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baltic_dragon

DLC Campaign Creators
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Everything posted by baltic_dragon

  1. You got me there. I love frustrating the players
  2. Sorry, May was a super crazy month for me with almost zero time for DCS - apologies for late reply @ATD123! In any case this issue should have been fixed with whatever update we had after I posted it was internally fixed if that makes sense.
  3. Hey @tangnan4146, thanks for the kind words. In the Documents folder in the installation path of the campaign you will find the RO:DF Guide, there on pages 12-13 you can check the scoring for each mission. Hope this helps!
  4. Thanks. I don't think I will be able to change the voiceover at this stage, but as you said since you are using HARMs it should be self-explanatory. As for targeting - TPOD of course is the best option (the little pointer showing where the north is on the screen in relation to where you are looking is a great help).
  5. Not much I can do about it.. seems to be a DCS issue. Just to be on the safe side, please try to run a full repair of your DCS build.
  6. Thanks, AAR seems to be broken again on ED side but we'll check it - as we will check the bullseye. Thanks! 1 and 2 may be connected, if one of the triggers don't fire then the debriefings won't work. We will have a look at what may be going on there. As for 3.. did you follow the flight plan correctly? The issues are during the RTB, correct?
  7. It might be that I overlooked this and then when I got all the voices recorded it was too late to change it... If I have time I'll see if I can fix it somehow. Thanks for the report!
  8. I hear you... as for the stupidity of the AI wingman, try to run a repair and make sure to disable all the unofficial 3rd party mods. They make things much, much worse...
  9. First of all, sorry for being quiet - May was a hectic month and I had almost zero time for DCS (maybe 10h total in the whole 31 days). I am back now and will try to respond to all the problems. @cobragva again, I understand your frustration but it is almost impossible to make a good campaign with a plot and voiceovers without putting it on rails. Although one way out I see which I used in the Gamblers is to give in almost every situation option for the player to ask wingman for help. This requires a lot of extra scripting (including counting who shot what to know if your wingman is not winchester at any given moment) - so it is also A LOT of additional work, but I think this is a good way forward for future campaigns. That way if you get stuck usually you can have the wingman take care of the given task for you. There is also another problem, which is the stupidity of the stock AI wingman (the one you can give orders to using the radio). And not only stupidity, but also the fact that he will reply to you using the stock voice, which is different than the voice used in the campaign - and that breaks immersion. Still, I think in one of the next projects I will try to return to the stock wingmen thus giving the player extra options and flexibility... Anyhow, don't give up on me, the campaign is fun if you get into the rails and I promise to try and do more open ones in the future as far as it is possible.
  10. @Gil80 @JoniHH thanks for reporting it here. It should be fixed as of next update, I found the issue and I think I fixed it.
  11. Hey, this will be fixed in a patch that should be coming in 3 days. Sorry for the trouble!
  12. As we cannot reproduce the issue and for other people the wingman starts up normally, I have to ask did you check Blackhawks advice above? Also, do you have any unofficial 3rd party mods installed (aircraft, VAICOM etc)? We did some tests with beta testers and the mission worked as intended so it is difficult to troubleshoot, and 3rd party mods are known to completely break AI behavior in DCS.
  13. I understand your frustration and trust me, I am having even more of that when every second DCS update breaks something that used to work. You can either have scripted campaigns that are immersive, or non-scripted that are not but at least work better most of the time. Now one question - are you using any 3rd party unofficial mods? Aircraft etc? These are known to cause issues with the campaigns and this is something entirely on the DCS side of things. Especially that most of the people never had issues with M01, so I suspect it may be something on your side and not with the campaign itself.. the mission uses a very simple script: if you are within certain range of the bomber, then it will continue. Maybe you didn't get close enough? In any case, let me know about the mods, this may be an issue as well.
  14. Guys, this one is fixed.
  15. The datalink is a hit or miss, sometimes it works, sometimes it doesn't - something on DCS side of things, as everything is set up correctly in Mission Editor. There is nothing you or I can do about it currently
  16. Well, the AI doesn't seem to change that much...
  17. Yep, will look into it and hopefully have it fixed for next week's patch. EDIT: @Gil80@SchneeFee@sterny70, I just checked everything and it is fine in the mission editor. Also, had two testers fly it and it worked as intended for both... we'll need to dig deeper what is happening. Do you have any unofficial / 3rd party mods installed? These tend to break the missions quite a lot.
  18. We checked the mission and it all works as intended, so I suspect a user error. Have you saluted twice? Once before engine start, and then when ready to taxi? Also, do you have easy comms set to OFF? You should get a prompt to switch to Knight, but it might not work because of departure problems.. @Jakes you or Pete flew this mission recently, no?
  19. @Steel Jaw do NOT load the presets from Data Cartridge and you will be fine. For some reason these are completely random and not linked to what is set in Mission Editor... we flagged it up with ED.
  20. Yeah, you have to launch before her, then everything will be fine.
  21. DCS 2.9.15.9408 (17/04/2025) M07: added prompt when player is tasked to attack the helicopter M08: updated departure comms to avoid overlaps; changed on-screen prompts so they are better visible at night; moved item checks after push to give player more time; added acceleration 1x in key moments M09: added information how to dismiss taxi director prompt; fixed issue where 33 and 34 would not RTB if all SAM sites are destroyed; removed AAR part for Betsy as it broke the mission for some people; updated datalink for all flights M10: fixed problems with Sluggo refueling towards the end of the mission, updated the prompts; fixed bug with mission not progressing after being told to attack SA-6 site; fixed bug with Spartans refusing to push from marshal before mission M11: general overhaul of the mission (added I/R option, removed space bar for freq changes, added ACLS to the carrier and datalink to the flights); fixed issue with script error pop-up during the mission; fixed issues with inaudible comms on Strike freq; fixed bug with wrong voiceover playing when identifying the bogey; fixed bug with parking spot being blocked after landing on the carrier M12: general overhaul of the mission (added I/R option, removed space bar for freq changes, added ACLS to the carrier and datalink to the flights); Moved push time by 3 minutes (or rather: mission start by 3 minutes) to have more time to get to marshal; Set unlimited fuel for tanker on the way back; M13: general overhaul of the mission (added I/R option, removed space bar for freq changes, added ACLS to the carrier and datalink to the flights) M14 (long and short): fixed issue with Olive not following the player after CSAR was complete; Olive should refuel now (turned off her "unlimited fuel"); added picture pop-up to who refuels part (both versions); added safeguards for Spartan shoot-down (the mission should progress normally, short version) M15 (long and medium): general overhaul of the mission (added I/R option, removed space bar for freq changes, added ACLS to the carrier and datalink to the flights); fixed issue with a lot of radio static on the radios during RTB.
  22. Yes, we are working on a whole training campaign, but it will take some time before we'll be able to deliver it!
  23. Yep, until the issue is resolved I won't be working on any of the contested modules, unfortunately.
  24. I think it was broken by one of the updates but now is internally fixed. Things should run as normal as of today's patch. And thanks for your kind words @PoPoDano!
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