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Everything posted by Rokkett
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Bug in campaign Operation Reforger 2 Mission 2
Rokkett replied to Wizard1393's topic in Bugs and Problems
See this thread. It contains (unofficial) fixes for Reforger II: Missions 2, 3, 4 and 5. -
I have made a workaround which will enable you to play and successfully complete Reforger 1: Mission 5. Download here. Let me know if you find any other bugs. F-14B_Campaign_Mission5.miz
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Whilst awaiting the official fixes to the Reforger II campaign, for those that are interested, attached is my fix for Mission 5: Chem Strike. Let me know if you find any other bugs. Good news is that the final two missions, 6 and 7, do not seem to have any mission-breaking bugs and can be completed as is. Edit (16/10/23): Tweaks to resolve a trigger clash that prevented Uzi group from forming up as briefed. ReforgerII_m5_chlorine.miz
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I think this was discussed here:
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Being addressed:
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Hi Sandman, Am enjoying your campaign! However, having a (small) issue with the mission results. Mission 6,7,8,9,11 - fly the mission per the brief, mission objective achieved (as far as I can tell), get the order to RTB, fly home, case 3 landing, park up, shutdown, listen to the end music, quit out to summary page: 50 points, mission drawn. What did I miss to not achieve mission completion? Mission 10 - fly per the brief, strikers drop their weapons, egress, get an option to chase down enemy AWACs; sounds like fun - shoot down enemy AWACs, fly the 250nm home on max conserve, land, shutdown, music etc, quit. Mission Failure (!!!) Why? Easy enough to skip re-doing the missions (they are fairly long, after all), but would be good to know why I am not getting mission complete. Cheers.
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CMS: how to select Chaff or Flare to dispense
Rokkett replied to cmbaviator's topic in DCS: F-14A & B
This thread shows what u want, plus some other good tips: -
Since the last 3 or so updates, I too have experienced the sim freezing/hanging, with sounds continuing to play in the background. Have to ctrl/alt/del to exit and restart. These hangs are reproducible and occur at the same point in the mission. My hangs appear to be related to the F-14AI. If I remove the F-14AI from the mission or simply replace them with an alternative aircraft, then the mission plays out as intended. This is my workaround, but hardly a solution. I have no mods.
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How to make Jester do things using triggers
Rokkett replied to Leviathan667's topic in DCS: F-14A & B
From a few updates back: SetCommand for Jester: arg 10015 - tune AN/ARC-182 to a selected channel with the value 0.XX where XX is the two-digit channel number -
I too can confirm game freeze/hang enroute to WP 1. Moreover, if I simply replace the F-14 AI flights with another AI aircraft (F/A-18C lot 20 in my case), then the mission plays out as intended (even if I'm flying the F-14). The game freeze definitely seems to be related to an issue with F-14 AI.
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How did Tomcat crews merge while outnumbered and under Weapons Hold ROE?
Rokkett replied to Istari6's topic in DCS: F-14A & B
Panel discussion here with 3 Tomcat crew members (2 US, 1 Iranian) involved in some of the shootdowns mentioned above: -
On the flip side, even if you could simply swap out the unit, you would be swapping out a unit integral to the proper running of the mission. Depending on the complexity of the mission, there would be no guarantees that any number of triggers and/or scripts would not be broken. You'd potentially be spending more time trying to figure out how to get the triggers working properly again (something the mission designer has probably spent countless hours doing), instead of flying something that you can, in fact, already fly.
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As someone who originally thought "Why would I fly the A when we've got the B?", I'd definitely recommend learning to fly the A model. If you've already learnt the B, there's not too much to transitioning to the A. Most of the avionics, symbology, switchology, weapons are the same. It will largely be learning the nuances of the TF-30 compared to the F110s in terms of performance and handling. Learning to fight the A is oh-so-satisfying, and once you can fight well in the A, you'll be that much deadlier in the B.
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However, you can zero the wings over the horizon line of the pitch ladder (using the HUD trim knob) and have the whole thing work in much the same way as more modern HUDs.
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Perhaps I didn't explain it fully, but u can get a more precise heading change other than just eyeballing it. In my example, using the ruler, the original course, A, is 084 degrees. Again using the ruler, the new course, B, is 044 degrees. Therefore, heading change is A-B = 40 degrees left.
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In the Triggers section, you could try using the "On Shot" event for the trigger type. In this way, any weapon fired when the conditions are met should then trigger the action.
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This should answer your qn:
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Select the "Landing" waypoint of the aircraft group. In the information panel, there is a dropdown box "PRK", where you can scroll through, and select, the available parking spaces for that aircraft on that airfield.
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You can also specify which parking spot at airfield the AI aircraft should shutdown at