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ChillNG

DLC Campaign Creators
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Everything posted by ChillNG

  1. Mystic will push at 06:20 as briefed, it's possible they are having issues engaging, air to air AI has been updated quite a bit since the campaign was released. There is a failsafe built in, in case Mystic's AI fails, this will fire at approx 06:30 and destroy the Migs, so you can still proceed without getting into a fight with the Migs (intention is that you shouldn't have to), although I appreciate it might be a bit of a wait for some of you. I'll run some tests in the next few days and see if there's an AI issue.
  2. Second half of this year is my current rough eta.
  3. No probs, thanks. Yeah he can be a little precise, something I've improved for future campaigns.
  4. Hi, your interaction with your wingman is scripted so you will always be told when to do it, and it changes from mission to mission.
  5. Thanks for the comments. The moving map is useful here, this will allow you to work out where you are in regards to the two approach corridors. Once in the corridors I always set a course line for the runway (centered on the Incirlik waypoint), so long as you hold the heading in the approach corridor, the point at which you intersect the course line is Falcon/Eagle. Just note that as far as I'm aware the moving map on Syria/Hornet has been bugged for ever, it worked on all scale settings early on in campaign development but has since only worked on the 5nm scale. Hope that helps!
  6. Ok, just make sure that the radio is set up correctly - so set to MAN / PRE as required. If the problem persists would be useful to know which mission it's happening on and if possible please send a short track from the start of the mission where you're having the problem,which should make it easy to ID what's going on. And finally just to check, are you using any mods or a program like VAICOM?
  7. Are you using the frequency in the pdf briefing/kneeboard, this is different to the stock DCS freqs you'll see in the F10 map/ingame briefing screen.
  8. No worries, thanks for the feedback
  9. Thanks for letting me know, should be easily fixed.
  10. Second half of next year is a very loose working estimate at the moment.
  11. Check out my YouTube channel for this early preview of my in development F-16 campaign, First In - Weasels Over Syria. In this video I discuss the design philosophy behind the campaign and how I intend to bring this specialized role alive through blending scripted story driven missions with dynamic game-play systems.
  12. Check out my YouTube channel for this early preview of my in development F-16 campaign, First In - Weasels Over Syria. In this video I discuss the design philosophy behind the campaign and how I intend to bring this specialized role alive through blending scripted story driven missions with dynamic game-play systems.
  13. Probably not at this point, it would require a full rewrite of the triggers and A LOT of testing to even work out which ones are causing it. Multicore will probably be done by then!
  14. Not much more I can do my side unfortunately, I'm guessing its down to the complexity of the triggers/later on, there isn't any one process I've ever been ab;e to pin it down to. Bring on multicore!
  15. Nice one! That's good going, I really like flying this mission, if you stay too long over the target area things start to get a bit dicey.
  16. How long you spending on the startup? There's enough time for a decent cold start, but you can't hang around too long and need to make the takeoff time. Data link should be working as normal unless there's a new issue with the Hornet, not changed anything for this mission recently.
  17. Thanks for your thoughts! There's some really valid constructive feedback in there, the good news is a lot of it is stuff I agree with and refined during the rest of Persian Freedom and onto further campaigns.
  18. Not sure what's going on here, seems like a minor difference in trigger behavior is keeping the AP button depressed instead of a one time press, just not sure why it's only happening on the AP button though. As for the second issue, couldn't reproduce so not sure on this, but probably related to the first point.
  19. I'm hoping for January, campaign has been approved by ED and sent for release .
  20. Yes forgot to say in VR, I use Q2 as well but set PD for 1.2. But yeah hangars are certainly the worst, it's got me thinking about a solution... There's a copy of M1 with no hangar at the player start location here: https://drive.google.com/drive/folders/1yfpBHKLgkqybW75-Vyijee7UwjZfA_PD?usp=share_link Give it a try if you want and see if it makes a difference.
  21. Yeah agreed, I'm very hopeful the multicore update will be a big help overall for OCN.
  22. Yeah it has been a bit of a drag for some people, it seems that Incirlik/Adana (and the hangars at Incirlik) are quite severe on frames for some. When building the campaign I certainly saw degredation of frame rates on the ground, but still perfectly playable (on a lesser system than yours). I now have a system almost identical to your specs and don't really have this issue now. DCS it seems is a funny beast when it comes to performance, and very hard to plan for. A few things that have helped others with FPS in the campaign - disable TACVIEW - this can be quite impactful due to the heavy unit count in the campaign and if using WINWING devices disable the scripts they run.
  23. I haven't been able to reproduce and haven't seen any other bug reports on this. Not heard of it from any of the other campaign devs either, and we're usually pretty quick to let each other know when stuff like this happens. At the moment sounds like it might just be with you, I'd advise a DCS repair and if you have any mods installed try it without them.
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