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JanHe

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  1. Thanks dggoofy! A high quality campaign that which connects very well to your "Equilibrium" campaign! The missions are varied but still convey a coherent and detailed storyline. Definitely comparable to paid campaigns! I really hope for future F1 campaign releases as I can`t get enough of your work (maybe for the F1M once it gets released?) 2 small remarks: Mission 12 - ELIMINATION: Although I have tried the mission several times, I no longer get any communication after dropping bombs on the target. I flew a righ-turn as requested and in some cases flew over the target again, but there was no reaction. In some cases, Cat Woman warned of a manpad when flying over the village again, but this did not trigger consistently. Maybe a trigger problem? After that there was no more communication and after I flew back to Rayak and landed I couldn't complete the mission. Mission 16 - NORMALIZATION: The mission is still fully functional, but due to the fog introduced in update 2.9.10, you fly long stretches of the mission in dense fog. As a result, some mission content does not seem to come into its intended effect and you are flying blind
  2. Will the availability of GPS speed up INS alignment and make INS fixes obsolete or will it enable additional navigation options (maybe even something map-based)? Is it known for which purposes the MFD can be used? Will it have other uses besides radar display and weapon station management?
  3. After a closer look at the screenshots (no idea whether these still correspond to the current model after all these years), it looks like the green radio of the F1M is comparable to the currently available versions of the F1. The red radio on the other hand seems to contain pushbuttons similar to the green radio in the M2000. So there seem to be more setting options than the current limitation to presets only in the red radio. What I find interesting is that the back of the gun sight camera in this photo contains green indicators as well as new pushbuttons. To me these green writings look like lots of little display elements or controls. It seems to me that the F1M contains several small improvements over the currently available versions. In addition to CCIP / CCRP, a radar altimeter and GPS would relieve the pilot of some of the manual work and an NVG-compatible cockpit would offer new application possibilities.
  4. Having played several DCS campaigns, I have to say that this campaign is one of the very best. In my opinion, together with "Paradise Lost", this is the best campaign for the Huey. The Syria map is a welcome change from the frequently used Caucasus map and is excellent for helicopter missions. The map is very well staged in the missions with very cinematic weather settings and locations. I was particularly impressed by the lively atmosphere during the campaign, which is created by very appropriate and persistent AI deployment on the water, on the ground and in the air. Also the radio communication and interaction with the AI seems authentic. Radio Lebanon is a great idea (Shoutout to A.C.!). The missions are diverse and have a pleasant level of difficulty. Feasible for beginners but also a challenge for advanced players. After the bugs already mentioned in the forum have been fixed in the next update, this campaign is an absolute must-have for every UH-1 pilot! As the scenario and the setting offer so much potential for further missions, I hope that there will be another follow-up campaign. Either for the Huey or a helicopter previously included as AI (Mi-8, Mi-24...) Cyking for your first campaign, this is a great result that you can be very proud of. I can't wait to see what else you come up with in the future!
  5. After finishing the campaign today, I would also like to give some feedback. What I liked: Very atmospheric use of fog and rain in the snowy landscape A pleasant level of difficulty that might be too much for absolute beginners but offers the right level of challenge for advanced players The missions are very enjoyable to play as they are not too long (well under an hour each) The variety of tasks in the missions What could be improved (outside of the bugs to fixed): More mission context via voiceovers: in many places, the specific task only emerges from the briefing documents. Instead of a generic call to start the helicopter, further information from the co-pilot or ATC regarding take-off authorisation and rough direction to head after take-off would be useful. It would also be useful if more voiceovers were also available in text form and could be read via the message history. This would make it clearer which specific task needs to be completed next. In general, more communication with people outside the helicopter would be helpful: in addition to the often sparse ATC, better voice over communication with accompanying assets, for example, would also be useful in order to understand that more bombruns are being flown before it´s safe to approach the bombed air defence location. In general, the FARPs, bases (friendly and hostile) etc could be designed in more detail. Perhaps making use of the Massun92 asset pack, which is integrated into core DCS would be an idea to show more life on the ground in addition to the rudimentary objects provided by the base game. Also the presence of more persistent ground units in the form of checkpoints, FOBs even outside the absolutely necessary mission scope would breathe more life into the world I hope that the bugs described in other threads will get fixed (mostly depending on fixes provided by ED). There are still some details to be added to make the campaign a more enjoyable experience placed in a vivid environment.
  6. So far I have played the first 3 missions of the campaign. I really enjoy the setting, atmosphere and all the unexpected tasks / details during the missions. However it seems like I also ran into some problems with trigger activation even though I tried my best to follow the tips provided in this thread, handbook and kneeboard : Mission 1: I also had trouble finding the last trigger to activate the smoke and call to land. Between the last two triggers I had to cycle around the HQ for over 5 times, before finally being able to proceed with the mission. The increased fuel consumption during these cycles even resulted in a fuel shortage on the way back to HQ towards the end of the mission. Mission 2: While still heading North-East towards Ozurgeti the mission end screen popped up mid-flight and ended the mission. I think it triggered way too early even though I was on the intended flight path and the last radio message had only triggered a couple of seconds before. Mission 3: I also ran into the problem with finding the ship after picking up the men from the submarine. After flying 230° for a short time, I was told to head east (towards the coast). The 41,00 MHz FM-Homing didn`t work (neither automatically nor manually tuned) so I couldn`t find the ship. I hope you find a way to make the missions more robust by adjusting triggers and providing additional information (maybe by voice line or kneeboard). I am really looking forward to the rest of the campaign. Great work!
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