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Sandman Simulations

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  1. Due to worktrip I'm unable to test this before saturday. Last time about 1 week before release mission worked normally. If you are able to try it again, please report does it happen again and if you are able to tell did someone crash or stuck with AAR.
  2. Hi, There should be two F-15 flight, two Hornet flights, two Tornado flights and two Tomcat flights so total 8 flights. Are you able to see from mission replay has some smart ai-pilots crashed for some reason before wp 2?
  3. Thanks again for your feedback. Mission length is a difficult compromise. Many players like realism but get bored with 1,5 hour CAP flight if it is not full of action. Some missions are quite long and there is no 1 hour dogfight for player. I have tried to create things to happen around even if not directly affecting player. I'll check why Tanker name and TCN is not right. There is another tanker returning to the carrier and there might be confusion between them. AI planes crashing is embarrassing and unfortunately as you said there is little I can do about it. Things like AI stucking on carrier deck or runway can be prevented by setting AI to dissapear before recovery or start already in air. That's ok if player won't know that. But unfortunately there is so many things changing AI behavior that after every game update new problems might arise and old ones might be solved. It is an immersion killer too when happening at the end of the mission but it can destroy whole mission if happening at the beginin. Lately there has been known problem with Hornets stalling if they must make steep turn like when approaching tanker. Then they keep stalling all the way to the ground. I hope it will be fixed soon. It's not a problem to player an larger area map with briefing material. Problem is it should be zoomable to give any useful details. I'll look if I can find useful zoom level. In those old Tomcat days pilots had paper charts...
  4. That's a matter I did think about a lot when started building this campaign a bit over year ago. Sorry to hear that voice-over quality has been so immersion-killer for you. And again, like about landing checklist, you are not only one to say there could be some work to do. At beginning I did some tests with human voice "actors", quite fluent English speaking friends. Quality was sometimes ok but it was clear that speaker was non-native. Also not everyone willing to try had voice fitting for this purpose. There was also a problem that every time I fixed campaign so that I had to change some voice-overs I had to reach the same "actor" again. Of course voice-overs should be done last but I can tell there is no point when campaign needs no fixes anymore. Mostly for those reasons I decided to use computer-generated sound actors with some editing. By the time I didn't found a perfect program for the purpose and had to use quite a lot of time trying to make voices sound better - not enough according to your experience. Afterwards I found out that there is a very large community willing to participate voice-acting as you said. There is still that campaign-fixing problem but I have now seen quite many developers using this method with very good results. I just also found a much better program for quite-humanlike voice generation with natural emotions and so on. Expensive as hell of course but maybe worth the money. But I haven't been able to use it in this campaign.
  5. I still has to work with it to stop Jester looking for missing items after landing. Also wave off -situation is a bit difficult to make work perfectly. And yes, maybe even bit faster could be better.
  6. How about something like that? No more bolters because you forgot the hook! If you have everything right on downwind, pilot will just call checklist items. If something is missing, Jester will tell you to check the item. Try with that .miz file. Landinglist test.miz
  7. I still couldn't find reason for that. I tried with simplified radio too but it should not cause the problem. Are you having same problem in other missions too? Hearing AWACS or something else you should not even if on another channel? Please report if someone else is having the same problem.
  8. Thank you. Nice to hear! About landing checklist. I'll try to find right parameters so that pilot could just call the items in row and Jester would notify if something is not right. Like "check flaps" if flaps are up. Can't promise I can make it work.
  9. Hi, and thank you for your feedback. You might be right about landing list. I know in real life it really goes like you said. My argument for challenge type list reading was to get single player pilot to check all critical items when Jester won't do it for you. But you are not only one who has said it will take too long time. I will think about changing it. About AWACS calls on mission 1 and 3. There should not be any AWACS radio traffic on departure channel (preset 2, 328.0 MHz) or approach channel (preset 5, 255.0 MHz). AWACS should be heard only on Preset 3 (225.0 MHz). Can you confirm neither one of your radios to be set on preset 3 and still hearing AWACS calls? If you leave either radio on preset 1 (259.0 MHz) you will hear BARCAP flight calls.
  10. Please report here if you encounter any problems while playing the campaign.
  11. Hi and thank you for your notice.
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