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baltic_dragon

DLC Campaign Creators
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Everything posted by baltic_dragon

  1. If you liked the campaign, please feel free to post a short review (actually: if you didn't, please do so as well, I'll learn what to change / improve for the future)
  2. That is why I included the immortality option.. the only other one I have is to force it and pretend it was a "close call", but I don't really like to do this. As always in such cases, we see how great it would be to have a working save game system - and the first iteration recently implemented sadly does not work with the campaigns..
  3. @Dovivan in that case I'll have to check the scoring, you may be on to something
  4. Thanks @Agim for your feedback. I hear you, but the whole radio system (Easy Comms not being supported, the need to be on correct frequencies etc) is a deliberate choice I made for the sake of realism and I don't think I will step back on these. You always have channels and frequencies listed on the kneeboard and you have pop-ups on the screens telling you which radio to switch to - and usually mission waits with progressing until you do that. So I understand your frustration, but this radio system is something that many players appreciate a lot in my campaigns as opposed to many others, where frequencies don't really matter as all the voiceovers are played as "sound to player". Having said that, you should get the hang of it in the course of few missions and you will start to appreciate it. Take your time to read the briefing, review the kneeboards and frequencies. Radio procedures are always briefed before the flight (check in, then ATIS, tower, etc...).
  5. Thank you Dave!!!
  6. AFAIK it unfortunately doesn't work with the campaigns yet - and honestly I am not sure if it ever will
  7. Ooops.. that is not intended then for sure. We'll check, but this kind of behavior is very often caused by unofficial 3rd party mods installed on user's machine - can you confirm for me that you don't have any of those installed and enabled (aircraft, voice attack, VAICOM etc)?
  8. What do you mean by "mission doesn't end"? We've spent a lot of time making sure all works well, and AFAIK it should be working correctly now. I need more details though from you @MichTerran to be able to assist you - let me know please what exactly happens!
  9. I spent a few hours trying to fix it and so far no luck... the helicopter AI is horrible. Will continue to work on it.
  10. Yes, I am working on them gradually - a few more to go for updates to bring all of them in line! Will check the script issue.
  11. I had this report on Discord, will investigate. Thanks!
  12. Did you follow the steps above? Unfortunately I don't have too much control over the taxi directors and for others this seems to be fixed. If it persists, can you check if you don't have any unofficial 3rd party mods installed?
  13. @alboon2000 remember to follow the correct procedure with taxi directors on deck: 1. Battery and APU on 2. Salute for engine start up (deck crew raises arm) 3. Finish Starting Up 4. Wait for the on screen pop up that says I can start taxiing OR as per the mission brief - Designer Notes at the end 5. Salute Again for taxi clearance 6. Follow Taxi director orders Let me know if this helps!
  14. It is not intended. It is an issue with SA in core DCS. It is set up identically in mission editor, but works differently from mission to mission and I cannot troubleshoot it in any way unfortunately. As I am using each flight member as a separate flight (because it works much better than stock wingman plus I cannot put player as #2, #3 or #4 in a normal flight) this also affects some things unfortunately...
  15. I will have a look of course, about to get to that mission to polish a few things. However, this kind of things is very often caused by unofficial 3rd party mods installed on user's end - are you running any (aircraft, Voice Attack, VAICOM)? Also, it is best to report these kinds of issues as separate threads under bugs and problems section, makes it much easier for me to follow!
  16. @Padre Pio which is funny, if you consider that this is a really slow campaign with a lot of talking before you are even allowed to attack. Though a few missions are really more fast-paced, I agree!
  17. @Hyperlynx Well.. that is why you have an option to enable being IMMORTAL at mission start to avoid a lot of frustration. Also, there is very little real threat in your way during the campaign (which is realistic) so I wanted to spice up things a bit. Finally - the problem partially lies in DCS itself, many people agree that MANPADs are waaaay to accurate and deadly now. For instance when I was building the mission in 90% of cases popping a good amount of flares was enough to avoid it (which seems realistic looking at real-world statistics or videos from Ukraine). But then something changed.. and I cannot rewrite whole mission because someone at ED decided to change some script somewhere, which I hope will be brought back to normal again.
  18. You can do this on the more difficult missions, and the dot-neutral works great - IMHO it is more realistic as you'll never get resolution on screen or in VR similar to what you'd get in real life.
  19. Hm.. this sounds about right. The Score is calculated automatically by DCS and I have no control over it. The Result sounds fine to me (50 + 15 for APC with Maverick + 10 for tank + 10 for trucks + 5 for landing = 90). Looks like the second tank was not splashed?
  20. When you fly a mission in real life, you have to deal with the weather you have - I don't like to make things easier and always set up weather conditions that would help you to achieve your goals, sometimes it is better to sweat a little
  21. I am sorry guys. Sometimes I make things more difficult by mistake but in this case this is on purpose - there is no better way to learn than on one's own mistakes!
  22. The Finnish Air Force does not use ATFLIR (I think only USN does) - hence the decision. I know I made some concessions to realism elsewhere (like giving the FAF Mavericks) but didn't want to go too far on that... I would recommend not to change anything on the load out, as that may have impact on the missions (for AA engagements the game "counts" number of expended missiles).
  23. I hear you @Darcaem and I might find a solution for this + will keep that in mind for future campaigns. Still, I would HIGHLY recommend that you start using OpenKneeboard which works amazingly well in VR - you will not want to go back once you start scribbling all the notes in VR...
  24. Well, as a wingman you have to follow the calls made by your flight lead which are not always perfect. I made a conscious decision here having in mind that the Finnish Air Force didn't really use or practice too much A/G with some of the weapons before, and hence some mistakes could me made. So I disagree with @Dovivan about things becoming too dramatic at the expense of realism in this scenario, but of course I also may be wrong at the end of the day. Also, the mission won't judge you how you choose do deploy. Another side note is that the weather tend to change sometimes a little between updates and I am pretty sure when I was building this one things looked a bit different (it was more difficult to see the targets).
  25. But many other campaigns don’t use realistic radio system, where you have to be on correct frequency to hear the radios. And I am never going to give up on that but what I can do in the future is to add coordinates under F10 radio menu for instance..
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