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Jenson

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Posts posted by Jenson

  1. 9 hours ago, Flappie said:

    Thanks.

    You're running ST:

    2024-03-30 12:18:09.800 INFO    APP (Main): Command line: D:\Steam\steamapps\common\DCSWorld\bin\DCS.exe --force_enable_VR --force_OpenXR

    You should be able to find MT in here:

    D:\Steam\steamapps\common\DCSWorld\bin-mt\DCS.exe

     

    Thanks Flappie, but this is still weird, because I did have the quick access linked to mt folder, please see attached picture, I have four icons for DCS, and I'm sure that each time I'm clicking on the DCS MT VR. Anyway, even for ST, black color cursor is a nightmare, are we able to change it maybe to blue or green? Thanks. 

     

    null

     

    image.png

  2. 5 hours ago, diamond26 said:

    @Jenson last night we flew the remastered M10 (thanks again for keeping this campaign updated). We noticed an issue with AI DCA. They followed us in our return till the carrier and actually we had to enable one of them as he got too close. Carrier group then took care of them while we were performing our CASE III recovery.

    Note: Texaco 1-1 seems to be too close to enemy forces ( there was a point that the tanker was 45 nm from the enemy)

    The AI keeps chasing issue should be solved now, just revised trigger rules to let them return when all Players fall back into a safe zone. 

    You are right on the Tanker as well, it's too close to the enemy forces, however, I also received feedbacks from other players that they thought the tankers are too far (for some other missions) and it takes too long for a refueling job. I agree that this is not practical to place the tankers so close to the frontline, but I still decide to keep them there just to make the missions easier to play.

  3. 13 minutes ago, diamond26 said:

    @Jenson last night we flew the remastered M10 (thanks again for keeping this campaign updated). We noticed an issue with AI DCA. They followed us in our return till the carrier and actually we had to enable one of them as he got too close. Carrier group then took care of them while we were performing our CASE III recovery.

    Note: Texaco 1-1 seems to be too close to enemy forces ( there was a point that the tanker was 45 nm from the enemy)

    Thanks for these feedbacks, i will investigate and updated later. 

  4. 4 hours ago, Elphaba said:

    I've found if you get them to report something else, or even check in with your homebase, it shuts them up. 

    But a proper way to do this must come from ED. So I wouldn't bank on it anytime soon. 

     

    Thanks man, I guess AWACS is like babies, you need some distraction to stop them crying.

    Anyway, I hope ED could simply add a reply item such as "copy/roger" in the AWACS sub-menu to stop the loop.  @BIGNEWY @NineLine 

  5. 42 minutes ago, diamond26 said:

    In M06 everything worked as designed. ILS was present from start to finish (also in the  yellow kneeboard page unlike the previous times) . And indeed we were talking in all three missions to CVN-71. Not sure where the problem was.

    It's very weird because I didn't set any triggered action to deactivate ILS. Now I see you are refering to the yellow-page kneeboard generated by the game automatically, so yes, if you didn't see ILS on the yellow-page kneeboard, it means the carrier turned it off. Very strange, I don't think it's the mission issue, maybe need to report as a bug to ED. 

    • Thanks 1
  6. On 1/30/2024 at 12:21 AM, diamond26 said:

    @Jenson in the last two missions that had Case III recovery (M03 and M04) we didn't have ILS available. When you join the mission you can see in the kneeboard for a moment the ILS 11 but then it dissapears. Is there something I can do to make sure ILS is working or it's part of the trigger issue? We are planning M06 tonight which is also CASE III recovery. 

    I have checked the mission editor and the setting is okay, CVN-71 carrier will activate ICSL on channel 11 at the start of the game. I don't think it's the trigger zone bug because this activation is not linked with any zone. Just a kind reminder, make sure you are communicating with CVN-71 rather than CVN-73, and make sure you have boxed the ILS on HSI. 

  7. 3 hours ago, diamond26 said:

    Hi @Jenson we are enjoying your missions and we plan to complete the full campaign. Tonight we flew M03 which was really good fun. 
    One comment in the remastered version is that despite ILS was mentioned in the briefing, that wasn’t available in the mission which made our CASE III recovery challenging.

    Thanks for the feedback again, me and my squadron guys had played this mission about 1 month ago and ILS was working, channel is 11, but I will double check later. 

    BTW, I assume the DCS game is still bugged with the trigger zone entry detection, just wondering how did you make this mission work? 

  8. 4 hours ago, diamond26 said:

    Hi @Jenson thanks for this nice work.
    I have a small comment regarding the remastered Mission 02. We flew it in my Squadron with 4 guys flying the Hawk 1 and we let Hawk 2 on AI. We received the updated F10 for the AI and I ordered them to launch TALDS. We got the response in the menu about launching phantom planes but the AI fired HARMs instead. 
    Additional tasking worked nicely. 

    Thanks for the feedback, I will investigate and update later. 

    FYI, AI doesn't always follow the orders properly in game, so it's highly recommended to play with more human players, cheers! 

  9. 8 hours ago, ThePutzer said:

    Dec. 28th Update did NOT fix this BUG !     I opened Deep Strike 1 in editor, made a couple minor changes, (unrelated to this Trigger Prob.) closed it out put in Server.  GROUPS of AI start up all on their own, STILL.  And again,, reminder,, all those units Triggered Properly before previous update.    NO JOY here.

    I hope ED developers could fix this bug soon, otherwise, a lot of the multiplayer missions won't work well, especially when we set triggers for "A or B or C ... in zone", because if any one from A/B/C... is not selected by a client, its status will become "Dead" and therefore triggering the actions at the start of the mission. Just post it here to raise attention! Thanks. 

    • Like 3
  10. On 10/15/2023 at 3:39 AM, Brodey54 said:

    Just wanted to thank you for a great mission/campaign. My buddies and I are just starting out but ran into a small issue at mission 2. Running this on a dedicated server and we cant start from the carrier anymore. The first run was ok but now its always starting in air. Do you know how I can fix that? Also the RWR doesnt seem to work as does the decoys being shot at.

     

     

     

    Was this "starting in air bug" due to the 2.9 update? guess this bug is fixed. 

  11. On 10/2/2023 at 11:41 PM, Mistermann said:

    Are you revisiting the campaign because your squadron wants to replay it?  Just wondering out loud ... would they prefer a brand new setting (maybe Syria 😉) where you create a new campaign with the general feedback from Hormuz?  I know, that's a REAL commitment to mission creation and I'm just one random internet jet jockey out here suggesting what you do with your free time!  Just know there are others out here that enjoy your creation.  Heck, maybe some new story on the PG map that allows you to leverage existing assets could also be an option.

    Hi, Mistermann, thanks for this feedback. Some aviators in my squadron want to replay the whole campaign; also because I know some early missions have flaws, and I want to improve them. I do get requests to make brand new settings such as Syria or Sinai, however, I'm not planning to start any new campaign in the near future, because it takes too much time! But anything is possible, let's never say no. 

    Thanks again for your appreciation! Hope you enjoy the remaining 8 missions, and find more players to play together! Cheers! 😁

  12. This is the final mission of this multiplayer campaign. 

    Operation Hormuz Mission 24 (Final Mission) (digitalcombatsimulator.com) 

     

    In the future, I might go through the campaign and redo the briefing and kneeboard with a better style, also improve some early missions such as. 

    (1) add an extra hot-on-ramp flight with 4 more aircraft, just in case. 
    (2) AI Hawk flight activation will be built into F10 radio menu with same procedure/standard. 
    (3) recovery tankers will be called out via F10 radio menu

    Thank you all again for playing and please comment to let me know where and which could be improved, I will try to build your ideas into this campaign when I go through it for the second time. Also if you enjoy this campaign, share it with more people, cheers! 

  13. On 9/23/2022 at 7:37 AM, tae. said:

    This is still a problem as of the latest patch.

    The issue was claimed to be fixed in the patch notes, but it was not fixed!

    PLEASE download the supplied .miz and track files, it makes both issues EXTREMELY obvious:

    1. Ground units DO NOT have heat on Late Activation both by script and by ME Trigger.

    2. Static vehicles (NOT spawned by mission author) have ridiculously high / MAX heat.

    FLIR is still completely unusable on units that do not move!

     

    Thanks Tae, your effort and detailed explanation in the original thread was really helpful. At least, there is a walk-around solution for precise strike mission - put static object on the ground to make them max heat, and so they would stand out from the environment. 🥲

  14. Hello, I encountered the same issue and would like to report it. Also attached with some screenshots comparing the TV vs IR mode. Hope this could be solved soon, otherwise it's impossible to see anything, especially when using SLAM/SLAMER. 

    Target is an SA-5 S 200 site, set on red alert status. Summer Time, temperature 25℃

    ATFLIR View

    1.png

     

    2.png

     

    3.png

    4.png

    SLAMER View

    5.png

     

  15. 3 hours ago, Mistermann said:

    There are usually 3 of us.  On rare occasions there may be just 2.  From time to time I'll fly a mission solo for practice.  95% of the time there are three.

    We usually all take Hawk 1 jets so we can all be in same flight.

    Got it, thanks. I have a group of around 50 people and 10 members are very active, so each weekend we will play one mission with 6-8 people, sometimes I even have to add another ad-hoc flight. 

    In the later stage of this campaign, there will be AI playing Hawk 2 if no real players sit in Hawk 2 flight. Keep moving. 

    Multiplayer missions are indeed more difficult to create, need to design the logics to trigger different events based on scenarios with different player numbers. But also it's more fun than playing solo.

    Try to recruit more people to play with you! 😛 

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