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Cyking

DLC Campaign Creators
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About Cyking

  • Birthday 10/07/1980

Personal Information

  • Flight Simulators
    DCS World ... the one and only!
  • Location
    Germany
  • Interests
    Gaming, Military Aviation, Dogs & Cooking
  • Occupation
    3rd Party Campaign Developer

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  1. DCS 2.9.19.13478 - 13.08.2025 With yesterdays DCS patch, the following changes or updates came into to the campaign: Mission 07 - "CAS Banak" Removed debug messages for Target 2 & 3. Added missing BRA for a Darkstar subtitle. Mission 10 - "Finland CAS" Adjusted AAA & manpad threats in AO
  2. DCS 2.9.19.13478 - 13.08.2025 With todays DCS patch, the following changes or updates came into to the campaign: All Missions: Adjusted Naqoura static unit placement. Changed Naqoura beacon to 280 kHz. Updated kneeboard with new naqoura beacon. Mission 09 - "Sheeba Farms". Adjusted trigger settings to mark target as destroyed. Resaved FOB Settings -> all weapons available.
  3. Hey @OmasRachE First of all, thank you for your detailed feedback. I am very happy to hear you enjoy the campaign so far, even if the sim and realism level is sometimes a bit more flexible. About the wingman: the behaviour of the default DCS AI wingman has been a long-standing challenge. Back when I built this mission, I decided to keep the standard AI wingman instead of creating a separate AI group with a custom F10 radio menu, mainly to keep things beginner-friendly without adding features outside of vanilla DCS. For a future project, I will likely try a separate group so I can make him immortal, give unlimited fuel, and so on. I will also review the mission win conditions. At the moment, the mission should be marked as complete when 40% of the vehicles are destroyed, but I may adjust that. I am also planning to add some extra Jester voice lines to give more hints about the MANPAD position. Regarding cluster bombs, as far as I remember, there were some changes to splash damage in one of the June or July patches, and I will check if that has affected their performance in this mission. A quick tip from my side (spoiler warning): About the missing check-in calls — do you mean on the ground before take-off? Regarding Jester: I understand not everyone enjoys his style, and I also see room for improvement in the dialogues and radio calls. I am very grateful for honest feedback, because that is what helps me get better. Please keep in mind that most of us start as hobby mission builders. I have never written dialogues or stories before, so this is a big learning process for me in all aspects of campaign building, not just in the mission editor. For a future update and new projects, I am considering adding an option to deactivate small talk. Thanks again for your support and feedback. It is a great motivation to keep improving.
  4. Hi @taiyang thank you for your report, after your rocket attack, what was the last call of the jtac? I will take a look at the trigger, usually it is just rockets in zone to trigger the hits, but let me have look.
  5. Hey @Jack Chief sorry to hear it took you that many tries – but at least you nailed it in the end! When you say “how did you drop them” – do you mean the delivery method? I just use a classic dive bombing run, dropping the Mk-20s in pairs. Nothing fancy, just check the bomb table for the correct pipper depression and go for it. On the way to the target area, I stay above 10,000 feet to avoid MANPADS while scanning for the convoy. Once I have eyes on the targets, I set up my attack runs. Since the convoy is moving roughly north to south, I use that as my attack heading and build a kind of bomb pattern over the area – three passes, two Mk-20s each. To avoid getting hit by MANPADS, you can order your wingman to “engage air defences” before your run. Also, pop lots of flares during the attack and while egressing – that worked well for me I am currently adding 1 or 2 addional voice lines for jester to give the player a better callout for the manpad and where to look at.
  6. Hi @Scarecrow I will make a test flight later today, to see what is going on. I do not use a script to check if you have placed the cargo, it is pretty simple vanilla editor stuff using cargo unhooked in zone. But one thing, are you sure you are at Checkpoint Hotel? You have written "helipad down the road from Hotel". The Helipad a Hotel is within the checkpoint. This sounds more like the UN Depot East, where the helipad is down the road. A bit north of Checkpoint Hotel. Nevertheless I will take a look.
  7. Sorry guys, I think I forgot about that. Fixing it right now on my end.
  8. DCS 2.9.18.12722 - 24.07.2025 With yesterdays DCS patch, the following changes and updates are live now: Mission 05 - "Refugees" - Fixed an issue where the helicopter hover trigger did not activate correctly, preventing completion of the rescue task.
  9. DCS 2.9.18.12722 - 24.07.2025 Mission 02 "First Sortie" - Fixed incorrect voice-over in food small talk dialogue. Mission 05 "Convoy Hunt" - Fixed radio presets. Mission 10 "Finland CAS" - Fixed decorative infantry walking on taxiway. Mission 11 "Sam Hunt" - Fixed decorative infantry walking on taxiway. Fixed active Game Master slot. Fixed "Skip Briefing" function not stopping briefing voice-over. - Fixed floating elevated platform at roadbase. Fixed cryptic ATIS subtitle. Changed wingman skin. Mission 12 "Alakourtti" - Fixed decorative infantry walking on taxiway. Mission 13 "Greyhound" - Fixed decorative infantry walking on taxiway.
  10. Hey, Thank you for your feedbackIt is already fixed on my end and should be fixed with the next dcs patch on your end. Meanwhile you need to tune in the channels manually or see screenshot in post above where you see the „wrong“ presets as they are set now. But seems you already found that workaround. Happy to hear you and enjoy it so far
  11. To me, it sounds like you're doing everything right. The targets are defined in the mission editor, and he should engage the convoy once it's spotted. I’ll take another look at it. When you give him the order, do you hear any AI response on the radio? Regarding the fuel issue: if the AI is already low on fuel when you reach the target area, it likely means you cruised at a fairly high speed on the way to the AO. The AI performs a running rendezvous, which means he needs to fly faster than you to catch up. If you're going too fast, e.g., full mil, he may need to go into afterburner just to rejoin. I recommend keeping an eye on your speed and giving him some space to rejoin more efficiently. In my testing, I never encountered this issue, only occasionally on the way back, where I usually send him to the tanker. That said, I’ll check if there’s a way to solve the fuel problem, possibly by giving him unlimited fuel. I’m not sure if that’s possible, since the wingman is part of the player group in the mission editor, but I’ll look into it.
  12. Hi, thanks a lot for taking the time to share your feedback! I totally understand if the campaign didn’t click with you, humor is always a matter of taste, and it’s absolutely fine if it wasn’t for you. To clarify: the whole “Köttbullar” or food-related banter actually makes up only about 2–3% of the dialogue across the entire campaign. These lighter moments are deliberately placed outside of combat zones and not during mission-critical phases. My intention as mission designer was to use that kind of dialogue to break up longer transfer or transit phases, and to add a bit of personality and contrast to the otherwise grim, fictional war setting. Even in real conflicts, some degree of human or dark humor is not uncommon among soldiers under pressure. That said, I completely respect if that tone doesn't work for you. Again, taste differs. For future, I’ll definitely consider adding an option to disable non-essential dialogue for players who prefer a stricter tone. Thanks again. Yes, Sweden and Finland
  13. Wow, great to hear you made it through and had a good time! Really appreciate the support, thank you!
  14. Thanks! I've already made the change on my end and will include it in the next patch. I had to stop their patrol route, sadly they're just standing there now. The route was placed well away from the road and taxiway, but for some reason they keep deciding to walk on the road anyway. Maybe they're trying to avoid getting their feet wet from all the snow … But no idea what's going on with the pathfinding worked fine the last couple of months, but thanks again for reporting it.
  15. Argh, why they are walking on the road again. Which Mission is it, Mission 10? Will check and fix.
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