft have hampered our ability to conduct ground strikes and must be taken out. 6. Take out designated strategic targets such as weapons factories, supply warehouses and resupply ships. 7. Use CTLD to bring troops and/or other equipment to where they can effectively destroy enemy targets (which will earn points when targets are destroyed). 8. Use Arty Spotting (see below) to call in artillery to destroy targets for points. First coalition to reach 100 pts wins. NOTE: CTLD, CSAR and Arty Spotter scripts are implemented. If war is declared, you can transport troops, armor, etc. behind enemy lines to destroy designated targets for points. Offloaded troops can be controlled from the Tactical Commander slot. ARTY SPOTTER. One person on each side can use at a time. You must place an empty map marker on the F10 map, which will unlock F10 other Arty menu options. Anyone from your coalition can later remove the map marker and open the slot for another player's use. RED Task Use the Radio F10 Command for current War/Peace status and additional missions available. Pic 1: Blue Munitions Factory. Destroy factories, warehouses, supply tanks. Pic 2: Blue Munitions Supply Ship. Destroy this ship Pic 3: Port Said. Destroy the supply ships. Pic 4: Destroy the cargo supply ships. Pic 5/6: Spy Rescue DO NOT ACCIDENTALLY VIOLATE THE PEACE DURING NEGOTIATIONS UNLESS AUTHORIZED BY COMMANDER!! >>>>>IMPORTANT<<<<< IT IS NOT A GAME PLAY VIOLATION TO VIOLATE THE PEACE., and it may be a strategic play to do a sneak attack and accept the loss of the 20 points (or only 10 points if war is declared by commander before violation). This is totally up to you and your team. - Violation by crossing the extended buffer zone East of the front line (Red X’s), or attacking any enemy ground targets will result in the loss of 20 points and immediate declaration of war. - Shoot downs of aircraft inside the neutral zone does not result in penalties. Be careful not to accidentally cross the boundary, however. - Designated Red Commander may declare war using radio F10 menu for loss of only 10 points. - At some point the peace negotiations will probably fail. At that time war is declared and both sides are authorized to engage any hostile ground or air targets. - Use the radio F10 menu anytime during game to check peace/war status and other available missions. The response message will be visible to all coalition members. GROUND TARGETS - Generally the bigger the object, the more points earned. Targets can be 20, 10, 5 or 1 pts. - Structures from 1-10 points. - Ships can be up to 5-10 pts - Artillery, Tank, Defensive or SAM groups are 5 points if taken down to half strength, and an additional 5 points if totally destroyed. AIR TARGETS - A Blue C-130 cargo plane is flying supply missions. Find and shoot it down for 5 points. - A UH1H Helo is doing supply runs near the front. Find and shoot it down for 3 points. RECON MISSIONS - MUST TAKE A RECON AIRPLANE. - YOU MUST RETURN TO YOUR ORIGINAL RAMP LOCATION TO GET THE POINTS. Remember your starting location. Most locations should have a flag and other buildings/equipment nearby to help with location. - Recon targets will be marked with smoke and a map marker when you fly over, but you must return to your original parking ramp to receive the points. The smoke is limited in duration but the map marker will remain. - Front line targets include Arty, Tank and Blue North and South forward bases. These are worth 2 points each if you successfully recon and return to your ramp of origin. - There is a Tank Convoy thought to be traveling towards the frontline. If you find it and return to your ramp it is worth 5 points. - Find the Comm Center located somewhere in the circle on the map. Successful recon and return earns 10 points. After discovering location, you can task additional aircraft to destroy structures for points. SPECIAL OPS MISSIONS Spy Pickup at Ovda airport (see pics 4-5) Take the L-39 Spec Ops airplane from Wadi to Ovda to pick up our spy that has been gathering intel about the Blue Munitions Factory. You must successfully land and park in the designated spot until the spy is onboard, then fly back to your base and park at your original ramp at Wadi to get 30 points. Our spy has arranged for fuel near his extraction point but watch out for airport security so you won’t have a lot of time to linger. There is also an Israeli QRF helo located a few miles north of the airport so use caution if it gets alerted. +30 points for success. Other Spec Ops missions may occur during the event so listen and watch for them in messages. Pay particular attention to instructions on which aircraft/helo to use and the takeoff/landing locations. Use the radio F10 menu to check status on available missions. NDB Frequencies and TACAN Frequencies: Look on the F10 map for the boxes with the frequencies (you may have to zoom out to find them). BLUE Task Use the Radio F10 Command for current War/Peace status and additional missions available. Pic 1: Red Munitions Factory. Destroy factories, warehouses, supply tanks and the supply ship. Pic 2: Port Suez. Destroy the ships. Pic 3: Red Naval Convoy. Destroy the cargo supply ships. Pic 4/5: Prison and Rescue landing location. DO NOT ACCIDENTALLY VIOLATE THE PEACE DURING NEGOTIATIONS UNLESS AUTHORIZED BY COMMANDER!! >>>>>IMPORTANT<<<<< IT IS NOT A GAME PLAY VIOLATION TO VIOLATE THE PEACE, and it may be a strategic play to do a sneak attack and accept the loss of the 20 points (or only 10 points if war is declared by commander before violation). This is totally up to you and your team. - Violation by crossing the extended buffer zone West of the front line (Blue X’s), or attacking any enemy ground targets will result in the loss of 20 points and immediate declaration of war. - Shoot downs of aircraft inside the neutral zone does not result in penalties. Be careful not to accidentally cross the boundary, however. - Designated Blue Commander may declare war using radio F10 menu for loss of only 10 points. - At some point the peace negotiations will probably fail. At that time war is declared and both sides are authorized to engage any hostile ground or air targets. - Use the radio F10 menu anytime during game to check peace/war status and other available missions. The response message will be visible to all coalition members. GROUND TARGETS - Generally the bigger the object, the more points earned. Targets can be 20, 10, 5 or 1 pts. - Structures from 1-10 points. - Ships can be up to 5-10 pts - Artillery, Tank, Defensive or SAM groups are 5 points if taken down to half strength, and an additional 5 points if totally destroyed. AIR TARGETS - A Red AN-26 cargo plane is flying supply missions. Find and shoot it down for 5 points. - An Mi-8 Helo is doing supply runs near the front. Find and shoot it down for 3 points. RECON MISSIONS - MUST TAKE A RECON AIRPLANE. - YOU MUST RETURN TO YOUR ORIGINAL RAMP LOCATION TO GET THE POINTS. Remember your starting location! Most locations should have a flag and other buildings/equipment nearby to help with location. - Recon targets will be marked with smoke and a map marker when you fly over, but you must return to your original parking ramp to receive the points. The smoke is limited in duration but the map marker will remain. - Front line targets include Arty, Tank and Red North and South forward bases. These are worth 2 points each if you successfully recon and return to your ramp of origin. - There is a Tank Convoy thought to be traveling towards the front line. If you find it and return to your ramp it is worth 5 points. Once located, this convoy can be attacked for points. - Find the Chemical Weapons Facility located somewhere in the circle on the map. Successful recon and return earns 10 points. Once located, this location can be attacked for points. Priorities include large factories and transport ships. SPECIAL OPS MISSIONS Prisoner Rescue (see pics 4-5) There is a high value person we must rescue. Our spec ops infiltrators have setup plans for rescue and awaiting your arrival to implement his breakout. - take a Spec Ops airplane or helo and go get him. - When you are about 10 miles out he will be alerted and make his break. - Land at the prisoner extraction point (pic 5) - Taxi near his location and come to a full stop to get him onboard. - Use caution as he will probably be pursued. - You must return him to Baluza and the parking ramp near the flag pole to earn 20 points. Other Spec Ops missions may occur during the event so listen and watch for them in messages. Pay particular attention to instructions on which aircraft/helo to use and the takeoff/landing locations. Use the radio F10 menu to check status on available missions. NDB Frequencies and TACAN Frequencies: Look on the F10 map for the boxes with the frequencies (you may have to zoom out to find them).
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Dayton Air Show Jun 21, 2025
No it’s this one 155 Holiday Dr, Wilmington, OH 45177 There is also a Hampton right next to it that is nice also.
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Dayton Air Show Jun 21, 2025
I’ve been asked about hotel recommendations. Hawg says he’s planning stay at the Holiday Inn Wilmington (near my home) but it’s about 40 min from the airshow/museum. Advantage is we are close together and can carpool but it’s up to you guys if you’d rather stay in Dayton near the museum. There’s been some talk about others coming but not sure. I had offered to pick ppl up at airport if needed and if anyone does take me up on that then the hotel near my house is more convenient and better for car pooling, etc.
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Yom Kippur Arty
On a lighter note I was thinking of using the script to make a “ Battleship” game. I can put a big sinkable ship in a defined area for each player with map options off and each player gets a turn with the artillery 🤣
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Yom Kippur Arty
This is a "fake" artillery script so there are no real artillery units involved at this time. My original script was going to use real units but it was having problems so I turned back to this option for now while I'm getting used to using Hal (yes I think that's an appropriate name ). The artillery TNT for shell is set for 20, which seemed to be a fairly typical number. I can change the number of rounds per fire for effect to 30 no problem. I also included in player options to choose from 25, 50 (default), 75 and 100 meter impact radius. There was also a problem where changing distance/direction for subsequent fire was based on map marker vs last impact area. This has been corrected. The other issue is using blank map markers. I put an option in the script options to be able to change this to a named marker, such as "arty." I left it as a blank marker for now, but the only problem with this is if someone puts a marker on the map and names it, the marker is still being considered "used" by the script. Not a way to get around this except to 1) change the script so you have to name the marker (e.g. "arty") or 2) If as a player you want to name a marker (such as for navigation in F-4), you need to first create a "throw away" marker somewhere then name all your markers you want and go back to delete the throwaway marker. This will then release the marker to the arty script for someone to use. I'm trying to balance the use of artillery. I want it to be useful but not too useful or powerful (which is one reason I limit it to only one player per side). That's why play testing this I'm hoping to come up with a balance. Without external views if definitely makes it more tricky. Patriot and I were testing it where I was in OV-10 circling target and giving distance/direction changes for Patriot controlling the artillery which worked fairly well. Also, @Vonrd I realized after you left why you couldn't get a lock on the Hawk site in the Su-25T. I had to go back and put all the units on Weapons Free and alarm state Red. Now all the radar units along with every other unit is active and at high state of alert.
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DCS JTAC and Tac Commander postions see too much!
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.
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DCS JTAC and Tac Commander postions see too much!
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?
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DCS JTAC and Tac Commander postions see too much!
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.
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DCS JTAC and Tac Commander postions see too much!
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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Using AI to build scripts
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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Using AI to build scripts
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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Using AI to build scripts
Unfortunately it can’t read my direct miz file but it can certainly lua script
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Dayton Air Show Jun 21, 2025
Not sure but they are certainly welcome!
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Using AI to build scripts
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
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
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Bloody April event time
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
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.
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DCS Yom Kippur 2 (fictional) Event - Saturday March 15
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)