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Everything posted by Padre Pio
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Instant action missions F-14A lacking 74X TACAN carrier preset
Padre Pio replied to GumidekCZ's topic in Bugs and Problems
I had the similiar problem in s'player mission for F-14B ("defend the fleet" as I can remember). The proper setting was present in Jester menu, he executed it but TACAN was not working then. I checked the mission then in ME and recognized that TACAN for Stennis had been set to 1X not to 74X as briefing was telling (and also Jester menu). After changing it in ME, everything works. I am afraid, that greater number of single missions is bugged like that. -
I have just finished the campaign and would like to thank You Baltic Dragon for few weeks of good and exciting fun. I have also learned a lot more about A-10 than in the past. Campaign is very immersive, especially with new weather settings. Of course the last one has its bad sides. I had to give up with mission 20 after about 10 attempts. Generally, the visiblity was acceptable in the mountains and flying was more challenging, but nearby the target I could see nearly nothing apart the blast from AAA defending the target. It caused CCIP bombing nearly impossible. When trying with CCRP with low altitude, I couldn't find a clue with setting up the parameters (elevation of WP updated as in the kneebord). Everytime the computer refused releasing Mk-82s about 2 seconds before the proper point. I could not find out what was wrong, Studying the configuration of mk-82Airs many times. There were some trigger problems in few missions which need polishing. For example: I had no success with saving Schaeffer (German pilot). After utilizing 2 APCs chasing him, and the stationary "trap" group nothing was happening through about 15min. I stopped tracing Schaeffer and starting to wasting the ammo on single infantry units. Then suddenly everything "wakes" up, Schaeffer screams about a tank, it takes some minutes until I find him again and... it is too late. Problems with wingman were mentioned many times. Sometimes he is very helpful with his ammo, sometimes not. Sometimes I was just changing the load before the mission, knowing that he won't beusueful in that specified mission and will perform the suicide on the first spotted tree. However I agree, it is the problem of whole DCS engine. Generally, orders for wingman are not clear and not specified deeply in any DCS manual. I never know if wingman will attack the target basing on my SPI or any other target whcih is primary in his mind Generally, big thank you!! Very good job I cannot imagine how much work does it need to design the campaign like this. I had finished your Raven 1 before but I liked TEW3 more. Maybe because it is more "natural" and does not force your action to look exactly like in the book.
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Ahahah, this is the one, which forced me to refresh start-up procedure. I was using easy-one through campaings because of laziness. However it is not really complicated in A-10 and worth learning. As advise: focus especially on fast-alligment option. It saves 2 minutes which are key time in this mission.
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Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
Nice work! I only checked mission 02 whcich twisted my nerves the most before. Now it is much more playable. Maybe because better working radar, maybe you changed something with enemy skills, I haven't check. Ii is still not so easy (I was repeating it 5-6 times). What is more sad about AI, a huge factor of success depends on them, especially our wingman. Sometimes he has an actions like "idiot" as he had before update and finishes with 2 missiles between his eyes, but sometimes performs most of work and we haven't got much to do. Let's hope it will change in some part of time. Clouds are of course amazing! -
Yes, Waypoint called Rock is already programmed, but you have to assign it in the system as Bullseye. That's all
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No no no, you will create many new waypoints soon, but not now. "Rock" is always one of the existing WPs. All you need to do is to check which one in the proper kneeboard and then tell the same to your F-18, using HSI - > Data subpage.
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Generally, in Raven 1: "Rock" is Bullseye. It is mentioned somewhere in the oveerall R1 manual if you are not sure. There is also a glossary there with some "strange" callouts, but not all of them. People who have read the story, have much easier task with the campaign (it is recommended). I havenn't yet but I was able to pass R1. Setting the Bullseye is necessary in (let's say) half of the missions. After you set, you have the readouts on your radar in the upper-left corner. They show the radial and distance of your radar CURSOR based on bullseye. Works nearly the same way on the SA page. It needs a little bit imagination and math-orientation. It is easier if you set SA range level wide enough to make a Bullseye visible there. The same sitation on the radar screen but remember where you exactly are in relation to bullseye. Info about ROCK is on every kneeboard attached to each mission. You've got an info about all the waypoints there. Printing of the kneeboard in R1 is HIGHLY recommended before the mission
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Raven One Mission 3 radio menu bug after using save
Padre Pio replied to Pigfarm80's topic in Missions and Campaigns
Try RAlt + \ for PRI channel and RCtrl + \ for AUX. Remember, especially in Raven One that different channels are pre-set to PRI in comparison to AUX, so it's better not to swap them. -
Looking at the video it seems like you said. From my feeling, depressing was necessary but I can be wrong, cause I have replaced F-18 to F-16 about 3 weeks ago Interesting anyway, I have to check.
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Are you sure he was not TDC depressing then? I will check tomorrow I think, after my 2.7 will download.
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As far as I can remember - it never did. You have to depress when you want to change it. After switchng to AUTO, you don't have to touch anything.
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Ohh, there are millions of that along Insta and whole the internet, so I think you can find them very easly
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According to the 'clouds', I didn't use to excite with something that I haven't touched (excepting the photos of beutiful aircraft, women and motorbikes). After I run it on my PC and check if it is working nearly well as on ED-youtube, I will be able to admire anything. As some wise guys said above, I am also (or mainly) waitiing for many fixes and I hope that another updates will focus on polishing actual and old problems, not polishing new clouds for another half of year, leaving whole the rest behind. Apart of those words, I love you - ED and the work you are doing I am joining you all in waiting, wish you patience and fast transfers for next 24h
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Sorry for delay and generally for disturbing, but it appears it was my fault generally. Since half of the year, as I started with DCS I 've been living in far unconsciousness according to the radios handling. I was always using RCtrl + '\ ' for the radio menu, thinking that it was the only one combination. In fact it would, when you were using easy comms. While watching different movies I accidentaly noticed, that there is also RAlt + ' \ ' key-bind for PRI - radio. Since now everything is clear Once again sorry for perturbation and big thanks for the will of help. I really enjoy the campaign, now after Mission 10.
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Oh, sorry, it is mistake of my writing in hurry. Of course I was meaning normal menu (with ATC and Tanker submenus). Those "F10" have just stuck in my head because it's often used in your campaign. As I looked once again at kneeboard-radio-charts from previous missions, the fraquenices were rather ok. My problem was, that they were set on different channels for AUX in comparision to PRI. However it does not change a fact, that I am forced to contact Marshall or Tanker using AUX selection. I will save trk after I fly mission 8 (or some part of previous missions) and try to reproduce the situation clearly.
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Oh yes, the suicide ratio will probably increase in DCS community now I agree, better to wait a bit more time and have a good quality patch instead.
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Dziękuję I will check it once again, however I tried different configuration and it only worked if desired frequency was set exactly on AUX. I also tried with 'easy comms' before and it was working but not always. Even then, the proper frequency was set automatically to AUX and transmitting from AUX. I saw the similiar situation 2 months ago while flying "Eastern Friendship". Sedlo had set "simmetrical" channel presets for both radios in his mission. It was said to use Ch15-PRI to contact the tanker. However, I had to set also CH15-Aux to make the tanker crew responding. Maybe it is something with my settings (no idea wihich and where), maybe some changes in OpenNeta (using the lates one).
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Good morning to all! I am not sure, this issue was raised here, however I can see very common problem for R1 and also the other compaigs, which are radio trigger based. The problem appears, when I have to use F10 standard command menu. Usually in 2 cases (during re-fuelling and during carrier recovery). Of course easy-comms are off in my settings. According to briefing and in-flight advisory comments, I am setting the left radio for the tanker or the tower. It would be OK if the command from F10 menu was transmitted from the PRI (left) radio. But as I can see, F10 sends always from AUX radio which is usually set for a flight members or strike or sth else. Of course the easiest way is to swap the settings between radios, but here is another problem: pre-sets for AUX are totally different than PRI in Raven One. Even when I find the proper AUX preset on the kneeboard, it appears that Mother or e.g. Texaco has a different freqency assigned (for PRI channel or for AUX channel). The only thing I can do to make them working is setting AUX to manual, enter the frequency from PRI kneeboard list and then use F10 menu. It is not problematic for me, but I suppose, this is not the way as the campaign was designed. Was it always, that F10 uses AUX for communication? or has it changed? If it has, the kneebord presets should be edited, I think.
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Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
I also agree with you! I hope all this problems will be raised up in the coming or close next patches. That's why I am waiting for them.. not for clouds, not for additional HARM systems but for fixing the bugs and improving old - known issues. Off course I will be happy with new graphics, however it is further priority for me. -
Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
You did OK I think, it's one code per whole a pylon. You do not need to delete a mission. Just clever and careful handling with logbook.lua. It's sometimes tricky and a little bit different for each campaign. Needs patience. Generally, all the campaigns have more or less bugs. Very often it is a fault of the game, not an author. The patches are released very often and change many things forward and sometimes back. According to this, author of the campaign have problem with being on time and adapt to new conditions. I have started "Raven One" few days ago witch is generally rated as the top-one, and nearly each mission forces me to look into a forum, because of bugs and tricks. There is no perfect product in this case, even when you pay for it. -
Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
It is difficult to find a solution for you, I have no idea.. Are you sure, you set the code for ALL the GBUs, step by step? I have one strange situation there like yours, that I pointed TGP on the target, launched and observed the bomb-fall on F5-view. I was very dissapointed seeing, that bomb was hitting to "nothing" on final (the launcher was like invisible), however I received a comment that target was destroyed. Generally, didn't have several problems with this mission, however - it is not easy. Generally, after finishing the campaign, I can do some sum-up. I like it very much, however it needs some 'polishing' in the future. Some AA mission with multiple targets are realy hard-core and tought to pass, also because of simulator bugs (radar, weapons, ecm) and because I am not so skilled dogfighter yet. I wish to re-fly them after ED corrects known bugs. On the other hand, there are A-G missions (further part of campaign) that look simple and not much interaction (200nm of flight, drop the load and come back :D). I would suggest to implement more suprises there SEA A/G mission are very interesting, making a lot of skill problems but this is it. New aircraft tools like Sea radar help very much. Sometimes I had a problem to find out what is exactly a mission goal, however it is very nice for the campaign, that our great author @Bunny Clarkis very active here and helps a lot. Thanks and waiting for more products! -
Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
Thanks Lord for your opinion. That's true, but there was a different reason why I started to play with the seeker distance. In that mission you've got a harbour with a couple of other ships. I I had few missed launches before and I was affraid that seeker had aquired a different target since it had became active. Logically, when decreasing the seeker distance parameter, you are decreasing the risk of aquiring a wrong target between you and the proper one. Of course, it is valid until the azzimuth is perfect. Maybe I am investigating too deep and all of this does not have a meaning in dcs. However it is interesting and I have to perform more tests in the future. -
Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
Thank You Bunny, I will be testing today. There are some additional issues with the mission results counts, but it is probably some bug. On one hand it is reported that I have hit the object, but on the other hand the report shows no points and no results time to time. I will see -
Oil In The Water SP & CO Campaign
Padre Pio replied to Bunny Clark's topic in Missions and Campaigns
Hello dear Pilots and dear Author! I am nearly close to the end of the campaign, but now it is my first experience with SLAMs in mission 14. Generally, after studying various manuals, I had no problem with settting up the SLAM in TOO mode. I found out that after shortening the "active seeker" distance to 5nm, the missile reaches perfectly each of the targets, even without corrections via DataLink (on the other hand, DL13 visiblity and transmission is very poor, distance does not matter much). The main problem I have is efficiency. Direct hits from the high level don't bring much damage to the ships, maybe 2-12%. One thing I am wandering of is just the "flight level" parameter. I am setting it to "high". Does it have a meaning, in sense of destruction ratio? I know that "harpoon" is usually set to low and "pop-up" on the end, what is more important due to detecting by enemy radar and defense. Another problem is "AI" Wingman as usually. I have read all the instructions and I am ordering him "coming back" after every launch. No problem with this. The problem is, that he always attacks the Primary target (Krivak), despite of fact, that he should also attack second "Grisha". Is it because the primary one is not completly destroyed? Would be better for me to take out both the Grishas first, and then order Wingman to attack on Primary? Thank you for all the suggestions! -
SERPENTS HEAD 2 CAMPAIGN UPDATED 19AUG20
Padre Pio replied to Badger633's topic in Missions and Campaigns
Exactly, I suppose I've made the same mistake Fortunately, TacView is the best teacher. I don't want to spoil much, but after all, I had the first possibility to use the jettison button in the campaign and reach over 1,5 Mach with Hornet