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CPU runs +20° hotter in idle after update to 2.9.16.10523.
RimanDk replied to Dmsea1's topic in Game Performance Bugs
If you are asking me, I'm referring to the main in-game menu. Not the launcher. Game is full-size, with icons in the bottom and menu items on the right =). -
CPU runs +20° hotter in idle after update to 2.9.16.10523.
RimanDk replied to Dmsea1's topic in Game Performance Bugs
I am also seeing 74c on the CPU in the main menu. I'm on a 7800X3D with an RTX 4090 and 64Gb of ram. -
Hey, @ChillNG, just finished it as well and have come to echo what everybody else has said. Just a tremendous time all around! Loved it! Like others before me, I went through Steep's exploits in the A-10 before making the jump over to this. Skipped the Syria ones for now, as I wanted to conclude the PG campaigns as one cohesive story arc. The A-10 campaign is long and grandiose. It feels like a saga. The more formal tone of the briefing material, complete with the accompanying YT videos, do a lot to set a grand stage. The Kerman campaign, in contrast, feels like a much smaller, more self-contained and personal experience; a detailed chapter of the larger story told by the A-10 campaign. This is intentional, of course - I just didn't know and was surprised by the abrupt departure from the previous style. I can't say which I prefer, but I think I lean more towards the A-10 style than this. It's just a matter of personal preference. In a way, the change in style reflects the change in culture between the services, which is fitting. Either way, I loved it. From the great balance between both low-tech, dumb iron bombing missions and high-precision drops, the campaign does a great job of fleshing out the Harrier and touring its capabilities in a very natural way. FOB Romeo was... absolutely terrifying! Both landing there the first time, basically blind, and taking off in the dark... both heart-pounding moments! One negative note - which is through no real fault of your own - is that I went through this during a time in which the Rockeyes are bugged. Instead of bursting at the set altitudes, they burst immediately upon release from the aircraft, regardless of the type of drop, the altitude and the angle. This took... a lot of trial and error to get used to and involved setting up custom missions for myself to practice ballpark estimates of how to drop and conceivably hit something. I was glad to see the smattering of ground radio channels I would expect to have to go through on start-up, taxi, take-off, approach and landing, instead of just the 1, like in the A-10 campaign. Great improvement there! I also learned a lot from just listening in on the comms for an artillery strike! On a slightly more masochistic note, perhaps, I kind of wish there had been at least one mission with AAR and one involving the Tarawa and/or a forced vertical landing. Sure, you have the option to VL whenever you want, but you're never forced to. I get why these were omitted - these are about as hardcore as it gets in the Harrier - but I feel like they are integral parts of airframe's operations and deserved some kind of spotlight. Optional, for AAR, if nothing else. Alright, that's all. I have all of your campaigns and I will crack on with the next one soon. Probably the Hornet =). Thanks for the campaign, it taught me a lot and I thoroughly enjoyed it!
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Mission 6, Wingman never attacks the targets
RimanDk replied to Chacal_IX's topic in AV-8B Kerman Campaign
Hey, @ChillNG, I'm running into this or a similar issue right now. Just did my first playthrough of this mission and only managed to take out 1 tank, because my second LMAV somehow destroyed a truck + adjacent troops but left the adjacent tank (which I was targeting!) without a scratch... Rockeyes = worse than dead weight. Anyway, given I was Winchester, I ordered Chief to clean up. He correctly took out 2 tanks with JDAMs, but somehow worked himself into too tight and slow of an orbit over the target and became unable to reattack the last tank. I don't know why, but he just got stuck and wouldn't extend away enough to get the room to reattack. Just came up too tight and too slow and ended up aborting over and over again. We ended up bingoing out. Very frustrating on multiple counts - none of which your fault. Just DCS damage being what it is and DCS AI being what it is. Still, left me wondering if it's some of the same the others have observed above? -
Not sure where this belongs, so I'm putting it here (most relevant area I found for it) The new warehouse system is great, but I would love the ability to remotely ask a node to produce cargo ahead of me landing there. The comms menu could suitably be used for this. Realistically, I would expect cargo to be sorted out and ready to go ahead of me getting there to pick it up, so as to minimise time expenditure at the FARP.
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Selling my mixed heli/fixed wing gear, because I upgraded to a Rhino and no longer need it =). All gear is in perfect working condition with minimal wear. Most cams and springs have never been installed. One base (fixed wing) comes installed with #50A + #10A springs for a strong centering force. The other (rotary) comes with tightened clutches and #10A springs. Looking to sell everything together for 550 EUR/600 USD + shipping, but could be persuaded to split it into two different bundles for separate buyers, if there is interest and I can't place it all at once. UPDATE: Grip + 1 base + 1 extension sold. Remaining for sale: 1 base + 1 extension Asking: 175 EUR/192 USD + shipping UPDATE 2: everything sold
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Just finished it. Absolute top marks for characters - Max and Player in particular stand out, but they all felt like they had personality and depth! Amazing job! - atmosphere and story/structure. The missions were nice and varied. This was my very first taste of a Red Flag exercise and I'm happy I got that through this campaign, as it felt very authentic and "lived", if you will. I learned new things and reinforced previous knowledge, falling in love with the Mirage all over again and becoming a better pilot for it. The ride wasn't purely smooth and all rainbows and unicorns, however. Especially at the beginning, it can feel overwhelming and chaotic. I have needed to re-do multiple (most!) missions because of malfunctioning or missed triggers (lacking guidance on needing to pass a given waypoint within a certain distance to trigger, or needing to be on a certain frequency at a specific time, but not learning about it anywhere). I persevered and got to the end, but it's not a campaign I would currently recommend to people, unless I knew beforehand that they are handy at getting around that sort of thing and don't mind putting up with some frustration to get the full experience. Overall, it's been an amazing ride! If the critique above were to be addressed, so that everybody would get a smooth ride on their first play through it, I would recommend it in a heartbeat!
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No worries, mate! I'm mostly managing to figure out the bugs and navigating my way around them through trial and error. Annoying, but still making progress. I did a 4th run at it and passed it with an 80 (was Winchester and couldn't deal with the follow-up). To any, who might be running into issues: The mission appears to be on a script with rather tight tolerances. You must overfly WP3 within 3nm for everything to trigger correctly! If you do, the script plays out as expected. If not, trouble ensues. I still didn't get any comms telling me the Migs were down and I got no indication that I should switch frequencies towards the end, so I only learned about additional tasking when an F10 prompt description came up. Suffice it to say, without having heard the radio call preceding it, I was pretty lost on what was expected.
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I know this response comes almost a year after the last post, but it's still relevant. My experience on the first try was great - right up until I got shot out of the sky by a surprise Igla at point blank... My bad, I suppose. Second attempt included an unfortunate accidental ejection between WP2 and 3. We won't go into that... Third attempt is the one that matters, as it appears it missed a whole lot of triggers. I flew past WP3 on the left and anchored around it in a circle with a radius to WP3 of maybe 5nm, while climbing to 25k. Chevy 2 remained glued to my wing throughout, where, in my first attempt, I flew right over WP3 and Chevy 2 detached straight away. Got the migs spawn, pointed East and lit the burner, while CAP dealt with the threat, but got zero indication that the Migs were down. No comms or otherwise. Turned back when the M disappeared from my RWR and a quick F2 step-through of air assets revealed no Migs around. Went back to tracing circles above WP3 and must somehow have gotten accidentally close enough to trigger Chevy 2 leaving (didn't realize what the trigger to get them to leave was, but I guess it's actual proximity to the WP)... to go... on a merry patrol of the area, nowhere near the target, never dropping bombs on anything and never making a radio call for me to follow up with a run in. After a while just tracing rings in the sky, I finally got a "Good job, everyone! Let's RTB!" call from Twister... Stepped through the dialogue, then decided to go <profanity> up my target anyway, because I felt rather cheated... but no iglas this time and no active target assets. RTB'ed uneventfully, got a 55 score with zero mention of me launching rockets nor of my rockets hitting anything at all, though I clearly hit some mockups.
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Thanks, BD - I think it would help to just get a run down of how the mission is supposed to play out after the intercept point. The B-1 does its attack run and turns around, of course, but I lack some comms calling me out of the CAP point, so it becomes a little bit murky when to leave, particularly if I'm in doubt whether any bogeys are left alive or not. Once I leave, what more is supposed to happen? What radios am I supposed to be on while retreating out of the strike point? Are there any interactions I should be getting? What triggers am I missing? I assume there's some radio chatter that I'm not getting because I'm on the wrong radios, and that's where the triggers are that I'm not catching. Guidance for when to switch radios is missing from the strike point onwards, which is where I get turned around, I think. If you could provide a comms timeline past the strike/intercept point, I can try and follow it and report back whether it changed anything or not. The campaign is excellent so far, with some fun, quirky characters and excellent voice acting. It's extremely chaotic, though, but I put that down to the confusing radar with all the spurious contacts and the lack of datalink resulting in lacking SA. Makes it very hard to tell what's going on a lot of the time - no fault of yours, just an observation of how this campaign is challenging in different ways than others I have played. I'm enjoying it, but the comms are a problem. Particularly the first couple of missions are pretty broken in that regard. Could just be kneeboards need updating or something =). Cheers.
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I go through the escort portion and the attack run, intercept the bandits (AI is quite effective and kills them before I manage to get a shot off), circle a couple of times and F10 Darkstar to get a bogey dope, get a "picture clean" and try to leg it back to the Bone. I rejoin it, but get nothing on comms. No triggers. Nothing. It gets back on station in the whereabouts of WP3/6, but hanging with it does nothing, so I push red 2 and green 7 and head home. En-route I get a message to F10 to Nellis manually when I get close to the WP, which I do (pushing green 10 for approach). I land successfully and switch to tower on one radio and ground on the other, but get no comms from anybody. I park and turn off the plane, but... nothing. 50% score. Something ain't triggering. Where am I going wrong?
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Okay, cool! Thanks! I set mine up on Ace, which is... more than a challenge! I will adjust my own training scenario to reflect this change. Hopefully, I'll start getting some results and building the confidence to get back to doing the mission proper! Cheers! EDIT: Lowering the difficulty definitely made the fight more approachable in my custom training scenario and I have started to see some success. Hopefully, I can translate that to the real mission! EDIT2: Managed to pass it. Turns out practising against considerably harder opponents pays off! =). It's still a hard fight, but it's approachable now, whereas before it would take a combination of skill and luck to survive it and would lead to a lot of frustration and painful re-do's. The way it is now, 15 is an amazing mission that offers a bit of everything, from carrier ops to strike coordination and tough formation flying (quite a tight turn with quite a lot of bank!) to air-to-air knife fighting to strike and cas... it's a ton of stuff crammed into a single mission! Marvellous fun! One of the best-designed missions I have ever flown (could only be improved by an optional tanker en-route home - which would be far from unrealistic for a strike of this size).
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What are they set at? I think the ones I added to my own mission are set pretty high - would like to practice against the right difficulty, if possible =).
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Doing this mission again for my second playthrough and I find them near impossible to deal with. I have a thread on hoggit about it, actually. Would absolutely love to see a video of you doing it. No matter what I try, they tend to fly rings around me and tag-team me to death. It's gotten to the point that I'm just practising that one encounter in a separate mission that attempts to recreate the parameters without Paco, as he's utterly useless in that fight. Say, it's not possible to just blow through them and keep going with the attack, is it? An optional tanker would really mean the world in this mission...