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132nd-virtual-wing-training-mission-tblisi's Issues

Additional units count

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.

Log verbosity

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.

Changelog

Add & maintain automated changelog using Git commits.

target drones for CAP

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:

  • red fighter (empty gun rack, no missiles) can be scrambled via F10 Menu from Russian Airbase and assume patrol in designated area (way outside of any A10s or helos operating.

also possible, since the missile trainer script is active and 100% reliable now, to give the red drones missiles (ofc no guns still).

Create TKIBULI range

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.

Range overview:
tkibuli range tgs

Split training mission in 2 brances?

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).

Use "Red" units in .miz: A-A training

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)

REDFOR F5s at Lochini unable to start up

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.

Add SEAD training options

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.

Refactor support aircrafts (tanker & AWACS) activation

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```

Deactivation of automated spawners

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.

Documentation

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).

MOOSE updating policy

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:

  1. update moose.lua manually.
  2. have appveyor automatically pull the latest version during the build (that one raises question about propagating the change back to GH)
  3. use a Git hook to pull the file before pushing
  4. add the MOOSE repository as a submodule
  5. add the MOOSE repository as a subtree

Votes are open ! Mine goes for B5.

AWACS AAR

Re-use tanker logic to prevent AWACS from AAR.

Create new range - OCA Range - Kutaisi

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

Extend CSAR tasking to the other ranges

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:

  • F10 root
    • Ranges
      • Tetra
        • CSAR
          • CSAR menu under here (the 3 options currently available)
      • Marnueli
        • CSAR
          • CSAR menu under here (the 3 options currently available)
      • Dusheti
        • CSAR
          • CSAR menu under here (the 3 options currently available)
      • Tianeti
        • CSAR
          • CSAR menu under here (the 3 options currently available)

If this is approved, I am willing and able to make the required edits and scripting to make this work.

Increase amount of units available for the ranges

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:

  • Create the groups in some remote place and register the spawner with MOOSE
  • Define 4 spawning zones for those, one per range
  • Create a function that takes two parameters: the range zone, and the group template, to effectively spawn the group
  • Register, in the F10 menu, the following new menus:
    • F10 root
      • Ranges
        • Tetra
          • Spawn
            • Mortar Team
            • Infantry Section
            • MBT Platoon
            • IFV Section
        • Tianeti
          • Spawn
            • Mortar Team
            • Infantry Section
            • MBT Platoon
            • IFV Section
        • Dusheti
          • Spawn
            • Mortar Team
            • Infantry Section
            • MBT Platoon
            • IFV Section
        • Marnueli
          • Spawn
            • Mortar Team
            • Infantry Section
            • MBT Platoon
            • IFV Section

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.

CSAR spawn points in pre-defined zones

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).

MissileScript issues

The missile script has been less reliable lately.

Primary causes of concern are:

  • Mirage's missiles
  • MANPADS

I create this issue mostly as a note to myself to investigate when able.

Create MOA's (military operating area)

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 broken

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)

Migrate to 132nd vWing organization

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".

Change units country

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.

Fog visibility

Changes in DCS API broke the fog visibility value in the MIZ file.

It should be reset within the ME.

J-TAC F10 menu

Hook into CTLD to save & restore an F10 menu for J-TAC after they've been transported via CTLD.

Add extra AWACS

Add an extra AWACS for to support A-A training. AWACS to be stationed closer to the A-A MOA.

SAR - Hostiles not firing

Very often, "hostiles" units do not fire at the downed pilot.

This seems to be a LOS issue.

Possible fixes include:

  • Have the units circle around the downed pilot until they have LOS
  • Have them fire above the downed pilots position
  • Compute possible destinations based on valid LOS before having the units moving

SAR - change unit types

Having BMP as "hostile" units is not ideal; they're firing missiles.

It would be better to have guns only units.

Downed pilot to infantry & helicopter

During CSAR, a menu should be available to make the downed pilot move towards either:

  • the infantry dropped by a Mi8
  • the Mi8 itself, provided it's landed in a reasonable radius

Support assets blocking each other

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 ?

Re-implement troop transport at the ranges

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.

Re-implement airbase clean up

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.

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