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Sandman Simulations

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  1. Hi, Thanks for your report. Sounds very weird indeed. I'll take a look.
  2. Hi, You are right there has been a bug since the DCS update introducing new fuzes. It's not just RE but all programmable bombs like GBU:s. There is already a fix for that but unfortunately I'm not allowed or able to release it other ways than via official DCS update which should become next week I hope. Changing weapon type is not recommended as it causes triggers recognizing the bomb to fail. But now that you asked I tested and you can change weapons via rearming menu on the deck. If you select different bomb, ask rearm and after crew has set those new bombs ask them to set back your first ones. Fuzes start to work. At least GBU explodes and also Rockeyes seem to open and explode.
  3. Hi, Thank you for your feedback. It's always welcome. I have avoided keeping the lead following the tanker after AAR since seeing so many broken campaigns where the stop follow -command stops working and the lead won't proceed. As you said there is no point if you need to burn your fuel to catch the lead after aar. I will definitely set this to my fixing list. DCS update introduced some new bugs with the campaign and I'm working to get them fixed asap. With those bug fixes there will be update for the formation flying requirements for better playability and less nagging. I'll also add the player a possibility to report when he has the target in sight during JTAC talk-on.
  4. Made some tests and there is something weird at the moment when an aircraft is set to climb straight until given distance and then should turn to intercept. Reported this to ED. But until the mission gets fixed it seems to be possible to beat it but it's harder than it should.
  5. Just checked your recordings. Thank you very much for those. Flight lead flies some very strange pattern (circle around the carrier at 10000 feet at 300 kts). Actually also Skull 5 flight launching before him does the same. Both have orders to fly straight climb and until now they have done that too. It seems that after the latest update the mission is broken. The carrier battle group missile defense system should also be able to take out the first wave of incoming missiles but in your recordings they failed to do that. I'll start looking for solutions.
  6. Hi, Thanks for reporting. The lead should climb and turn to initial heading so something is not right there. I'll check it asap.
  7. It might have. At least don't use spacebar or backspace for any key binding as they are used for mission interaction.
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. At least the fuze must be selected.
  13. By the way what did you do to solve the mission 13 loading problem?
  14. 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.
  15. 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?
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. It is possible that there is no crash log. Anyway I'll tell immediately if I'll find a solution to this problem.
  21. 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?
  22. 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.
  23. 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.
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