Am I understanding this correctly? At 6:00 you do 5 x 6000. This is because 1nm = 6000ft. Since the range is 5nm you would be able to spot units at 30.000 feet but that would mean they need to be right below you. Is that correct?
Exactly! The trick there is to consider slant distance. If you fly at 3.53 nm (21,509 feet), you gain a horizontal range at sea level of that as an equal to the flight altitude (also 3.53 nm). If you wanted maximum horizontal distance, you'd have to travel at sea level. A word of warning though, even through magnification you are unlikely to spot ground units other than buildings at higher altitudes.
@@PGatcomb i've tried to input those codes directly into the Lua script generator and i keep getting an "unable to create new unit" . I'm trying to learn Lua scripting but this seems like a beast even though overall your code looks fairly simple. Any suggestions?
@@spc83 I played with my own code for awhile and was surprised it stopped working with this latest CMO patch, I'll keep poking at it to get it working. I think it has something to do with parsing on the latitude and longitude.
This question may be outside the scope of this video, but how do I keep the AI from spam firing ballistic missiles in the editor? The Iranian Ghadr-110 has six launchers with one missile each, I want to the AI to fire a constant stream of 6 missiles throughout the scenario unit it's destroyed, so I go into its magazines and give it some extra missiles. However, it simply spam fires the entire magazine in one sitting. Shouldn't there be a pause for the reload? Rather than allow it to engage opportunity targets, I've assigned them a mission with one target and set the WRA in accordance with my wishes and it still spam fires. Need help!
That can be involved and is easiest to control via scripting. The moment you allow them to fire (through doctrine and/or WRA) they will do so until they empty their magazines or have no targets. Sometimes you can set their WRA to a shorter range, but that won't stop them from dropping an entire rack every time something comes in range. In scripting you'd have to create a function that fires every hour that opens up WRA for the launcher just long enough to get several shots off, then closes it. I'll play with it a little this weekend to see if there is an easier way.
Would you mind playing the last shifting sands mission? You could demonstrate your ecm and sead skills on a large mission. Unfortunately it crashes after a while on my computer due too a memory leak.
Your missions didn't appear to be very effective, you just assigned them to fly around areas but constantly unassigned and manually controlled them thereby eliminating much of the benefits of setting up missions to begin with.
Well, that is what has to be done most times anyways. Due to the... strange... nature of the AI in this game, it is almost always necessary to micromanage attacks. Creating these support missions just puts aircraft on station.
Your videos will be watched for a 1000 years, the Voice of the Tutor.
Hey man, really appreciate your vids; they have given many a confused commander direction! Keep up the great work!
Hey! Great job on all your videos, man! Have you made any scenarios I can play?
Am I understanding this correctly? At 6:00 you do 5 x 6000. This is because 1nm = 6000ft. Since the range is 5nm you would be able to spot units at 30.000 feet but that would mean they need to be right below you. Is that correct?
Exactly! The trick there is to consider slant distance. If you fly at 3.53 nm (21,509 feet), you gain a horizontal range at sea level of that as an equal to the flight altitude (also 3.53 nm). If you wanted maximum horizontal distance, you'd have to travel at sea level. A word of warning though, even through magnification you are unlikely to spot ground units other than buildings at higher altitudes.
Cool..thanks! How do you create that special action?
So the code I used for the convoys was:
local x =0
local la=0
local lo=0
while x
@@PGatcomb Thank you very much for the codes!
@@PGatcomb i've tried to input those codes directly into the Lua script generator and i keep getting an "unable to create new unit" . I'm trying to learn Lua scripting but this seems like a beast even though overall your code looks fairly simple. Any suggestions?
@@spc83 I played with my own code for awhile and was surprised it stopped working with this latest CMO patch, I'll keep poking at it to get it working. I think it has something to do with parsing on the latitude and longitude.
@@spc83 Got ya, it required dev help:
local x =0
local la="N46"
local lo="E25"
while x
This question may be outside the scope of this video, but how do I keep the AI from spam firing ballistic missiles in the editor? The Iranian Ghadr-110 has six launchers with one missile each, I want to the AI to fire a constant stream of 6 missiles throughout the scenario unit it's destroyed, so I go into its magazines and give it some extra missiles. However, it simply spam fires the entire magazine in one sitting. Shouldn't there be a pause for the reload? Rather than allow it to engage opportunity targets, I've assigned them a mission with one target and set the WRA in accordance with my wishes and it still spam fires. Need help!
That can be involved and is easiest to control via scripting. The moment you allow them to fire (through doctrine and/or WRA) they will do so until they empty their magazines or have no targets. Sometimes you can set their WRA to a shorter range, but that won't stop them from dropping an entire rack every time something comes in range. In scripting you'd have to create a function that fires every hour that opens up WRA for the launcher just long enough to get several shots off, then closes it. I'll play with it a little this weekend to see if there is an easier way.
Would you mind playing the last shifting sands mission? You could demonstrate your ecm and sead skills on a large mission. Unfortunately it crashes after a while on my computer due too a memory leak.
I will have to check that one out, I usually make up my own scenarios often with random elements to make things difficult.
So this is the old Cab Rank system.
Your missions didn't appear to be very effective, you just assigned them to fly around areas but constantly unassigned and manually controlled them thereby eliminating much of the benefits of setting up missions to begin with.
Well, that is what has to be done most times anyways. Due to the... strange... nature of the AI in this game, it is almost always necessary to micromanage attacks. Creating these support missions just puts aircraft on station.