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Sandman Simulations

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  1. Checked and just as you said. After the second landing two Hornets stuck on the deck with the director enabled. I think it can happen even after the first landing depending if they get into the pattern before the player. The mission works fine with the director disabled. As I don't like the empty deck with no statics at all so it might be the only option to despawn all the landing AI right after they have stopped. Not very immersive either. I already made the patch for the issue for mission 4 but now I'm thinking is it really worth of it. Even if the director is quite a nice feature when working correctly It's one pita to make the missions designed before the director era to work perfectly with the it at least for now as all the updates change the behavior. The director also changes the taxi, launch and recovery order from what it was designed in the first place. It's usually not a problem in the missions where there is not many AI launching or recovering at the same time with the player. I need to think about this.
  2. Hi, Thank you for reporting. I'll take a look. At the moment I suggest to dissable the taxi director as it seems that some new stuff gets broken after every update. No matter if it works when submitting the patch to ED it might get broken after that. I think the problem might be statics on the deck. That kind of problem should get fixed by ED so I'm not sure if it's worth to remove all the statics before that or to make all AI to despawn immediately after landing.
  3. Hi, Thank you for your message. Mission 3 Mission 4 Unfortunately we are not allowed to release updates other than included in ED official one so just need to wait for that. In the future there might be a regular campaign hot-fix soon after the big update as every time something is unexpectedly broken.
  4. Hi, Thank you for your message. Unfortunately this is a single player only campaign.
  5. Hi, Of course everything worked fine when I submitted the update. At the moment it seems that there is a problem with the director in missions 5 and 7. I have already submitted a patch fixing the issue and hoping the logic won't change again before the next update
  6. Thank you very much for your feedback.
  7. Hi, Thank you for your report. As mentioned in the change log it seems that the deck crew is not there at all when the mission is loaded from the intro. Cat crew is there but have you seen the taxi director in this campaign? They are in intro missions but I dont't think they work in the missions itself. When loading the mission separately the crew works fine so it shouldn't be anything in mission settings. I have reported this to ED but at least for now haven't got any solution. Until it's fixed you need to taxi old way. Ask the crew to remove chocks, taxi to the closest cat and so on.
  8. 4/12/2024 update All missions updated for taxi director compatibility Unfortunately there seems to be a problem with the director showing up when the mission is loaded from the intro-mission. No director for some reason. Missions seem to work normally but just need to taxi as before without the director. I'm just reporting this to ED to get it fixed. It might be possible to open the mission (not the intro) in the mission editor and the director should be there.
  9. 4/12/2024 update All missions updated for the taxi director compatibility Text "taxi director forced disabled" in ED change log is incorrect and from the time that F-14 was not compatible with the director (two weeks ago). Anyway the released version seems to be the correct one.
  10. 4/12/2024 update All missions updated for taxi director combatibility At the moment the taxi director update causes late activated squadron mates to taxi only after the player. This has changed during the taxi director development process and might change again later. If this will be the final version I will update intructions later. At this time you don't need to wait AI to taxi but you may need to hold at the rendezvous if you have planned a timed tasks for your squadron.
  11. The escort flights for good guys are ready, and dozens of pages of charts have been prepared. Unfortunately, a very significant, though not entirely unexpected, setback has arisen. When undertaking such an extensive dynamic campaign, the constant fear of performance issues looms, and now it seems this fear has materialized. From the very start of the mission, a severe stutter issue occurs, even though no other aircraft or ground units have yet spawned. The stutter appeared to coincide with a script I created, which spawns and despawns static ground units depending on whether the player is within visual range. However, the stutter does not disappear even after removing these scripts, so the root cause might actually be the fact that the mission already contains well over ten thousand lines of triggers. I’m still trying to find a way to resolve this issue, but it’s possible that the campaign may never become playable enough for official DLC. All I can do is laugh when I think about the time spent on the project. Stutter.mp4
  12. Good to hear. Hope it won't do it again
  13. I wasn't able to replicate the crash. When does it exactly happen? In the intro or the mission itself? If someone else is having the same problem please report here.
  14. Thank you very much for your feedback
  15. Hi, Ad Rob10 said docs shoul be found from DCS/Mods/Campaigns/Flaming Sunrise. The first mission is introduction. Second should be the first dynamic mission. Does the campaign proggress after the first one?
  16. Update is ready 1.1 - New kneeboards - New charts - Unique side numbers for Tomcats - liveries need to be downloaded from links below - Fixed F/A-18 and E-2 side numbers - Fixed F10 menu issue Sandstorm Training Camp mini campaign 1.1 by Sandman Simulation (digitalcombatsimulator.com)
  17. Progress again. However, I've found working on this campaign to be so labor-intensive that we’ll have to see if ED manages to finish their official dynamic campaign earlier than I do . Hopefully not. So far, I’ve completed the script for enemy airbases, targets to destroy, and OCA flights to take them out. More detailed target descriptions are still a work in progress, as is the code for calculating how the destruction of airbases and other strategic enemy targets, like fuel and ammunition logistics, will impact enemy air operations.
  18. 15/10/2024 update All missions - mission does not start at all - fixed All missions – static AWACS and F/A-18C side numbers fixed Mission 1 – helo position adjusted Mission 2 – adjustments for Springfield flight Mission 3 – adjustments for AWACS and Springfield flight Mission 4 – In-game briefing chart was missing – fixed Mission 7 – adjustments for Jester behavior Mission 9 – some ai visibility and trigger adjustments Mission 10 – some F10 menu adjustments
  19. 15/10/2024 update Mission 2 - Parking stands at Akrotiri were messed up - fixed Mission 3 Afterwords - AAA not firing - fixed
  20. Just checked and just like you said F10 command is broken so you can't contact ground. Actually the whole campaign needs quite a lot of updating. I'll do something about it but it will take some time.
  21. Hi, Thank you for your feedback. I haven't checked this freeware campaign for a long time and there has been tons of DCS updates since so it's possible it is broken even if the campaign is as simple as it can be. But nice to hear someone is still playing it so I'll take a look.
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