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Sandman Simulations

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  1. Hi, Thank you for your message. Unfortunately I have no idea what could cause this as there is no way it could be dissabled by the campaign. Can you open the communication menu at all or just some part of it? Have you checked your key binding for it?
  2. Thank you very much for your feedback There has been some kind of issue with new fuzes after the latest update. It could be that. There are some problems in all campaigns and ED is working to make it fixed asap.
  3. Unfortunately it might take some time unless ED releases a hotfix. I briefly checked and I think this is the only mission with the taxi problem.
  4. Thank you for reporting this and thanks for the file. Just tested and it's just like you said. Something has been changed in the last update as it worked normally before. Need to report ED about this.
  5. At least the fuze must be selected.
  6. By the way what did you do to solve the mission 13 loading problem?
  7. Great to hear it worked this time and you are so far in the campaign. Hits should be counted if the aircrafts are destroyed but I'll double check the hit counting. It's possible that you have made everything right but the target has only been damaged. Don't get the feedback in debriefing too hard.
  8. The Tanker deactivation trigger is set to fire 120 seconds after player has reported "ready to proceed" by pressing spacebar and Jaguar 3 has finished refueling. Is it possible you reported ready before refueling?
  9. Hi, Thanks for reporting. I'll take a look. For performance reasons tankers will be deactivated but it shouldn't happen before player is far away. If you are using Tacview please send me a file.
  10. 11/7/24 update M2 Intro. Wrong date - fixed M3. Some adjustments for AI behavior M6. Enemy skill level adjusted. Enemy ship sometimes hit himself - fixed
  11. Great to hear you anyway have managed to play those missions. As I can't replicate the problem it's quite hard to find the solution. I still would be eager to hear if there are more players having this same problem if we could find the nominator causing it.
  12. Thank you. Unfortunately I still can't give the reason why it's causing this to you. Quite many problems are caused by unofficial mods interacting weirdly. This may not be one of those but if you are using any unofficial mods you could try remove them.
  13. It is possible that there is no crash log. Anyway I'll tell immediately if I'll find a solution to this problem.
  14. Do you have the same problem with mission 15 in this campaign or did you try the Speed & Angels mission 15 linked above? That problem is a hard one as according to other forum topics it seems to be happening for some players but not all and there is not a one clear nominator for those cases. In that topic about Speed & Angels Campaign linked above they thought it could be about MT. I'm not so sure as there are plenty of other topics where the cause is something else. Were you able to launch the mission 15 via ME? Does DCS create a crash log and if yes could you please post it to me?
  15. Hi, Thank you for your feedback. There seems to be lots of topics about the "Wait for pooled tasks - 1" issue in the DCS forum but not a good explanation or solution for that. Here is one topic linked below. Mission itself working normally when launched individually but in some setting not when launched as part of the campaign. If someone has encountered the same issue and have a solution for that one, please report here.
  16. The attack helicopters have now been added to support ground combat on both sides. Helicopters are quite a effective weapon system, although vulnerable to air threats. It requires careful balancing to ensure that the helicopters do not single-handedly decide the battle, yet their role remains significant. The presence of enemy attack helicopters can be mitigated by directly destroying helicopters in the air and more effectively by destroying enemy helicopter bases, naturally.
  17. Hi, All missions except the first are cold start.
  18. The script for ground battles is gradually nearing completion. It took about three months. Around 9,000 lines of triggers are now ready, some quite complex. Since it's not possible to activate all ground units on the map simultaneously to maintain performance, a large portion of the ground battles must be handled mathematically. The code design for this is still a work in progress. In any case, the success of CAS missions and the survival of both enemy and friendly combat helicopters will directly affect the course of ground battles. Indirectly, factors like supply, logistics, and the destruction of, for example, combat helicopter bases will also play a role. Next up is the design of strategic targets and the impact of their destruction or protection on the overall scenario.
  19. Campaign is designed so that it should be playable with labels off but with some more challenge. Still I have no reason to prevent anyone using labels if it feels better. Hope they get it fixed soon
  20. The label problem is now reported to ED by Reflected who is having the same problem with his campaign.
  21. Hi, Thank you for your feedback. I agree that dogfight in a low light conditions is not the easiest task. Not in the game and I suppose not in real life as well. The labels are not forced off by the campaign but now that you mentioned it I noticed a weird behavior. When mission is loaded from another mission (like in this campaign from the intro mission) labels are not working. I need to ask ED what's going on because I think it shouldn't be like that.
  22. Thanks for your feedback. For the most part, the distortion in the sound is due to the need to amplify the recording to overcome background noise. It's a balancing act between sound quality and audibility. Of course, the briefings could have taken place in a quiet environment, but that seemed a bit dull.
  23. I can't give any reason why air-to-air missiles would miss more often than usually. Enemy is normal AI and there is no option how campaign maker could change the missile accuracy. I got 2 of 3 AMRAAMS hit and 1 of 2 Sidewinders which is quite normal I think. But I changed AI skill level after first try so it might have some effect on result. Harpoons are not guided by aircraft radar but their own. So they will lock on first target within search area. You need to set search limit so that it won't lock targets too close and destruction range so that if it misses the target you want it to hit it will explode at set range. As you said I wanted to make sure your AI lead won't kill the refugees by making them immortal until certain point.
  24. Hi, I tested it three times. It's hard as you said. Maybe bit harder than when the mission was made. Maybe some AI changes after that. Also I noticed my dogfighting skills were bit rusty. One side note during testing: One of the Syrian ships seems to hit himself sometimes firing the hit trigger too soon. I'll try to do something about that too. Mountain Breeze Mission 6 2.zip.acmi Mountain Breeze Mission 6 1.zip.acmi Mountain Breeze Mission 6 3.zip.acmi
  25. Great to hear you made it. I'll get back after cheking if I could find a reason for the difficulty level.
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