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baltic_dragon's post in Mission 3, TALLY doesnt pickle GBU38 on APC after calling IP was marked as the answer
I will check, but to me it looks like a one-off AI bug that just happened and ruined the mission. I know, I know - long missions, wasted time.. wish we had a save game function for the campaigns.. and yes, due to tactical situation you should drop after Tally, which in this case seems was impossible (sigh).
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baltic_dragon's post in M12: Wave off, foul deck was marked as the answer
I probably could just de-spawn them after they land. I just thought it would look cool to have them on deck when you land, but I agree that SC still needs some polishing in this department...
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baltic_dragon's post in Mission 14 Refuel was marked as the answer
You got me there. I love frustrating the players 😛
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baltic_dragon's post in M08 - Base altitude was marked as the answer
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!
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baltic_dragon's post in mission 10 Sa-6 issue help 【Spoiler】 was marked as the answer
I am currently trying to fix this - was able to reproduce, probably something that got bugged with one of the recent patches. Will let you know as soon as I manage to fix this!
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baltic_dragon's post in M02 Noob question was marked as the answer
You can ask for the current position of the swarm using F-10 radio menu - it comes in a bullseye format (rock). I assume that you know how to use the bullseye calls - just point your radar into the direction of that spot, make sure it is looking at correct altitude and you should be easily able to spot them.
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baltic_dragon's post in Mission 6 - Missing A/A Bullseye in kneeboard was marked as the answer
What rob10 says - I didn't put a separate waypoint anymore, as it is always included as default in the system. So just use 59 if there is nothing else listed.
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baltic_dragon's post in Mission 4 - GBU-12 in CCIP (spoiler alert) was marked as the answer
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).
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baltic_dragon's post in Mission 10 First SAM attack was marked as the answer
I had this report on Discord, will investigate. Thanks!
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baltic_dragon's post in M11 Technicals by mosque was marked as the answer
Hey! I tried to write a talk-on, but in such a dense urban environment it ultimately made no sense, as it didn't really help. The important part here is good situational awareness - once you see Habu at mission start you should be tracking him on your TPod, which helps. There is also only one large mosque next to where the action takes place. Finally, you can always turn the labels on to help with spotting (I am usually using neutral dots not to make things too easy, but you will never get the image quality that could rival what you'd see from the pit in real life).
Also, it is almost impossible to add talk-on options etc to all the engagements in all the missions due to the sheer number of triggers, extra voice lines etc... unfortunately, there are some DCS limitations. I understand your frustration, but that is the nature of DCS I guess, sometimes you just need to fly a mission more than once to get max out of it.
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baltic_dragon's post in M5 issues with deck crew and chocks off was marked as the answer
Try to follow the following procedure, it works in most cases (I don't understand why it was never clearly explained by ED how the taxi directors work):
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
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baltic_dragon's post in Experience about mission 7 was marked as the answer
Hey! I hope this gets fixed on DCS level - I don't want to change the weather, because I would have to change a lot of things in the campaign since the whole strike is built around dropping bombs from above the cloud layer... so yeah, we need to live with it as is and hope for ED to fix this one!
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baltic_dragon's post in Mission 5 - Carrier Crew Taxi was marked as the answer
OK, thanks. We'll check this - but I had this report twice already and it turned out to be a user error in both cases on player's end.
Have you followed the proper procedure @Doc-T @div0 @MrYeti?
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
Also, make sure you disable any unofficial 3rd party mods, as well as Voice Attack or Vaicom - they can have adverse effects on official campaigns.
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baltic_dragon's post in I/R Space not visible at night was marked as the answer
Hey! I am aware of the problem, I found a nice solution with green letters, but it takes time to replace all the prompts (especially that Mission Editor sometimes does not recognize the new files and it forces me to re-do a lot of triggers from scratch).
As for the procedure, it is indeed in the M1 - which some people might miss if they are further down the line in the campaign. nullHere is the file with procedure.
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baltic_dragon's post in Datalink still busted was marked as the answer
@Hyperlynx I don't think I can do anything on my end, everything is set up correctly. I've noticed having issues like that in random missions in several campaigns, but it is a DCS thing I believe (as they all have everything done in the same way in mission editor).
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baltic_dragon's post in Mission 3 - frustrating experience was marked as the answer
@Rmnsvn that is a good point regarding the hard deck and looks like my oversight. Looking back I really regret adding the option here at all, as it caused a lot of trouble for players (like this one). I might just remove that option and play with the "both planes" attack scenario. I'll think how to tackle this, thanks for the report.
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baltic_dragon's post in Mission 3 - No Taxi - was marked as the answer
The correct order is very important here. However, this was a bug introduced to the mission in last update and I fixed it internally. If you want to proceed with the campaign, please DM me (best on Discord), I will make it work for you. Or you can wait for the next patch where you will hopefully get all the missions double-checked and fixed (unless that particular patch breaks something again, which seems to be a vicious circle..)
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baltic_dragon's post in New Bomb Fusing was marked as the answer
Some of the missions are, but I didn't manage to fix all of them (as I am also adding new pop-up and comms system, updating datalink capabilities etc). If you don't change the load out but just mess with colors and fusing it should be fine though.
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baltic_dragon's post in How do I see the debriefs? was marked as the answer
Just open the normal briefing screen from options (either pressing ESCAPE and choosing "BRIEFING" or by using the keyboard shortcut). It should be there after you see the mission complete message.
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baltic_dragon's post in Mission 9 (possible spoiler alert) was marked as the answer
Yes, you always have to land in each mission to progress.. kind of as in real life 😉
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baltic_dragon's post in Mission 10 supercarrier bug was marked as the answer
Thanks, checking it now.
EDIT: Fixed internally for the next patch.
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baltic_dragon's post in Artic Thunder FA-18 Kneeboards was marked as the answer
The kneeboards are added to the documentation folder for the next patch.
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baltic_dragon's post in M01 No dialouge from launch was marked as the answer
Guys, I think we found the issue - you should move the HUD brightness knob far enough for things to start working. Obviously, I'll update the mission so that it doesn't cause any extra issues.