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Bunyap

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Everything posted by Bunyap

  1. Thanks for the report. I can confirm it happens every time. I'm working on it now and will get it cleared up ASAP.
  2. Thanks man. :) Yeah, probably not anytime soon on the Harrier or anything else. There are lots of guys doing good work on videos right now and I think personally as a player, I would rather see more campaigns coming out to fly than anything else. This is a pretty good niche for now and I'm enjoying it.
  3. Hey Spudknocker, yeah, it seems to be a combination of messages cancelling each other out and messages playing on top of each other. I think (and I am probably remembering it wrong) that two calls from one originator cancel each other out. For example, if Springfield flight spots a SAM then spots another one two seconds later the first 'tally SAM' call stops and the second 'tally SAM' call begins. Of course, the text for both calls is displayed at the top left. If the calls are from two originators they seem to play on top of each other. For example, if Springfield makes a 'tally SAM' call while AWACS makes a call about bandits, both the messages play out on top of each other. It is actually great for aircraft with two or three radios because you can then adjust the volume to give one frequency or the other priority. I'm sure there will be kinks to work out but the old way simply did not work.
  4. I mentioned this before under a big list of tips in another post but it is important enough it deserves its own topic. To make a long story short, I would highly recommend enabling the 'allied flight reports' option if you haven't tried it in a while. A lot of work has gone into effective use of the ‘allied flight reports’ option in this campaign, both in the mission design and ED development side of things. These extra radio calls can be enabled under your gameplay options menu if desired and there are a few good reasons to do so for this campaign: The developers were able to remove the old radio message queue system and allow all radio calls, especially those from AWACS, to come to the player in real-time. Before, all radio calls, however insignificant, stacked up in line and played one after another. Even simple missions were building up delays that could last several minutes. Interaction with a JTAC was severely hampered and calls from AWACS were rarely accurate. I had no idea how big a problem this really was until I started editing Tacview replays into videos and this updated system solves the vast majority of problems I had with accuracy and timeliness of information flow. The allied flights that are audible and the amount of information they provide is totally in the hands of the mission designer. These missions are configured to make sure only the most essential calls are received by the player if the option is enabled. All flights will report the following until the package pushes into the target area from the marshal point: - Airborne - On station at marshal point - Push from marshal point Most flights switch to another frequency after the push, cutting down on the number of calls we will hear in the target area. SEAD aircraft, however, will remain on the player's frequency to call out locations of SAM and AAA threats and advise us when they are destroyed. Other flights performing strike missions will also provide radio calls if their mission is to be carried out in close coordination with the player. The information they will provide includes: - location of targets they have sighted limited to SAM, AAA, and other targets relevant to the mission - what they are engaging and its location - SAM launches and location (i.e. 'defending SAM') - AAA fire and location (i.e. defending AAA') - what they have destroyed and its location - enemy air activity that disrupts their mission and their location (i.e. 'tally bandit', 'defending bandit', 'engaging bandit') This gives us the ability to plot these locations in real-time on the maps that are provided for each mission and make more informed decisions about the exact route to take. One technique to help keep track of what is going on is to enable F10 Map User Marks under your gameplay options. (I assume for this you have the map configured to ‘Map Only’ or 'My A/C', otherwise doing this is redundant.) With this option enabled, you will be able to place marks on the F10 map at locations called out by other flights. The most useful of these calls will be locations and status of SAM or AAA sites called in from the SEAD package. For example, this screenshot shows that an F/A-18 is engaging a SAM site on a bearing of 193 from the Bullseye for a distance of 12 miles. I can then use this information to plot the SAM site's location on the F10 map as shown here. More and more calls will come in as the situation develops. Here, the F/A-18s call that they are attacking another SAM very near the first one, that the site is firing back, and that they have killed another site at a bearing of 196 degrees for 9 miles from the bullseye. All those calls and more begin to paint a picture of the threat situation as they are plotted out. I know here that I must to avoid going left of the planned route and should seriously consider offsetting a few miles to the right and coming in from a different angle. That hilly terrain to the north looks like it would be really good for masking myself from the SAMs. Of course, the F10 map is not my only option for keeping track of all this. The maps provided with the campaign can be marked up on the fly with any number of programs. These X's were added quickly using the stamp tool in Adobe Acrobat. The changes to the radio system that eliminated the information backlog only happened a couple weeks ago with the 2.2 update but these missions went through testing a month or two before that. You are seeing the changes unfold as I am. I tried to plan ahead when setting the missions up but there are bound to be places where you get either too much information or not enough information thrown at you over the radio. That will all be smoothed out going forward but in the meantime, I would definitely recommend giving it a shot if you want to get the most out of the experience.
  5. Thanks very much for checking out this campaign! These missions draw upon the great work done by Wags for the very popular F-15C and A-10 Red Flag campaigns but are rebuilt to take advantage of the Viggen’s unique capabilities and new features introduced to the DCS engine since their release. Each mission was designed in consultation with the renowned author Steve Davies and based on input from pilots who have flown in the real Red Flag exercises. I have participated in five of them myself as both a maintainer and as core unit staff so we believe this will be a very authentic large force exercise experience. Current Status: The DCS 2.5 Open Beta release included updates to clear out all reported issues: - Mission 2 terrain avoidance issues corrected by ED - Mission 10 illumination bomb behavior corrected - Friendly flight radar usage adjusted on all missions to cut down on RWR returns I am tracking absolutely zero bugs at this time! Thanks very much for the reports. This was a major update to DCS so things are bound to come up. Please report any problems specific to the campaign in the Bugs and Problems forum above. Documentation: The mission briefings come in pdf format and can be accessed at /Mods/campaigns/AJS37 Red Flag/Doc in your DCS: World installation folder. Just as at a real Red Flag, the briefings are broken into two phases. The Mission Commander Briefing takes place in the main auditorium, covers big picture items and presents the overall plan: who are the players, what are their roles, what opposition do we expect to face? The Flight Briefing is conducted in your own squadron briefing room. It covers items that only matter to you and your flight: what is the exact route to be flown, what does our target look like, what weapons are to be employed? A lineup card is provided that can be used as a quick reference in flight along with two maps. One map has an overlay of the expected threat locations and the other has a bullseye overlay. The latter can be used for locating threats as they are called in over the radio in real time. These documents can be accessed in-cockpit by a number of methods, the obvious choices being to display them on a second monitor or save them to an iPad or tablet. Another way is to open the documents before starting DCS: World and use keyboard command alt-tab to swap back and forth between the documents and the cockpit view as shown here: Tips: Most gameplay tips derived from testing already made it into the mission briefings but here are a few more things that may help clarify what is going on in these missions and help you get more out of them: 1. Red Flag is a training environment that is intended to prepare you for the demands of a combat mission. These missions are easily survivable if you understand the plan, know the aircraft, and look out for threats, but it will be very rare to survive all ten if you are still learning basic systems like countermeasures or the radio as you go. For this reason, you may find more enjoyment and learn more about the aircraft by enabling ‘immortal’ under your gameplay options. This will allow you to press on with the mission if you are hit or to try a different approach without re-starting. To each their own but that is what I recommend for most players. 2. There are no targets that must be destroyed to ‘succeed’ in a mission and advance in the campaign. After all, sometimes the right answer is to hit a secondary target or just turn around and bring your flight home in one piece. These missions are automatically passed after you have been airborne for 10 minutes. You are the best judge of your own performance so you can fly the mission again if desired by selecting 'close' or ‘fly again’ at the debriefing screen. 'Close' takes you back to the campaign briefing screen for another attempt later while 'fly again' takes you back to the cockpit. Otherwise, select ‘end mission’ after you land and you will progress to the next mission in the campaign. 3. Each mission has your flight hold in a marshal orbit and then push toward the target at a specific time. The only time that really matters in these missions is your time on target. If you as the flight lead want to push a little early or a little late to make the navigation work out correctly you should feel free to do so. 4. The couple minutes of hold that is built into the route at the marshal point also means the takeoff time calculated by the Viggen’s Nav system can be ignored. It will show you a few minutes early at takeoff and this is as intended. Of course, if you prefer to wait until the takeoff time reads zero and omit the marshal orbit you can feel free to do so. 5. Use of the ATC system is totally optional, but if you choose to use it, I highly recommended that you wait to request taxi from ATC until the other Viggen flight, Dodge 2, taxis and that you take off last. There are timing fail-safes built into the mission that allow the other flights to get back on track if their taxi flow is disrupted but the missions play out best when you allow them to taxi first and then taxi and takeoff at the briefed times. 6. Most missions will have your flight tasked against pre-planned targets on the ground. The radio command ‘Engage Mission and Rejoin’ should be used to ensure your flight attacks the briefed target. The command is best given near the IP. If you give it too close your flight will have to circle back to get set up properly. If you give it too far away, they may stray into air defenses you did not see. The other standard commands can be used as well if appropriate to that mission. 7. When using the ‘Engage Mission and Rejoin’ command, your flight members will attack independently and take whatever measures they see fit in order to successfully hit the target and survive. It is easy to lose patience and blame something they do on ‘bad AI’. My experience from testing these missions has been exactly the opposite. If they abort an attack or do something else you do not expect there is always a good reason. It is usually a result of them taking evasive action against a threat you did not even see so cut them some slack! 8. A lot of work has gone into effective use of the ‘allied flight reports’ option in this campaign, both in the mission design and ED development side of things. Check here for a full run-down of what that does for you: https://forums.eagle.ru/showthread.php?t=199332 9. Mission 1 and 2 are intended to set the scene and provide airfield and range familiarization. They were re-voiced and re-routed from the A-10 and F-15 versions so I would highly recommend giving them your full attention. However, if you are already very familiar with the area or it is your second fly-through of the campaign, the missions may be skipped by selecting this F10 radio menu option: 10. As in real life, brightness and illumination can vary greatly at different times of day and under different weather conditions. This can be adjusted to your taste straight from the cockpit by pressing Esc, selecting Options, System, and adjusting the Gamma slider: We hope you enjoy these missions and feel free to post your own tips below!
  6. That's great, I'm glad it work itself out! Thanks for the assist Feefifofum, I owe you one.
  7. The first revision to the Operation Charnwood Campaign has been submitted and should be available with the next DCS: World 2.2 update. The major changes are: - Addition of the new smoke effects included with DCS: World 2.2 - Tuning of 88mm Flak placement to account for the new targeting and airburst effects - Addition of several radio calls omitted due to changes in trigger behavior - Numerous fixes to radio text and timing - Removal of many older battlefield effects made obsolete by the new systems (the net result is a slight increase in performance) - Correction of radio frequencies to match mission briefings Here are some screenshots : The use of 'Scenery Destruction Zone' triggers and zones is evident here. The battlefield should look more 'lived in' in precisely the right places. The smoke and other effects are not random but are based on the current state of the ground battle or on observation reports from the squadrons like this: This is the mission 1 target going down once again!
  8. Let's not panic just yet. It will get there. :) The developers have acted on every request I have thrown at them, even to the point of brand new game systems like the placeable effects. I just wish the changelogs were more complete because there has been some very heavy lifting on their end they are not getting credit for. I reproduced this pile-up and will pass it along. I have been able to prevent most of the pile-ups like this myself but almost all of them are based on aircraft battle damage and happen randomly. It is hard to nail down a cause in those cases. Thanks for the heads up! Just FYI, I'm finishing up the first revision of the missions to add the new DCS 2.2 features and clean up some little problems the update caused. They will be a much better experience next week or whenever the next DCS update drops.
  9. Hi Kashmir, I have looked at this from every possible angle and can't imagine what is causing it. I can't reproduce it here and nobody else seems to be having the issue. To confirm, it is only on mission 2 and the F10 menu is definitely present on other missions? Also just to confirm, you are on the Spitfire Epsom campaign and not the Mustang Charnwood campaign?
  10. Here is Carpiquet Airfield and Village during Operation Windsor, Mission 2 of the Charnwood Campaign, updated with the new effects in 2.2. I hope to get the missions updated in time for the next DCS update. Contrary to what you may hear, the performance impact from the effects has been negligible. In fact, it has allowed me to remove a lot of the smaller burning vehicles and artillery bombardments I had set up before to create the illusion of an active battlefield. The updated missions actually perform better now as a result. https://en.wikipedia.org/wiki/Operation_Windsor
  11. Thanks Sydy, The Epsom campaign already uses the exact same set-up. Where is it repeating for you? No problems have been reported but I'm happy to take a look.
  12. Hi strikerdg, this is indeed an RAF campaign and this unit was chosen because, to me, they offer the more interesting missions. The RAF P-51 wing assigned to Normandy served a very similar role to the P-47 groups on the American side. Their focus is on ground attack and flight times to the front lines are very short. American P-51 units operated from Normandy bases in a strictly reconnaissance role. The P-51 units in England escorted bombers or flew the occasional independent fighter sweep, usually well away from Normandy. That could definitely be fun but I do not see those missions having as broad an appeal, especially considering that at least 30 minutes would be spent over water. I'm sure that type of operation will be covered by somebody but just not yet. I have a forum post here with more info if you want to learn more about it: https://forums.eagle.ru/showthread.php?t=173584 --------------------------------------------------------------- Thanks Cibit, boedha68 and VirusAM! I'm sure I'll get back into it eventually. I was juggling school, other hobbies and now this, so something had to be walked away from for a while. I would actually like to fly through a few of these just to prove they are not hard at all to survive but probably not until 2.5 is released. Otherwise, anything I do is obsolete the second I upload it. There are lots of other guys doing a great job with videos so we seem to be in good hands for now. :)
  13. Yeah, sure enough. I'll redirect them onto a more appropriate bridge with the next update. Thanks!
  14. Here you go... https://forums.eagle.ru/showthread.php?t=197918 Button A is set up to always work for the benefit of those who do not follow the briefing.
  15. Speaking of radio frequencies, this is the document the radio set-up we used was derived from. The only liberty I took was in assigning 'Flying Control' to button B instead of keeping that function on the button A, 'Wing Local' channel, as it would have been at the time. There were a couple different reasons for this but I primarily wanted to make interaction with ATC non-obtrusive and completely optional. Button A is sort of 'hard coded' as the player flight's frequency so keeping ATC on button A would spam the player with calls on takeoff and landing they might not necessarily want to hear. In fact, the only reason I have ATC there at all is for the homing function as I can find no direct evidence that a formal radio control system was in place at the ALGs in June or July. My impression is that there would have been basic radio communications as well as very light signals, but not the system that was in place in England, and not the system we have in the sim. From there, I exercised one of the options from the document's last paragraph and have all 83 Group assets operating on the 83 Group Guard frequency. To make this work, button A, C, and D all use the same frequency in these missions. This seemed like the best choice in terms of gameplay, allowing those who did not read the briefing or do not understand the radio system to operate normally while allowing those who want to roleplay the real frequency set-up to do so.
  16. Nice catch! Yeah, there are going to be several like that. I'm sure you figured it out but for now Button A is the only one that will work for comms with your flight. It will be squared away again as soon as I compile an update. Thanks!
  17. Ok, I'm checking everything I can but can't reproduce it. Can you take a screenshot of the menu for me? The other possibility is that a mod is still interfering with the radio menu somehow but the F10 menu is specific to the mission. It shouldn't be possible for a mod to interfere and, as you say, your mods are disabled. --------------------------------------------------- Anybody else running into the same problem? If so feel free to post here.
  18. Thanks Kashmir. I just tried it and the commands were present. Is it possible you used the 'Set non-historical environment for increased performance' command before taxi? That removes the second section of four aircraft and the F10 radio commands. I'll keep an eye on it in either case.
  19. I just completed the first mission after about 70 minutes and had no issues. There are a few other crashes reported elsewhere so I'm sure something is up. You guys would probably have better luck posting it here: https://forums.eagle.ru/forumdisplay.php?f=474 Instructions for crash reporting: https://forums.eagle.ru/showthread.php?t=147710 Thanks, and I hope whatever it is gets resolved for you!
  20. Thanks. :) I'm checking the F10 voices now. For me, the 'rejoin' voice was missing this time but the rest were there. Strange. That system is sort of rigged into the mission as a placeholder until full squadron commands through the radio can become a priority for ED. Either way, it should still work every time so I'll dig into it.
  21. Are you very close to the base by any chance? I believe it gives a vector to an initial approach fix a couple miles from the approach end of the runway and not the center of the base itself. I'm actually up in mission 1 right now and it is giving me a good heading back to base from the vicinity of Lisieux 30 miles away for example.
  22. In addition to the new placeable effects, scenery destruction is now possible without a big hang-up as you enter the cockpit. (Or rather, it was always possible but I didn't know the right way to do it until now.) :) The WWII environment is starting to really come together.
  23. Just FYI but the 2.2 update cleared up this issue for me. There is no longer a queue for radio messages so everything flows through as it happens. No more backlog. If there is too much coming through at one time we can turn the volume down on whatever radio is not the priority. Absolute night and day difference when it comes to keeping track of what is happening around us... I trust what I am hearing again.
  24. Nice. Releasing balloons will give me something to do when I'm bored. :) I'll keep an eye on it but it hasn't broken anything so far.
  25. Thanks a lot and yeah, they are there in 2.2. My understanding is that they are enhanced versions of the old clouds and that a new system is still being worked on. One other new thing I just noticed is that there is sometimes rain when flying under them. That is actually perfect for these missions.
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