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License: The Unlicense
Training Mission used by the 132nd Virtual Wing flying DCS World
License: The Unlicense
Should we maybe decrease the units count per spawn to one ?
They would be easier to control (move one tank here, one tank there).
Also, it seems that only the first unit of the group is directly controllable by CA.
As it could become cumbersome to have to do the F10 dance for every unit, I could build a system where the player will select the number of units to spawn.
For example:
F10 -> Range options -> Tetra -> Spawn -> MBT -> 5
, where "5" would be the count of individual units to spawn.
Events like this
00157.817 INFO SCRIPTING: 7572( 7469)/E: DATABASE00003._RegisterTemplate({[1]="Group",[2]="Dusheti_S_T55#005",[3]="Coalition",[4]=2,[5]="Category",[6]=2,[7]="Country",[8]=16,[9]="Units",[10]="Dusheti_S_T55#005-01",})
00157.820 INFO SCRIPTING: 4791( 13)/E: EVENT00000.onEvent(S_EVENT_BIRTH)
00157.820 INFO SCRIPTING: 4904( 13)/E: EVENT00000.onEvent({[1]="S_EVENT_BIRTH",[2]={["initiator"]={["id_"]=16869121,},["id"]=15,["IniTypeName"]="T-55",["IniObjectCategory"]=1,["IniUnitName"]="Dusheti_S_T55#005-01",["IniCategory"]=2,["IniCoalition"]=2,["time"]=0,["IniDCSGroup"]={["id_"]=1000106,},["IniDCSUnitName"]="Dusheti_S_T55#005-01",["IniDCSUnit"]=,["IniDCSGroupName"]="Dusheti_S_T55#005",},[3]="Dusheti_S_T55#005-01",[5]=1,})
00157.820 INFO SCRIPTING: 5069( 13)/E: EVENT00000.onEvent({[1]="Calling EventFunction for Class ",[2]="DATABASE#000000003",[3]=1,})
are nice to have in case something goes wrong, but at this point they're a huge pollution in the "dcs.log" file.
We should turn them off.
MOA's: FL100-FL550
Ranges: GND-FL200
TMA GND-FL115
Ranges Gori and the other one further up to the North are not documented
Add & maintain automated changelog using Git commits.
proposal: add red CAP target drones
765th using red AWACS for missile and intercept practice. Would imo be ideal to give em target drones. Suggested layout:
also possible, since the missile trainer script is active and 100% reliable now, to give the red drones missiles (ofc no guns still).
TKIBULI range is a permissive/non-permissive range.
A SA-6 is located 5nm WEST of the target area. Default position is off, but any JTAC on the range can activate the SA-6 (with the missile script, it will then be a smokey SAM).
Intention is to conduct low-level attacks in a non-permissive environment, this can be either AI or CAS. North of the range, there is several range vehicles that can be placed for various CAS scenarios.
I suggest that we split the training mission in 2 branches?
Branch 1: MP only for dedicated MP training events. This is the branch to be flown on training events.
Branch 2: For use in singleplayer for various training (Formation trainer, SAM's etc). (Can of course be used in MP by several people when two pilots decide to fly together).
A suggestion came up after the training event yesterday, to have some of the Mirage agressors be RED, as that triggers an IFF function in the Mirage2000C. I was not aware of that functionality, hence until now there have not really been any need for a "red" units in the missionfile.
However, with that functionality, I see the reason and need to put in red aggressors for Mirage/A-A in order to trigger the correct responses.
Also, the skins of the aggressors, should be very distinct, so that one could seperate the aggressors during dogfights.
This from a request by Bulldog (Since I dont fly the Mirage and dont know the systems)
Since they are red units at a blue base, you cant interact with the ground crew. Unable to start up w/o air comp.
Suggest either making one of the close-by airports red and move all red units there, or just remove the F5s from Lochini.
SUGGESTION/IDEA - pending approval
Original idea from Dex: 132nd.Dex: Are these going to be randomized in any way? Maybe add the option to add in spessific SAM/AAA units to train SEAD
Allow a selection of blue/red anti air units to be spawned at the different ranges to allow for specific SEAD training.
The current implementation waits for the tanker/AWACS to shut down its engine, after RTB and landing, before spawning a new one, creating a huge gap in availability.
An more convenient solution would be to spawn the new asset when the one orbiting is about to hit bingo.
The implementation would be something along the lines of:
1. Spawn tanker, remember the group
2. Start a scheduler to check for fuel every 10 seconds on group
3. If fuel is low, start new tanker, and replace previous group with new one```
Following an issue I had in a previous training event, I would like to add the option to de-activate the automated re-spawning of the ground troops at the different ranges.
With the ever-increasing amount of functionalities present in the TRMT, I feel that it would be useful for the pilots if we wrote a short documentation about it.
Namely, the effects of the different radio commands, and all the little "peculiarities" of the mission (IF this, THEN that).
The TRMT uses the well known MOOSE framework.
I would like to discuss our policy on updating it.
A) On one hand, we can stick with the "stable" version, and update very seldom.
B) On the other hand, we could update more often to the latest dev version, and enjoy the latest bugfixes and features, while taking the risk of bugs. This approach would also have the indirect added benefit of helping MOOSE's creator in finding & fixing bugs.
When it comes to implementation, there are 5 options that I can think of:
Votes are open ! Mine goes for B5.
Re-use tanker logic to prevent AWACS from AAR.
The range targets (basic range) at Dusheti are 90 degree's off.
Now with the inclusion of the Mirage Squadron, I have recived a request for a range for conducting OCA operations (Offensive Counter Air).
I will create a new range (with complete Range order) over Kutaisi airfield.
As such, I will also move the current tankers to surrounding airfields, to make Kutaisi deactive as a airfield, and to be working as a range
SUGGESTION/IDEA - pending approval
Now that the CSAR tasking has been tested extensively in Tetra, I would like to extend it further to the other ranges.
The structure in the F10 menu would be:
If this is approved, I am willing and able to make the required edits and scripting to make this work.
SUGGESTION/IDEA - pending approval
From my experience operating as a J-TAC, the ranges have too few units available to make anything else than very small scale scenarios.
I would like to create a few late-activated group template (infantry platoon, IFV platoon, MBT, mortar team, and so on) that would be available to spawn at will from the F10 menu.
For further reference, the structure would be:
N.B.: the groups "Mortar Team", "Infantry Section", "MBT Platoon" and "IFV Section" are only placeholder strings.
If this is accepted, I am willing & able to do the scripting to make this work.
The CSAR crash site should happen in pre-defined zones ("pick on at random" kind of zone) to avoid having the site in an area that would be too close of the actual range, or an area that would be too difficult to land around (corner-case extreme).
The missile script has been less reliable lately.
Primary causes of concern are:
I create this issue mostly as a note to myself to investigate when able.
As seen in the branch (Neck's edit). This hospital is for medevac for the MI-8.
Create MOA's in order to facilitate Air-to-air training. Now that we have the Mirage we should structure additional airspace to facilitate this, and provide the necessary documentation for it.
Should also be seen in conjunction with merging documentation for standard training mission (Range orders + Spins + Mission brief+ ingame mission brief)
Weathermark got recently broken, since ED fixed the coordinates for map Marks. There is already a fix and its very simple:
In the lua script, look for this line and change false to true
Code:
--- DCS bug regarding wrong marker vector components was fixed. If so, set to true!
weathermark.DCSbugfixed=true -- was false
Then it will work as expected again.
source: https://forums.eagle.ru/showthread.php?t=213271&page=2
Fix already applied in the Wednesday training mission (21/08/2019)
The TRMT repository should be migrated altogether to the 132nd vWing organization, in order to make the administration & user/permission management easier in the future.
Also, the organization should be the default owner for any future repository.
Please note that this does not prevent you from owning your own copy of any repository (a "fork"). This is something we did not use yet, but Git & Github offer a lot of functionalities to work with repositories that are "linked" together, mainly via "Pull requests".
Waiting on returns from #29
Having to battle against M1A1 feels weird for the pilots.
All units from the on-demand pools should be converted to Georgia, and mirror their Russian counterparts.
Change the SU-25's in the mission to SU-25T's so that they can perform SEAD.
Changes in DCS API broke the fog visibility value in the MIZ file.
It should be reset within the ME.
Hook into CTLD to save & restore an F10 menu for J-TAC after they've been transported via CTLD.
In order to minimize the impact on the new airspaces, I suggest to change the tanker TEXACO track from E-W to N-S.
request: merge Master and Develop with 6.4.xx and park 5.x.x on an old branch for savekeeping
Add an extra AWACS for to support A-A training. AWACS to be stationed closer to the A-A MOA.
Very often, "hostiles" units do not fire at the downed pilot.
This seems to be a LOS issue.
Possible fixes include:
Having BMP as "hostile" units is not ideal; they're firing missiles.
It would be better to have guns only units.
During CSAR, a menu should be available to make the downed pilot move towards either:
While testing the tanker re factorization, I had multiple instance of the tankers & the AWACS blocking each other on the taxiway, resulting in a total gridlock, preventing any of them getting airborne from Vaziani.
I would like to change their starting condition from taxiway to runway, to avoid this issue in the future.
Would that be ok with the both of you ?
Troop transport should be available at all ranges.
Players should be able to spawn trucks containing infantry.
Each truck could then be used to transport & unload the infantry anywhere around the range.
Ongoing in the "split" branch
Use MOOSE AATACAN instead of relying on the ME for functionality.
Using MOOSE will allow for a far more flexible & extensible implementation of the TACAN for the tankers.
Following a talk with FlightControl, the clean up mission has been fixed recently and should be able to help us with the tanker/AWACS issues.
Implementation example can be found here.
Units spawned from the on-demand system cannot be directly controlled by a player (the icon is greyed-out).
I don't know why at this time.
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