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FMBluecher

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Everything posted by FMBluecher

  1. There are similar errors in Mission 3. This time, the initial radio message spelling out all the frequencies and channels is wrong for at least Focus, which it says is Radio 2 Channel 3 but is in fact Channel 5. More glaringly, the briefing PDF says that "Irene" is the go code and "Fiona" is the abort code, but in the mission itself "Fiona" is clearly the go code.
  2. There seem to be a bunch of errors relating to the Tarawa in the briefing documents for Mission 2. The documents give the Tarawa's frequency as 305 (Channel 1 on both radios), when in fact it's (IIRC) 127.5 (Channel 2 on radio 2). This isn't a big issue, though, as the text in the in-mission radio messages is correct. [EDIT: I just noticed this was already reported in a previous thread. Sorry about the repetition, but I think the next issue has not been previously reported:] More importantly, though, the TACAN channel (80X) is for whatever the supercarrier is, not the Tarawa. This is, well, kind of an issue for a night landing! Fortunately, I didn't have to land to get a score of 100, but for those of us who do like to try our hand at landings this was a bit frustrating.
  3. Correct, the Inverter goes to STBY. Did you wait for the APU RPM to reach 100% before starting the APU Generator? That's the one thing I can think of. And, yes, radios should be set to MAN and T/R if I recall correctly.
  4. Are your APU and APU generator both on? UHF radio works without them, but VHF AM and FM radios both require the APU to be on.
  5. I looked for this when I was doing this mission as well. What I seemed to find (not 100% sure this is accurate) is that the F-16 is supposed to eventually be able to put MGRS coordinates in, but it can't at the moment. So the best way to do this (which is a pain, but doable) is to look on the Internet for an MGRS-to-Lat-Long converter, write down the MGRS coordinates while the game is paused, use the converter to put them into Lat-Long, and then either edit an existing steerpoint or create a new one with the Lat-Long coordinates.
  6. Yeah, I watched someone else's playthrough on Youtube (since I didn't particularly feel like replaying it after I'd gotten so far into it already), and it worked fine for him as well. Just thought I'd flag it for BD to look into in case anyone else might have an issue with some weird trigger corner case.
  7. On Mission 9, after we started discussing the various types of TGP crosshairs, I told Lotus that I got it and didn't need additional explanation via the F10 menu, and then she just...didn't say anything. Nothing happened, I kept orbiting for minutes, flew the rest of the flight plan, landed (of course, the tower comms didn't trigger either), and didn't get a single line of dialogue out of anyone. Not sure what happened here!
  8. OK, thanks (to you and Swiftwin9s) for clearing that up for me! But yeah, as you say, there's still a problem there.
  9. That's what happens. My understanding is that the first bomb is supposed to hit where the aim point was, and the second bomb is supposed to hit 200 feet beyond that--is that wrong? FWIW, when I drop bombs in singles or pairs (with no interval), they also seem to hit about 200 ft short.
  10. I have done a bit of testing and found that the Hornet in CCIP drops consistently 200 ft short of where the pipper is in a 45-degree dive from about 20,000 ft. I ripple two at a 200-foot interval and the second bomb almost always hits exactly where the first one should.
  11. Cool, thanks! And, my apologies, I meant Nav Part 2B, not Part 2. I thought it might be that I didn't do great formation flying (I didn't!), but I was confused because I received no feedback that my formation flying was anything other than stellar. I am actually totally fine with not giving the player 100 points if they don't do great formation flying, I just would like it to be a bit clearer that that's why they didn't get 100 points.
  12. First, thanks for making this campaign! I'm really enjoying it so far--I've learned a ton, and I almost feel like every aircraft ought to have a campaign like this one. This is only a minor issue, but I'm curious--I've just flown the Navigation Part 2 and the Independence Day missions, and, while I got a score of 100 on every mission up to these two, I only got 75 on them, despite no negative feedback from the instructor or anyone else. I had the "MISSION COMPLETE!" message on my screen when I left the mission at the end of the Independence Day mission and I think it was also there on the previous one as well. Is there something simple and dumb that I'm doing wrong? Obviously this doesn't really affect the campaign--I can still progress, of course, but I wondered if there was something I was missing out on.
  13. Thanks all! I'll give it a try next time I have time!
  14. Looks great! I assume there's no way for Zone 5 owners to play it as a standalone, i.e. without replaying the whole campaign? I intend to replay it at some point anyway, but just wondered if I could quickly hop in to just this mission.
  15. Can't wait! Love your Tomcat stuff so far, I've been saving Fear the Bones! up until after I've finished the other official Tomcat campaigns, so it's great to see there's yet more stuff in the pipeline.
  16. This is for the stock M-2000C campaign, it just happened to me too, exactly as the OP described.
  17. Good call--if I replay the campaign, that'll probably be the approach I'd take.
  18. Finished the campaign yesterday, and I wanted to thank you for such an awesome experience! This was some of the most fun I've ever had in a Hornet. As a historian, I really appreciated a lot of the historical notes on your insipiration for various missions, and the missions felt both realistic and fun. Great work! A couple of notes on some of the final missions: On #12, "Silkworm," you noted in the briefing that the wingman's targeting behavior was unpredictable, and that he would sometimes hit the correct targets, and sometimes not. I'm just one data point, so I'm not sure this 100% solves the issue, but I gave him a "Search and Engage in Zone" order in the mission planner that covered all three possible target areas and de-selected every target type but "Artillery." He dropped all of his ordnance right on target, so that might be a solution. On #14, "Praying Mantis," despite looking like he had the right orders, the wingman put both of his SLAM-ERs into the Krivak, and, given that I put one into the Krivak as well (leaving one of the Grishas unharmed), it resulted in an unsuccessful mission. Thanks to your excellent policy of allowing the player to keep going as long as they RTB, it didn't bother me too much, but it might be good to just give the player a win as long as they score hits on both the Krivak and the eastern Grisha. (Oddly, my one SLAM-ER into the Grisha didn't kill it, either. But it clearly hit, as the game played the audio message indicating a hit on the Grisha.) Anyway, thanks again! This was an awesome campaign, and I'm already looking forward to anything else you put out.
  19. On Mission 9 (Minhad CAP) - I've been having a blast so far, but I'm a bit stuck on this one, and it seems like there are a few things that aren't quite right. Admittedly, part of the reason I'm having problems with this is that I'm simply not great at using the the Hornet in BVR engagements. So I've been working on my skills, but there are a few things that I feel are making it harder on the player than intended. The biggest issue is that Enfield 1 - the F-16s that start airborne - are consistently leaving the AO to tangle with the Iranian MiG-29 CAP over Iranian airspace instead of defending their own airspace. This makes the engagement against the Iranian ground attack's escorts a 2v4 instead of a 4v4, and the 2v4 is rather difficult given that the enemy has AIM-54s. Enfield 2 seldom gets airborne in time to make a difference; usually we get shot down and then they get shot down. I just opened up the Mission Planner, and I don't get why Enfield 1 goes off to the north. Their Search then Engage in Zone order seems placed properly, but for me, they are consistently going wandering way north of their assigned engagement zone. I also tried changing their orders, but it looks like I can't do this from the Mission Planner since it's not my flight. Another issue that doesn't help is that the radio message giving the initial bearing of the bandits is off. It seems as though (possibly?) the radio message is written as though Bullseye is WPT 3, as it gives the hostiles' bearing as Bullseye 107, but it's actually closer to 070 from WPT 2, which is actually what the Bullseye is. Anyway, thanks again for making this campaign. It's been a lot of fun, and I'm looking forward to the rest of it!
  20. Just started this campaign yesterday and really enjoying it so far! Played through the prologue and Mission 1. Mission 1 was a lot of fun, but it might be worthwhile to increase the speed of the tanker. The S-3 was chugging along at only about 192 KIAS, which made it very difficult to control the Hornet properly while trying to refuel. I thought I was doing badly until I saw that my AI (!) wingman did such a poor job that he failed to refuel successfully and ended up having to eject due to running out of fuel. Just a minor annoyance, though, in what so far has been great. Looking forward to the rest of it!
  21. Completely get it! Thanks very much for your quick responses and for all of your work making this wonderful campaign! I just finished it, and it's the most fun I've ever had in DCS (which is saying something!).
  22. I figured it might be something like that. No worries! If you have time at some point, it might be helpful to give the player a hint that "if he already fired when you spotted him, you still have to evade the missile" or something, but not a high priority.
  23. First of all, let me just say how much I'm loving this campaign so far! I'm on Event 6 and having a blast. However, I was surprised at how the Wildcard worked. I spotted him, made the call, and broke towards him. I got the "Good break, continue" call from Showtime. Given how Bio described the Wildcard in his book, I thought this meant, "great, now I don't need to worry about the missile he fired" because my understanding was, once you got the "Good break, continue" call, you were safe from the Wildcard. However, twice now, after receiving the "Good break, continue" call, the missile hit me and I was called dead by Showtime. The second time, I even tried to evade it and was dumping flares, but--partly because I didn't do a great evasive turn and partly because it's an AIM-9X--it hit me anyway. Is this a DCS limitation? If so, I'll try to just keep at it until I can get past it, but is there some way to make the AIM-9X auto-detonate or do something to keep Showtime from calling the player dead when this happens? It feels like I accomplished the training objective, and since the Wildcard fires the missile almost immediately after spawning, the window for making the call before the missile is fired is almost impossibly tiny. Or am I misunderstanding the procedure? I'll freely admit that that's possible, but I just wanted to check. If avoiding the missile is a deliberate part of the exercise (which is fine with me as long as it's intentional), then in that case I would suggest replacing the -9X with a -9M or something to represent a roughly contemporary threat. Edit: Perhaps I simply was extremely unlucky the first two times, as the wildcard launched the Sidewinder at ranges of approximately 6 nm. I tried it again and this time I spotted it before it shot, which was at about 4.5-5 nm.
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