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Jenson

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Everything posted by Jenson

  1. I have the same question. I just want the AI aircraft to land on the carrier whilst I'm cold starting on the deck.
  2. [Designer's Notes] 1. Hawk 1-1 (Player 1, Tail # 211), is the mission commander for every mission, and must be selected to trigger designed events. 2. It requires at least 2 players to complete most of the missions. But it's recommended to play with 4 or more players. 3. If you persistently encounter the "Your flight is delayed to start" problem, try to open the mission editor and remove static objects on the CVN-71 deck, then restart the server. 4. Cold start time is limited for some missions, it's highly recommended that the server remains paused at the start until all players are seated and ready. 5. Please keep the original weapon loadout as some mission triggers will only be activated by a specified weapon type. 6. Please read the briefing documents carefully in each mission pack before you play the missions. Please follow the flight waypoints, otherwise, mission events might not be triggered. 7. This is a one-person project, so please pardon me that I don't have time to test everything, if you encountered any bugs, please leave a message. 8. All missions will be updated once the bug is fixed or improvement is made, and the last update date is in the description of each mission's download page, if your mission file isn't the latest, please re-download it. [Mission List (Green color: remastered | Red color: original version)] Mission 01 - Sunrise [Runway Attack]: 26 Nov 2023 Mission 02 - Phantom Vanguard [DEAD]: 2 Dec 2023 Mission 03 - Behind Enemy Lines [TARCAP]: 1 Dec 2023 Mission 04 - Nocturnal Predator [Precision Airstrike]: 14 Dec 2023 Mission 05 - Timed Eclipse [Pinpoint Strike]: 17 Dec 2023 Mission 06 - Arrow Rainstorm [Anti-ship Strike]: 29 Dec 2023 Mission 07 - Cloudtop Foxtrot [Pinpoint Strike]: 4 Mar 2024 Mission 08 - Sentinel Shield [BARCAP]: 3 Mar 2024 Mission 09 - Death from Above [On-call CAS]: 9 Mar 2024 Mission 10 - Prom Night [Deep Strike]: 29 Mar 2024 Mission 11 - Act Lancet [Pinpoint Strike]: 17 Apr 2024 Mission 12 - Twilight Guardian [Escort]: 22 Apr 2024 Mission 13 - Desert Storm [Pre-plan CAS]: 5 Feb 2023 Mission 14 - Alert 5 [Intercept]: 2 Jun 2023 Mission 15 - Wild Weasel Day [SEAD]: 30 Apr 2023 Mission 16 - Highway Pull Over [Interdiction]: 18 Jun 2023 Mission 17 - Dawn Raiders [Deep Strike]: 11 Jul 2023 Mission 18 - Storm Knight [Deep Strike]: 20 Jul 2023 Mission 19 - No Time For Caution [Carpet Bombing]: 13 Jun 2023 Mission 20 - Street Battle [On-call CAS]: 1 Aug 2023 Mission 21 - Valiant Aggressor [Fighter Sweep]: 3 Aug 2023 Mission 22 - Kerman Desolve [SEAD]: 9 Sep 2023 Mission 23 - Moonlight Raiders [Deep Strike]: 11 Sep 2023 Mission 24 - Operation Opera [Deep Strike]: 30 Sep 2023 -------------------------------------Original Post Below------------------------------------ Hi guys, I just made a 2-8 multiplayer hornet COOP mission, it's a simple runway attack under Prowler's (S3B as EA-6B) EW cover. It has detailed mission briefing in pdf inside the download package. Operation Hormuz Mission 01 (digitalcombatsimulator.com) I planned to make a series of mission as a whole campaign, it doesn't have much thrilling plots or challenging tasks, but mainly focuse on following briefing instructions, fly tactical formation and basic weapon handling in an "as-real-as-possible" battlefield environment for multiplayer COOP. Hope you enjoy it. Welcome for comments, and please give feedbacks if there's any bugs, thanks.
  3. Thanks again for your kind help! @toutenglisse Here is the first mission with a "fake EW" aircraft, suppressing enemy radar and taking the package (6*AI hornets plus 1-8 client hornet multiplayer COOP) for a runway attack mission, please let me know if you like it, thanks. https://www.digitalcombatsimulator.com/en/files/3325580/
  4. Yup, it sounds like that you have a GPS bomb instead of a Laser bomb.
  5. Yup, I noticed that the triggered action can only be applied to a "Group" level. So I've made an independent group for each client plane, but for AI, I think it's too much time consuming to separate all of them into single unit group, it also create troubles for other command when a flight is not in a same group, so for those AI plane, I just made them the normal way. I'll check the altitude settings and try to incorporate. Thanks a lot!
  6. Hats off to the ME master. It works very well. Although I've also tried the add AND altitude condition for "invisible on" action, and add OR altitude condition for "invisible off" action. It seems that by adding these altitude the invisible on/off can't be triggered. So I only kept the "Inside/outside moving zone" for the trigger and it works well for the mission. I'll share the mission with you guys once it's done. (a max 8-clients multiplayer COOP hornet strike missions mainly focusing on training and excution) Thank you so much again!
  7. Hey guys, I'm trying to set up a mission with a simple EW simulation: Send a prowler (using S3B) in the air, link a moving zone to it with a radius of 2nm. Any unit inside this moving zone will be undetected to an hostile SAM radar. Or in another method, a SAM won't shoot at an unit unless the unit moves outside the safe moving zone. Is there a way to achieve this? I'm so struggling to get this work. Thanks a lot!
  8. Mission 4 On the return leg, committed the bonus CAS attack. One JDAM left, used TGP pod to get the tank's coordinates for TOO mode. Dropped the bomb above 20k ft, then egress south, but the bomb took a little bit long to hit the target. So when when player said something like "Devil 1-2, off target..." Bravo 6 replied something like "No kill, circle around for another attack" 3 seconds later, BOOM! the JDAM hit the target right on. Then Bravo 6 replied something like "Good kill, but next time get clearance before attack" So, here's the 5 points I lost, only got 95 for the mission. Ahhhh, that was a 2 hour mission! Anyway, just a small tip that if you want get 100, maybe drop the bomb at 15k feet, otherwise the bomb just flew too long.
  9. Understood, will keep practicing and be more careful on WP4 and WP5, thank you sir.
  10. Hi Chillng, thanks for the feedback. I also did another run this morning but got 96 points again. I was a little frustrated. After reading your first reply above, I noted that my altitude wasn't low enough, could you confirm if these low level score zones are set at each waypoint? (Maybe I could use it as a cheat-note). BTW, I also saved the track that I played this morning, if it doesn't bother too much, I wonder if you could kindly check where these two points were deducted? (Clearly I was using ATC to lock speed at 400 and struggling to keep low, also it's very dangerous if you're not familiar with the terrain) I might pay more attention and reduce speed for my next attempt (It takes too long to cold start and fly over to get ready for the run). Thanks so much. https://drive.google.com/file/d/1grmaXTAsVL1c28jVNjdCn01DCCYwI0su/view?usp=sharing
  11. Hi there, Great campaign first of all! I've tried mission 2 twice, with both time 96 score. I've also checked the score card. I noticed that following ATC's instruction for departure will give you 4, and hit WP4-10 correctly gives you 2 for each. I'm sure that I've followed ATC's instruction correctly (permission for engine start, permission for taxi, hold short and contact tower for takeoff, hold 5nm 050 under 1500feet then contact departure to fly 320 climbing angles 10, when given instruction by departure turn heading 250 while maintain angles 10. about 20nm from Incirlik, departure will set you free and then proceed to WP1 for low level entry). I suppose the 4 score I was missing was during my low level flight from WP4-10. It appears to me that I can't keep 400 knots whilst keep below 150ft above the river. Although in my 2nd run, I thought I had followed WP4-10 correctly, with Poodle saying "well done, nice, you made it... blablabla" and I think when I hit those waypoints, my altitude was sure low enough (not below 150 as mentioned above). I still get 96. Does anyone has the same issue with mission 2? Thanks
  12. My apology if this is misleading. Because this setting works well when I set it up with my human wingman in MP. But in case this is wrong, please ignore my post, deepest sorry from me, my mistake.
  13. Ownship tacan setting is via DDI screen: HSI - Data - TCN - UFC, not via the UFC TCN button. if your lead tacan is set at 3Y, yours is set at 66Y. You should search for 3Y, and your lead search for 66Y.
  14. Is this issue fixed with 21st July patch? I couldn't find anything related to this bug but only something regarding improvement of GBU-24 accuracy and lasing for the F14.
  15. Try to stay above 10k feet and use CCRP bombing mode. I recalled your had cluster bombs so use GMT (with interlene) radar mode to lock target to the north of the river, and drop bomb above 10k feet altitude to avoid air defence.
  16. all my slam & slam-er are intercepted, tried twice, all intercepted.
  17. Hi BD, just wonder if you have a link with this doc showing score scheme? Thanks.
  18. Hi there, mission 10, all my four SLAMs are intercepted by either Harbor AAA or the warship anchored in the port. There's no way to reach the subs. Debriefing log attached. Debriefing.log
  19. Personally, I think current M01 as a opener is stunning. I read the briefing carefully but still didn't expect that I would deviate to land in Cyprus. Luckily I completed the mission in my first try with 100 score, although I almost crashed the plane during the cross-wind landing. M01 indeed isn't for rookies, but this campaign isn't for training purpose neither. I just think such an opener is fantastic. A climax from the start.
  20. Thanks, it's good to know that taxi directors are coming!
  21. Hi, I've flown mission 01-05 but now stuck with mission 06 because the Tomcat bug (already reported) couldn't trigger comms and I'd like to wait for a fix before continue. I'd like to make a few feedbacks (not bug reports). 1. The mission names: each mission has a different naming standard, maybe making it more standardized? such as RODF: Mission 01 - ?episode title? RODF: Mission 02 - ?episode title? RODF: Mission 03 - Strike at Incirlik RODF: Mission 04 - Arms Smuggler ...... 2. The yellow shirt picture, I wonder if it's better to just put a yellow shirt in front of (or beside) player's aircraft and use text message to give taxi instruction? I'm not sure, but also want to know how other players feel about this. 3. I understand this might increase PC load, but indeed there are more civilian ships and commercial jets, I wonder if more civilian ships and planes can be added on popular routes base on real-world transport? For ships, there will also be more ships waiting in anchorage outside popular ports such waiting ships can be added as static object. For airplanes, can use flightradar or other airplane trackers to determine MarineTraffic: Global Ship Tracking Intelligence | AIS Marine Traffic Flightradar24: Live Flight Tracker - Real-Time Flight Tracker Map
  22. Just to double check (making sure that I didn't forgot to box the TCN and selected the correct setting). I flew mission 04 again this morning and made a screenshot (the trackfile is too big). Olive had already formed on my wing, and I've selected the 83Y as A/A TACAN freq, boxed TCN on HSI, but the TCN range is not shown on the HUD. As I recollect, it works in mission 01 and mission 06, but not working in mission 03-05. null
  23. CNATRA P-1288 (Rev. 05-20) Chapter Three, section 305 read as follows: A G-Warm shall be executed prior to beginning any TACFORM maneuvering. A G-Warm requires a minimum of 180 degrees of turn. Normally, the flight will conduct two 90-degree turns in opposite directions such that the flight ends up on the original heading. The turn will be executed to achieve 4 Gs for the first 90 degrees, and then a peak to 6 Gs, easing to 4 Gs, for the second 90 degrees of turn. This allows for the flight to efficiently complete a G-Warm while transiting to the working area. The G-Warm will be initiated with the wingman in DCS or as close to it as local course rule altitudes allow. Reference the TACSOP for specific instructions on how the G-Warm will be executed. You will lose sight of Lead in a G-Warm if it is initiated into you, so don’t call “blind” when Lead goes into trail. If the G-Warm is initiated away from you and you lose sight of Lead, call “blind” immediately and execute all of the turns as directed! The trailing aircraft should strive to be at the leading aircraft's dead 6 o'clock after the first turn. It is essential that both aircraft strictly adhere to the airspeed and G requirements outlined in the TACSOP, as there is a potential for a mid-air if the trail Fighter floats the second turn. null Common errors: 1. Pulling for greater or less than 90 degrees on the first turn, resulting in skewed geometry. This is more readily apparent when Wing does not end up at Lead’s six o’clock during initial G-Warms away from Wing. 2. Poor Lift Vector and/or nose placement during the first turn and getting too fast (>400 KIAS) or too slow (<380 KIAS) prior to the second turn. 3. Not pulling right to 6 Gs in the second turn, or not maintaining at least 4 Gs thereafter. 4. Not getting the nose up quickly enough for the climb back to Spread, resulting in getting fast and going acute. 5. Post G-Warm – not intercepting Lead's bearing line and 300 KIAS.
  24. I think this is an issue of the mission instruction itself, Strike gave orders that you may drop ordinance in vicinity (to stop the smuggler cargo ship) but it didn’t specifically clear you to engage the ship itself, resulting in an misleading instruction. In my first attempt, I dropped the Mk82 in front of the ship’s bow and also shot warning 20mm in the sea and then shot several round on the ship’s cargo deck, nothing happened, and no radio comms, so in the end I gave the ship a AGM-65 and sank it, then the radio came in and Raven 11 saying he is coming to my spot. Then Raven 11 and 12 flew over all the way to Syria because the ship had sunk. In my second try, I set the Mk82 VT at 700ft and dropped it onto the cargo deck directly (instead of dropping in the sea), thus it created enough damage but not cause the ship to sink. Then about 10 seconds later, Olive said the cargo ship had stopped and everything went well thereafter.
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