Omg, DCS OV-10!

How’d you get that short? Even landing light with full flaps I can’t land any slower than around 90kts without stalling. Impact at -500fpm max reverse stand on the brakes, takes a solid 800-1000ft to stop for me.

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No idea, I didn’t really do anything special.

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Well this is weird. With less than 1,000lbs fuel and empty rocket pods, slamming down at 70kts full thrust reverse and standing on the brakes, best I can get is an 800-foot rollout.

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So far some success: red smoke is triggered when the WP hit the target area. Orange smoke is the default for seeing the targets :smiley:

The code is pretty trivial with SLmod installed on a mp server:

do
	slmod.weapons_impacting_in_zones(
		{ 'Covey-1' },
		{ 'Target Zone' },
		{ 'Hydra 70 M156 SM' },
		70, 
		71)
end

70 is the flag set to true when the WP impacts the Target Zone named trigger, 71 is meant to be the end flag.

Now onto calling a strike on this location when flag 70 becomes true.

Cheers,
TeTeT

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Are you positive that you are actually fully in reverse? I noted that when using the WH throttle pinky button as reverser modifier, I could not hold the button down steadily. The slightest jitter on holding the button down would actually temporarly but the props in full forward thrust. I have since then put the reverser modifier on an on-off switch. This keeps reverse power reliably engaged.

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Hmm that is an excellent observation. I have reverse bound to a joystick button, I may be seeing switch jitter. Need to test that.

Dumb question, but which way is the wind blowing? Any wind down the deck?

Yep. I mapped it to the boat switch. Throttles are max aft (even clipping into the canopy handle 3D model), torque max, RPM 98%. When I’m stopped I will roll backwards, but it’s like the reverse only takes effect when I’m stopped. If I don’t use brakes and only use max reverse thrust, I get in a velocity purgatory where I neither decelerate nor accelerate, so I can’t even do a go around.

I once managed a 360~400ft stop with 7kts headwind, only 200lbs fuel left, and slamming both reverse and brakes before the nosewheel even touched the runway.

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Had some success by calling a strike of F-4 Phantoms via @MBot AirGroundAttackScript, slightly modified.

First the player controlled OV-10 needs to mark the truck targets with WP rockets. There are only a few minutes for this task currently, otherwise the strike package passes by.

Once the WP is on target and the Phantoms reach their IP, they start a dive bomb attack on the trucks.

Some screens:

The OV-10 on the way to the trucks, conveniently located on the lake shore.

The WP rockets initiate a smoke marker, as the WP effect is not lasting very long.

My poor Bronco gets shot to pieces by the AAA as I’m too busy taking screens :smiley:

Though this AI Phantom from the strike package suffers the same fate.

Alas, the AI destroyed some trucks! Success!

The mission only works in multiplayer server with the SLmod installed. The strike by the Phantoms is derived from MBots AirGroundAttackScript.

The pretty raw proof of concept mission:
https://tetet.de/dcs/missions/bronco-CallStrike-lake.miz

If anyone has an idea how to keep the strike in a holding pattern off the shore and then call in the strike once the WP have marked the target, I’m very interested! Right now they follow their flightpath and you need to mark the target with WP before they are feet dry over Guam.

Cheers,
TeTeT

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Check out Briefing Room mission generator. It has functions built in for calling in CAS and Arty strikes simply by marking the target on the F10 map and then calling in the strike on the radio. Sometimes the AI CAS flights don’t do what you want but the arty strikes are pretty reliable.

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Orbit with a stop condition set to a flag, then flag on when the WP rocket lands in the trigger zone, perhaps? I might fool around with it and see.

EDIT: No idea how to test the mission offline with the slmod.

Okay so there is no “rocket in zone” condition unfortunately. But I noticed the scripting for the attack mission has flag 70 attributed to it, so I think if you have the AI set to orbit with a stop condition set to flag 70, they will cancel their orbit and start the attack run when the rocket triggers the lua script.

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Thanks @Clutch , Orbit worked fine. I’ve split the strike into two flights of two F-4E and two different truck targets. The Phantoms now orbit until the WP is at the trucks.

https://tetet.de/dcs/missions/bronco-CallStrike-lake.miz

I test the mission from Flight->Start Multiplayer Server or so, that works fine. In SP it doesn’t work at all though.

Cheers and Thanks,
TeTeT

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Ah that explains why I couldn’t get the smoke trigger to fire. The script loaded and didn’t kick back any errors, and I got the initial Covey message, but when my rockets were in the zone the additional smoke and messages didn’t trigger.

I might reverse-engineer your scripting and make a sandbox with A-4s.

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Thanks for your interest :smiley: The code is pretty simple, I hope.

https://tetet.de/dcs/missions/callStrike.lua - I load this on init to set flag 70 when the WP impact in “Target Zone”. This is where the SLmod comes in

https://tetet.de/dcs/missions/AirGroundAttackScriptFlag.lua - a modified version from MBots attack ground script, only striking the target when the flag is set. This is called from the Strike-1 Strike-2 waypoint Strike. The script name is hardcoded into the waypoint. It’s loaded via a Trigger. Thanks to MBot for allowing this fork!

The “Red Smoke Trigger” calls white smoke marker (hence the name red I gues :wink: ) when flag 70 is set.

The “Radio Instructions” do not seem to work in MP.

Cheers,
TeTeT

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I could just make multiple target zones with different names referenced in the .lua, with different flag numbers, for multiple engagement areas, right? I’m thinking about sticking multiple AOs around the Marianas with A-4s launching off the Forrestal, then orbiting until called in.

I’m also curious if this will work with the CAS task “attack group” rather than Ground Attack “Attack Map Object.”

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You could add a radio call trigger. (“Strike lead you are cleared in to the target area. Target marked with Willy Pete…we’re out of here…it’s Miller Time…etc.”) The strike orbits until the radio call trips a flag, and then the strikers move to a different WP …continue the mission. Just a thought.

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Thanks, @will2360 method of using a different mission framework should use a F10 map label and get rid of SLmod and MP dependency. @Hangar200 idea to replace the WP detection by a radio call sounds good too. Given that a strike would be called in via a radio message anyway this looks most interesting. Though it only works via an ‘honour’ system, as I have no idea how to detect if the WP are remotely close to the target or have been fired at all without SLmod.

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You can set triggers based on certain ordinance in the zone. I don’t recall off the top of my head if it will detect rockets though. If it does, then you could use the trigger zone to determine if the marketing rockets are “close enough.”

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Definitely reaching the target audience quickly!

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If someone cares enough about their product or service to slam a WP rocket in my vicinity, assuming I survived I would certainly look it up.

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