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dimanizer

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Everything posted by dimanizer

  1. nullAlso getting this popup when starting from IP
  2. Initial AAR is messed up - Sledge flight doesn't refuel properly and AAR Done trigger doesn't progress the mission. Skipping to IP at mission start also doesn't work - Seldge flight doesn't push. It can't be completed at all currently. @baltic_dragon please have a look Edit to add: Seldge 23 puts on the brakes when Seldge 21 starts the refuel. Power never seems to go back on and he eventually crashes
  3. @baltic_dragon mission 15 AAR is messed up for me as well. One of the first 2 jets to refuel stays with the tanker and keeps reconnecting. After triggering AAR Complete from F10, nothing happens. Can't proceed with the mission
  4. @baltic_dragon just playing it now and I too have fuel bugs: 1. on first refuel, bucket doesn't give much - definetly stops before full tank 2. on second refuel, I sent Olive first then it wouldn't give me any fuel at all I've also had the Clementines not proceed past the ridge - one went and landed somewhere and the other just circle around. Cool mission... too bad I can't finish it
  5. I play single player exclusively... I don't have the time to finish 2 hour long missions in one sitting. So I'll leave the game open mid-mission after playing for a bit to come back to it the next day and continue, but then I get this error which closes the game and forces me to start the mission over. Found this in the logs:
  6. @baltic_dragon the visual prompt for asking to attack the helo doesn't appear, but the audible one does. It's then possible to interact and get permission to engage, resulting in full score. This is right after Knight, or whomever, tells Ravens to bring it down.
  7. I've been playing this mission for a few days now... Never tasked with shooting it down. Lead does and mission score is 70.
  8. @baltic_dragon I just got the same error while approaching WP2 and again at the same spot as OP. On version 2.9.13.6818.2 and no mods. I was able to complete the mission. Awesome campaign so far!
  9. Does 14.0d mean 14 nm away from TACAN? So turn right 90 degrees once 14 nm away from the TACAN?
  10. How does one intercept the 14.0d arc - or in other words, at which point am I supposed to start turning right? Thanks!
  11. @baltic_dragon was the fix not part of the recent update? I just flew it and same story.
  12. Ran the mission tonight after updating. All SAMs come on as they should, but upon landing and finishing the mission, the briefing does not update and the score doesn't indicate success - 60 even though I hit both SAMs and voices-overs played indicating success. The mission success/end badge did show up after entering the hanger.
  13. On my second try of the mission, I chose to engage first (rather than let Tally do it), and everything proceeded as it should have. FWIW, I have no mods installed.
  14. Maybe counts as cheating, but I did it by going as high as I could for the mission to register the pass. IIRC it was just under 7k feet. Also break left (into the missile), as suggested in the brief. I also didn't use the built-in programs. Rather created my own. I didn't find the pre-dump helpful, but I created a program to dump like 5 flares 100ms apart. Good luck
  15. Just played it (on latest DCS version). I chose to let Tally attack the first target in the mission (AAA by the blue smoke). Then to engage the technicals with Mavericks. I fired first and destroyed the northern technical. Tally didn't engage the second one and the mission did not proceed. Sorry, meant to created under the bugs subforum.
  16. Isn't that what CAS/Strike missions are? I'm not quite done yet, but I thought that the mission variety was pretty neat with twists and turns along the way. Got to use different weapons in different scenarios. Liked the voice acting, for the most part, and found the writing in the briefings very good and quite funny at times (and the script in one of the missions too!). The main criticism from me is with regard to missions where you're not playing as the flight lead. The flying to/from the mission area in formation was not my favorite part, because beyond a bit of banter nothing happens. I like to time-accelerate through those sections, but having to fly in formation with the lead makes that challenging. I realize that these transitions are part of what pilots do, it's there for immersion and adds to the variety, so this is just my personal preference. Being the lead would have allowed to get through this faster. For example, the hog escort mission (the one with the really funny bit) - I think that it basically has no replay value since there's very little action. That said, this mission really adds to the variety and that's awesome. I just think it could benefit from being much shorter. I also realize that we probably don't have to fly the formation and could just go to the next steerpoint and wait for the lead to join and mission to continue. The other area where I think this campaign falls short is in lack of actual threats. I think there's only one mission where there's a chance of getting hit and needing to fight vs just attacking, and even that is short lived (the popup manpad in the other mission with hogs). This takes away from replay value and I think that the Weasels Over Syria campaign does this much better. Overall I'd give it a 4/5.
  17. Have a look here:
  18. Thanks, @baltic_dragon. I should have said mission 05 in OP, but anyway it doesn't seem right. Please see screen captures for reference - kneeboard says 34X, but W31 appears on channel 30X. Nothing on 34X. Congrats on the camping, btw. Lots of fun!
  19. Hi, 2 of the 3 SAM go up okay. I'm able to destroy one and W32 gets the second. The third SAM located near the one that gets destroyed by W32 never goes active though, and so can't be targeted with the HARM. I did try with POS PB/EOM mode, but it never makes it there. As a result 20 point lost from score . Cool mission though!
  20. This happened right after he commanded us to separate from the hogs to check the H3 runway for debris. Turned right into the hog and caused him to crash. The mission would not conclude after that. Would be funny, had it not been at the end of a nearly 2 hour long mission
  21. OA are only supported up to steerpoint 25 - meaning they can't be used with markpoints
  22. Yes, via the "sighting option" OSB (the text in the MFD says "TGT"). See page 277 in the manual for more
  23. I think that they key is slaving from the TGP. If boresighted properly, it shouldn't be an issue, or at least that's what I've found with limited experience in BMS. In DCS F16 boresighting seems to be very buggy. Not sure if that's just me.
  24. Thanks guys! I think that the offset aimpoint DED pages might indeed be the solution. I've forgotten those existed - never had a reason to use them before
  25. @Nealius got me thinking... it's fairly simple math really, but would be nice if the DED had a calculator in there to help out. It then occurred to me that the VIP might make this easy. I just wonder whether this is what pilots use IRL. Overflying might not be an option if you're supposed to anchor (as is the case in the campaign). Thanks for your insight!
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