Thanks for the clear explanation! It's great to have control like this, but I'd much prefer it to be automatic: when you have a scripted mission and you knw what group will enter the area and at what altitude, you can set up the triggers. But what if you don't? What if the player can overfly it from the west at 20000 feet or from the north at 10000 feet? Then all of the above won't work because you can't anticipate it. What I would like to see is flak that detect enemy aircraft, chooses the most historically accurate way to engage and does it automatically.
i have the same feelings. It could be useful for single player mission or for intercept ai groups but the practical use in a multiplayer enviroinment is quite limited. But the fire at point is great to crate some ambient, especially during night missions. I really hope they reduced the precision of non radar guided spaa because they are extremely dangerous in the current state, mbp2s and zsu23 are basically snipers at elite level, and they behave like a ciws system
Hallelujah! I can't tell you how many times flak has sniped me despite my best efforts. Really awesome to see WW2 is still getting the love it deserves. Awesome job Suntsag, as always, and looking forward for whatever's next! S!
This only seems to work if the unit that sets off the triggered action is not within the AAA's detection range when the trigger is activated, I get aimed fire not barrage fire when the unit is inside the AAA detection zone no matter what I try. ROE to weapon hold, restrict targets to ground units only, switching the AI on when the trigger condition is met, setting the gun's interception range to 0%.
I can't get heavy AA guns to engage my planes. Flight is within min-max altitude band and the guns do not fire. They follow the targets but never fire a shell. Does anyone know what the problem is? Gun is the QF 3.7" of that helps.
I am having an issue finding all the pieces that go into a flak template. I found out the search lights need the generators now and I added the G40 optics piece. I just want to build a good flak unit template. Plus does the distance between each of the pieces effect how the work? Example: 20 feet apart vs 200 feet apart.
Nice spread, great to hear. Can I ask if your actively involved with ongoing changes to editor? Expanded functionality is great to see. Thanks for video
Thanks for the clear explanation! It's great to have control like this, but I'd much prefer it to be automatic: when you have a scripted mission and you knw what group will enter the area and at what altitude, you can set up the triggers. But what if you don't? What if the player can overfly it from the west at 20000 feet or from the north at 10000 feet? Then all of the above won't work because you can't anticipate it. What I would like to see is flak that detect enemy aircraft, chooses the most historically accurate way to engage and does it automatically.
Probably coming with AI improvements and the dynamic campaign later.
i have the same feelings. It could be useful for single player mission or for intercept ai groups but the practical use in a multiplayer enviroinment is quite limited. But the fire at point is great to crate some ambient, especially during night missions. I really hope they reduced the precision of non radar guided spaa because they are extremely dangerous in the current state, mbp2s and zsu23 are basically snipers at elite level, and they behave like a ciws system
Great to see WW2 Dcs advancing, those B17's look much better in that Passive Evade mode. No more teleporting to different alt in the sky.
Thanks for keeping us updated on all things WW2 of DCS 👍
Hallelujah! I can't tell you how many times flak has sniped me despite my best efforts. Really awesome to see WW2 is still getting the love it deserves. Awesome job Suntsag, as always, and looking forward for whatever's next! S!
Always appreciate your videos--they've been a huge help for me; especially the mission editor videos. Please keep up the great content!
Fixing the flack was very much needed. Great stuff
Always glad to see some new features in the mission editor - and it’s WW2 stuff too, double win!
A nice explanation and good to see improvements to WW2-related stuff.
"..This should help avoid sniper flak"... that's all I'm here for.
I hope this fixes the laser sharp targeting capabilities of the flak. They got pin point accuracy to shoot you down that it ruins the sim.
This only seems to work if the unit that sets off the triggered action is not within the AAA's detection range when the trigger is activated, I get aimed fire not barrage fire when the unit is inside the AAA detection zone no matter what I try. ROE to weapon hold, restrict targets to ground units only, switching the AI on when the trigger condition is met, setting the gun's interception range to 0%.
Bloody awesome Cobba.
Thanks for sharing
👍🏻👍🏻🙃🙃
I am not "playing", I am "simulating"...I expect to tell my wife this, not you as well!
I can't get heavy AA guns to engage my planes. Flight is within min-max altitude band and the guns do not fire. They follow the targets but never fire a shell. Does anyone know what the problem is? Gun is the QF 3.7" of that helps.
I am having an issue finding all the pieces that go into a flak template. I found out the search lights need the generators now and I added the G40 optics piece. I just want to build a good flak unit template. Plus does the distance between each of the pieces effect how the work? Example: 20 feet apart vs 200 feet apart.
Wow the level of detail and flexibility is excellent! Great video as always Suntsag, plus check you out in the F-5!! Nice. :D
Thank you for making this informative tutorial video for us. I am looking forward to this update for AAA.
Nice spread, great to hear. Can I ask if your actively involved with ongoing changes to editor? Expanded functionality is great to see. Thanks for video
Have the templates been added to the game yet or still WIP, because I don't seem to have anything under "Third Reich"?
Will these changes also apply to the flak on the ships?
Great stuff. Thanks Sunts 👍