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baltic_dragon

DLC Campaign Creators
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Everything posted by baltic_dragon

  1. Hey @Fuggzy - this is a core DCS issue. If you are a flight lead, WM will usually follow your light settings, but if it is a separate flight (so you are a wingman) then I have zero control over the lights of the AI. We've asked for this to be addressed many times, but no luck so far... As for the typos - they seem to never end LOL. We've had the briefings checked and updated several times, and same is true for the subtitles. But you can never fix them all
  2. Have you tried to fly it in ST (as opposed to MT)? Sometimes these AI issues are caused by MT... @wpsaturn
  3. Must be a DCS quirk, as I didn't touch this mission plus I have no control over AI hitting the targets or not. And we had the bug of AI not being able to engage with laser guided bombs before...
  4. Hm.. interesting. We will check this - you destroyed the correct target judging by the script. I'll move it to bugs forum, but I'd like to hear from others if they had the same issue. AI sometimes does weird things for some people while things work OK for others, usually due to some 3rd party mods installed etc.
  5. Glad to hear it went (almost) well on second run, the AI has its quirks. As for the hitting - I suspect DCS damage model here which does play tricks on me as well and sometimes has the targets burning but not acknowledging the kills (even despite all the safeguards I am always trying to build in). Also: do you have any unofficial mods installed? Or things like VAICOM / Voice Attack? These tend to heavily affect the AI for some reason too...
  6. Funny fact: initially I wrote the scripts using LAT / LONG as it seems to be easier for the F-16C, but then Rain said that they would almost never use it and during OIR it would be MGRS only.
  7. Thanks guys for your feedback. We wanted to make a realistic campaign and looking at all your comments - I think we managed to nail it if you talk to fighter pilots (and we did discuss it with Rain and Casmo in the ACS podcast about the Gamblers), in most instances combat is MUCH slower than what the movies will show you (of course with exceptions). Talking back and forth, planning, checking targets, re-checking them is part of real life procedures and this campaign is all about it. If you are looking for a bang-bang style quick action - you will be disappointed & I won't hold it against you, but that will just prove my point. However, if you stick to it, you will find missions where things are happening really fast (like: M10 for instance and battle for Raqqua). Another thing which is realistic are threats. In IOR there weren't too many unless you flew too low. And then in one mission where you do show of force and where you have a MANPAD, there are a lot of complaints that it is too deadly... can't please everyone I guess!
  8. @tsgucci you are right on both accounts, internally fixed for the next update.
  9. I think I know what may be happening there - I'll try to add some more time between the attack and detecting if the target was destroyed. Wingman still sees the burning truck thinking it is alive, but then when he attempts to engage it, the truck blows up so he cannot attack - which causes the mission to stall. Thanks for the report!
  10. @wpsaturn let us know! Jakes flew the mission and didn't encounter any issues.
  11. We're workign on the mission, found several issues, fixed most of them, but new bugs appeared in internal testing build in the meantime.. it is a never ending story of playing cat and mouse, but I think we're getting there to get the mission fully ready again.
  12. We're still working on heavy updates to this mission and should have it working properly (and upgraded for the next patch).
  13. I'll check. Changes to AI behaviour tend to break a lot of missions, especially helos landing or refusing to land...
  14. ED changed the way in which radio works, which heavily impacted this campaign. We're trying to find a solution other than re-doing a lot of triggers, and there may be one on the horizon with ED agreeing to help us, just please be patient a little more. Some missions will work as they should though.
  15. Well, this is how many of the sorties of OIR looked - there was no real threat, as ISIS didn't have any significant ground to air weapons. The campaign was working 100% before the release, but the patch that released it introduced bugs to at least half of the missions which I already fixed, but that is completely out of my hands. I am aware that you cannot please everyone, though!
  16. There are quite a few issues with the Supercarrier.. not all of them can be solved by us as campaign makers...
  17. I think ED mentioned the AAR bug to be solved. We'll check this.
  18. Will (try to) fix it. As you can imagine everything worked well until it stopped with one of the patches, but AI is in a pretty dismal state right now unfortunately... @hawk6101 LOL loved your solution
  19. @Furiz let us know how it worked. I think that the launcher forces Easy Comms everytime it is used.
  20. Thanks, we'll check. @Jakes can you do the honours? Although: it may look like an issue with comms. Are you sure you have Easy Comms unticked? I think the launcher re-enables them every time... worth checking.
  21. Thanks guys for your feedback. @happyhappy - this campaign is based on real life scenarions, and we only chose the most interesting ones, if we wanted to make it even more realistic, it would really be boring. IRL ops re based on "hurry up and wait" motto and most of the time it is just breaking holes in the clouds. @dimanizer I get your point about transit times etc, but I'm focusing on making things authentic and flying in formation and transit times are just part of the deal. Fortunately there are quite a few good 3rd party campaign devs with different styles so everyone will find what they like most. And 4/5 is actually a very good result, so thanks for that!
  22. Hey! Thanks, it shouldn't be a problem. I'll check & update this.
  23. Hey guys, got confirmation it works after the previous patch. Can you also confirm @happyhappy? I had to build a workaround over core DCS bug unfortunately to fix this...
  24. DCS 2.9.7.58923 [09.08.2024] The following changes didn't make it to the patch notes it seems, but were committed to ED and should be part of the update: Mission 01 - fixed problem with part of AI flight chooses to fly to Cyprus instead of landing. Mission 02 - updated datalink settings (added W31/32 nad Bone 11/12) Mission 04 - added additional safeguards for the attack on the mortars - updated TAC frequency for the flight Mission 08 - fixed rare issue when campaign would not progress after arriving on station Mission 10 - added safeguard fixing issue for with mission progressing for some players after last AAA is destroyed - fixed issue with wingman refusing to refuel and wondering to Cyprus instead Mission 11 - fixed problem with F-15Es circling above the target and not engaging, thus stalling the mission
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