Appears that the module does not work with UNSUNG, so I assume it does not work with custom vehicles at all?
Getting a continuous stream of "Aircraft not available", despite creating a custom faction for the aircraft being placed manually
Appears that the module does not work with UNSUNG, so I assume it does not work with custom vehicles at all?
Getting a continuous stream of "Aircraft not available", despite creating a custom faction for the aircraft being placed manually
@Catchdog Does this work with helicopters?
Helicopters are not equipped for CAP or DCA, so they won't get used yet as those are the only capabilities available right now. Helis are great for Recce and CAS though, which are requests sent to MACC by the AI Commander. That's coming later.
@Burdy323 There's no reason why custom factions shouldn't work.
Haven't had the chance to play with it yet, but if there isn't already, would it be possible to have respawn functionality built in? Something (seemingly) simple like the combat support with # of credits and time would be handy for long missions.
In that direction, if placing empty vehicles currently, would syncing them to a vehicle respawn module work? Assume not, or at least that they would need some manner of script to be handed off to the module each time they spawned?
@Friznit Could you check this then? Because for the life of me I cannot figure it out - just get loads of "Aircraft not available" messages until I place down a standard Blu_F aircraft.
https://ufile.io/63tp8 - the custom US aircraft faction I made for UNSUNG
I don't have any of unsung downloaded so not really in a position to check. As long as the MACC module faction is the same it should work.
@BvB MACC aircraft will be resupplied via the Combat Logistics module, same as other units controlled by AI Commander. This isn't implemented in the live version yet.
@Friznit the MACC module spawns the pilots, but they never get in the aircraft, as a continuous stream of "aircraft not available" is played
As usual, 3 steps ahead of me. Sooo what will the next winning lottery numbers be... :)
Sorry BvB I edited your post instead of replying to it... MOAR COFFEE!!
- SavageCDN
I was thinking in regards to the issues I am having with custom (mainly UNSUNG) aircraft. Perhaps it is due to ALIVE not being able to detect what kind of purposed aircraft it is? In that case, is there anyway to categorize them e.g a line of code in the empty vehicles init?
I think you are correct... we check aircraft roles...
CAP/DCA aircraft require Air to Air missiles
SEAD aircraft require Air to Ground missiles
A few Q's...
Hey!
So regarding the freedom and MACC,
I created a custom faction with the Orbat tool, added the TeTeT F/A-18s. The pilots spawn, the air tasking is active but the pilots never run to the aircraft and they never teleport to the starting location like the black wasps do. So yeah, NATO faction and black wasps work fine.
Is the freedom only working with the black wasps at the moment? And is there something i can just change myself? Like if I un-pbo and change some line from the black wasp class name to the Super hornets?
I'm thinking maybe they use unitplay or something and was only recorded with the black wasp so far.
If so, no biggie, I'll just use the wasps...but maybe there's an easy fix.
Thanks in advance
Firstly, pilots don't run to aircraft on the carrier. BIS AI can't do that.
If pilots are spawned then that means the aircraft are registered with ATO.
In theory aircraft should be moved to the catapult... not sure why that wouldn't happen. Need to see ATO debug in the RPT. Does the alarm sound?
For carrier launch, we only support aircraft that are compatible with Arma 3 carrier operations. Not sure if TeTeT updated the F/A-18s to support that or not.
At work now so can't do anything right now.
But no alarm is sounding. The pilots just stand inside that little room.
Last time I tried landing an AI F/A-18 super hornet on the freedom it did find the dynamic airport and had the correct approach, but it didn't use the tail hook. And if it managed to land (with some help) it would taxi off the carrier. But it does take off fine. That was a few weeks ago, maybe it was fixed in the updated version of the mod.
Will try more when I get home. And with just ALiVE, CBA and F/A-18 loaded this time.
If no alarm, then it doesn't sound like the aircraft is being tasked.
Select debug in the ATO module, run your mission and wait for an ATO to be sent, then post the RPT.
Allright, done it.
Mods used were CBA, ALiVE and TeTeTs F/A/18..all latest versions from steam.
Ok, I see the issue.
The F/A-18s are not configured with updated weapon configs, therefore they don't get registered for Attack or Fighter tasks...
We implemented a fix in dev to address this. So this will work in next release.
You should also reach out to TeTeT to see if he plans to update these aircraft (and their weapons/ammo) to 1.72 configs (specifically the new targeting / sensor changes)
Thanks!
I will do that.
However I read somewhere that he is very busy irl right now. So we might have to wait. He also has a Dev build of the Nimitz that has a dynamic airport built in.
It's a shame because MACC, f/a-18 and the Nimitz could potentially be best friends.
Also, a feature request: I've noticed the AI have gotten pretty good at ejecting when getting shot down. It would be cool to connect that to the c2istar and get a pilot rescue mission that involves an actual MACC pilot. I think it would increase the immersion if it's a rescue mission that actually has some background behind it. And that a MACC pilot might be worth saving as you only have a limited amount of them, based on how many air assets was created at the start.
This is already in the feature list and being worked on