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Apache600

DLC Campaign Creators
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Everything posted by Apache600

  1. Hey there dlder, currently on the final stretch for the current campaign that I'm making, so haven't dug to much deeper than just giving it some thought. A few problems that would arise with the switch is the FC2024 models would be to have to do a complete rework of the Communication system, as the FC aircraft don't have tunable radios. The other issue would be navigating via the NDB. I'd have to find a solution that would make tuning and flying NDB radials something viable. Or if not that, a substitute that isn't ridiculous. Just have to get over the current hurdle before I dive into this one.
  2. Oh, and much thanks @Rudel_chw That did the trick. Also, turning it down the condition value to 141, 0.05, 1 makes it so you can't turn it on just enough to see it faintly
  3. It's kinda weird, seems like the knob turns as far as you have the X:Cockpit argument in Range going. I don't understand why there's a correlation, but there is (hint, turn the argument range to 0.05 - 1.0 and you'll see). The clickable action will turn the knob ALL THE WAY down, but the HUD will still be just as bright. About the MP missions, I'm so sorry I haven't been updating them ... hopefully you'll all see why soon.
  4. Hello all, Trying to "fail" a system in the F-18 using the x: cockpit perform clickable action used to work, but now it isn't. What IS interesting is that I can watch the switch move, but no effect is taking place. Included are two .miz files. You can see in my triggers that if the switch is in a certain range, I will have the trigger switch it off. I watch the switch change position in the cockpit, but nothing happens. If I move that same switch by clicking the mouse over it, then the effect does take place. - Apache600 F18 HUD Fail test.miz F18 INS Fail test.miz
  5. Hey guys, As the Title states, can the JF-17 drop the bombs without the need of a targeting que? The F-16 and F-18 can both drop in MAN mode, and the AV-8B can drop whenever it wants in DIR mode. Wondering if the JF-17 can do something similar. Would be handy for a avionics computer system failure and there's a want to rain down revenge on those that may have caused it. Lol.
  6. Hahahaha. The celebrations got out of hand I see. Thanks for the report on that, it'll be fixed as I'm currently going through the campaign trying to squash all the bugs that have cropped up over the last while.
  7. It's a plan of mine. Have to change every single Radio Transmission as well as other triggers that won't work with the reduced fidelity. Unfortunately there's a lot of backend work that will need to take place, but I think it's do-able. Just have to come up with some "work-arounds" for some things.
  8. Currently working on solutions. Just flew the mission a few days ago before work decided to hit me in the face. The AI has been ... troublesome to say the least. I'll do what I can, but that might only do so much.
  9. Hey everyone. Holy cow, it's been over 2 years since an update! Please accept my apologies for that. I've been extremely busy with life, work, and other DCS projects. I'm happy to report that my major DCS time sink is basically over, which was work on my second campaign. It's called "Unlikely Heroes" and is awaiting ED testing (the campaign is based on the Harrier, so the main wait now is for tensions to simmer between ED and Razbam. I'm very hopeful that a resolution isn't too far off). That said, here's some of the updates I've done for the missions posted in this forum (the dynamic spawn option has really taken some extra time getting things ... mostly triggers ... worked out.) See the string of updates below. Fixes for Normandy Variable, Channel Variable, Under the Fuzz, Caucasus Instrument, and Prison Break are coming soon. Just wanted to get this batch out before my brain was totally overloaded about what was done and what wasn't. Also, a new duel mission called "Caucasus Duel" will be out shortly as well. It's great fun, and has 3 different play modes when dueling 1 or more others. Thanks again everyone! and I'm happy to be back with some of these updates. Cornered and Alone v1.5 Added F-15E Added F1-EE Added CH-47 Added Ka-50 3 Added OH-58 Crack the Channel v2.0 Added Dynamic Spawns for all original aircraft plus F-15E, OH-58, Ka-50 3, F-5E FC, F1-EE. (between Carriers, Bandar Abbas, Qeshm Island and Kasab) Havadarya has Dynamic spawns for ALL platforms, but there’s no waypoints that will be listed for any. Persian Gulf Variable v1.9 Every Jet platform can Dynamically Spawn at Al Minhad Every Propeller and Helo platform can Dynamically Spawn at Sharjah. “Rescue” platforms have traditional spawns at Al Maktoum for trigger requirements Fixed various trigger issues with Long Distance and A2Amissions Added “mission completion” text box in F10 map Las Vegas Variable v2.6 Every platform Dynamically Spawn at Nellis (as well as the Rescue Helo’s via traditional Spawn Slots) Removed Helo FARP and associated spawned Helo’s. Added “mission completion” text box in F10 map. Krasnodar Variable v2.5 Every Jet and Helo platform can Dynamically Spawn at Krasnodar-Center (as well as the Rescue Helo’s via traditional Spawn Slots Every Propeller driver platform can Dynamically Spawn at Krasnodar-Pashkovsky. Every Helo platform can Dynamically Spawn at Krymsk. Removed Helo FARP and associated spawned Helo’s between Hard and V.Hard sectors. Changed out an incorrect sound file for one of the missions. Fixed trigger for Roof Top Rescue missions that spawned units for Crashed Helo mission Added option to remove trees near road at Raiders Road Base. Added “mission completion” text box in F10 map Capture the Flag v1.8 Added 2 MiG-15 FCs to the Red Team Added 2 F1-EE’s to the Red Team Added 2 F-4E’s to the Red Team Added 2 MB-339’s to the Blue Team Added 2 F-86 FC’s to Blue Team Added 2 F-5E FC’s to Blue Team Added 2 F-15E’s to Blue Team Fixed “immortal” issue with F1-CE’s Fixed point deduction for death of certain aircraft Added sidewinders to F-16 Switched F-16 gun rounds to High Explosive - Tracer Changed sound file for when a flag is captured Dreary Day v1.4 Added MB-339’s to the Blue Team Added Mosquito’s to the Blue Team Added F-14A’s to the Blue Team Added F-15E’s to the Blue Team Added F-4E’s to the Blue Team Added Mirage F1-BE and EE’s to the Blue Team Added F-5 and F-86 Flaming Cliffs to the Blue Team Added MiG-29G’s to the Red Team Added MiG-15 Flaming Cliffs to the Red Team Added Mi-8, Mi-24, Ka-50, and Ka-50 3’s to Red Team Added AH-64, CH-47, OH-58, UH-1, and all SA 342 variants to the Blue Team Added FARPs for both Red and Blue teams to spawn their respective Helo’s. Added Briefing page / FARP info pages for respective FARPS for each team. Added TACAN and NDB stations near Wpt 3 (target) for both Teams, also added NDB at Wpt 4 (obscured target) for Red Team Updated Briefing pages to reflect TACAN and NDB additions Updated approach plate to Kobuleti to specifically help the Mosquito Added KC-135 (Boom refueler) to Blue Team
  10. Brilliant!
  11. LOL! must be the beautiful sunrise visuals amongst the hills that has them entranced.
  12. I'll have to visit that guy again. Getting the timing down was a tricky thing to do years ago when this campaign was made. With all the updates, I guess the sound isn't lining up with the event. Appreciate you letting me know! Glad it's occurring though, there was a while where it didn't.
  13. Hey Japo32. Well, I just ran the mission, and didn't have a CTD. However ... the AWACs does decide the best thing to do is to crash into trees about 2 minutes after taking off. So frustrating. The AWACs in the F-86 lasts a little longer before he crashes, about 6 minutes. I have to figure out what's going on here. That might be the cause to your CTD, but still odd, because even with those planes crashing, it didn't CTD for me.
  14. oh crap, hahaha. Sorry, I did go ahead and talk about the 12th mission (8.4). Not actually Mission 12 Glad you got passed it. I would have mentioned to keep your speed up, MiG-15's best speed for maneuvering is 600 km/h. Another problem is the general physics applied to AI aircraft, as you can tell ... there's much to be desired.
  15. Whoops ... thanks for the report on the ordinance. Wonder how that got knocked out. Well, keeping your head on a swivel is the #1 way to stay alive in this mission. I also recommend ALWAYS staying fast. Take zooming shots at them, never slow down. If you miss, climb like a banshee and swoop down on them with your next attack. If you get low to the ground (and this is what I do when searching for them), then you should be able to spot their sooty exhaust a little easier. On the radio, they should also be calling out position reports when they get close and start attacking. The map you have shows where some of your attacking units are, and they'll call out when an enemy passes overhead. Possible spoiler (mission success parameters)
  16. Very odd. Which plane are you flying. MiG-15 or F-86? Also, any mods installed?
  17. Hahahah. Great news. Thanks for the update on it. I do wish the MiG-15 carried more ammo, but I guess there's only so many sewer pipe size rounds you can fit in that tiny airframe
  18. I was always in the NAV camp ... but ever since an update or two ago, I've found that NAV just looses it. Especially with the bomb fall lines. But now I've been turning it straight to IFA and it seems to have rectified all those issues. (and this is in any map)
  19. Meant to put this in the Bug Report section. Sorry
  20. Open Beta (not MT) 2.8.4.38947 (Apr 14, 23) Repeatable bug. After cold start, if you turn on the radio's and set the preselect channel knob for Comm 2 to anything other than M, and then move the INS switch out of the OFF position, Comm 2 instantly resets back to M.
  21. Channel WWII Variable ' Download Link: https://www.digitalcombatsimulator.com/en/files/3330329/ Hello and Welcome to The Channel WWII Variable. Where everything is WWII era, but you don't have to be. This is an all-in-one style Air-Ground, Air-Air attack mission for the Channel map based in early 1944, and supports every flyable platform in DCS. All Fixed wing aircraft start at either Manston or the Carrier group sailing east of London. While all the helicopters start at either Manston or a secret FARP behind enemy lines in France. All airfields in England are friendly, and you can rearm and refuel at any of them. ** Special Notes for Platforms - AH-64 Manston, 1st = No FCR/RFI - AH-64 FARP, 1st = No FCR/RFI - Bf-109, 3rd and 4th slot = no flare gun - C-101CC, 2nd Easy and Hard slot = solo - C-101EB, 2nd slot = rear seat NS430 - CEI, 3rd and 4th slot = solo - I-16, 3rd and 4th slot = landing torch - MB-339, 2nd slot = solo: 3rd slot = IFR Hood - MB-339PAN, 2nd slot = solo - L-39C, 2nd slot = solo: 3rd slot = no gunsight (with NS430) - L-39ZA, 2nd = solo - Mi-8 Manston and FARP, 2nd slot = no additional armor, no cargo halfdoor - MiG-19, 3rd = no RWR - Yak-52, 2nd slot in respective group = solo None of the aircraft have ordinance already loaded. So don't forget! Ground Mission Difficulty definitions: (Mission difficulty is based on if players were to use WWII platforms only) ** The European mainland is to be considered hostile airspace. Flak batteries are scattered throughout the countryside. Be on the lookout. ** Unattended Depots: No enemy return fire. Easy - Intended to be completed by a single player. Air defense includes small arms and vehicle mounted machine guns. Medium - Can be completed by a more competent single player, but really intended for 2+ players. Air defense might include some AAA. Hard - Intended for a small group, or team, of players. Air defense includes Heavy AAA defenses and possibly Flak. Air Mission Difficulty definitions: (These missions are mainly built for 1-2 players, except for the "Large Cap Group's" air missions. Those are more suited for larger groups of player's flying together.) Easy - Either a few non-retaliatory aircraft, or a single fighter. Medium - One or more retaliatory aircraft. Hard - Multiple retaliatory aircraft. Mission List: - Unattended Depots: - 3 Missions - Easy: - 8 Missions - Medium: - 8 Missions - Hard:- 8 Missions - Strike: - Operation Jericho, - Wonder Weapon, - General Visit, - Super Sub - Air-Air: - 20 missions (Various Fighter / Bomber intercept, as well as Bomber Escort.) In order to activate a mission, you MUST select it through the F10 radio menu option. Distances in Mission Description are approximations from Manston Airfield. Once completed with a mission, you will have the option of selecting a new mission. You can also select "Auto Complete" with the F10 radio menu if you wish for the mission to conclude. There is a graphical grid in the SouthWest corner of the F10 map where you can make note (via the “mark” ability) on what missions have been completed. Aside from Missions in the F10 radio menu, you can also select Friendly Support Assets. This is where you'll find the AWACs and Tankers. Note** You can only select these units when you are NOT in a mission. It can only be done from the main menu of the F10 radio menu. This can NOT be selected while a mission is active. ** AWAC's is available at 258Mhz (Chan 2 for aircraft that need it) AWAC is set to Immortal and Invisible. Tanker Drogue (Arco) is available at 272Mhz (Tacan 82X) Tanker Boom (Texaco) is available at 279Mhz (Tacan 83X) Manston Airfield: Experimental TACAN. Freq: 51X MAN Easy Comm enabled for aircraft that are out of Freq range of AWAC's. - Apache600
  22. I sent the "fixed" missions to ED. So now we just have to see if they make them into the next Open Beta. I did have a trigger set for an enemy unit to "explode" if it landed after taking damage, so .... the helo (Cobra 1) would have eventually exploded after having flown 30+ minutes to it's base, and then landed. That fail safe was put in there for enemies doing the flawless auto-rotations they're so good at, not for this. However, I added a fail safe to make sure that won't be happening again. Once the update comes out, this mission will run ... once again ... as intended I do appreciate the reports, and thanks for taking the deep dive into this.
  23. Thanks Snowy55! Glad to hear it. What mission have you made it through?
  24. Thanks for the track. Yeah, those helo's are pesky, and I see the A.I. has changed considerably since when I made the mission. I'll do what tweaks I can to it. One irritating thing was to see one of the enemy helo's take a hit, and just shrug it off. I'll put an end to that I saw one of your attack runs on a helo, you did that well, attacking it from high and behind. That's the best way to do it so they can't keep their nose on you. This track might have gotten a bit messed up as it showed one of the Helicopters flee with an engine on fire (though flying just fine) and get away.
  25. A single update made. (thank you @Minskyfor letting me know about this) Persian Gulf Variable v1.8 - Fixed Script problem that caused CTD every time a guided munition hit a target. And my apologies for not having made updates to the rest of the missions (adding newly released aircraft and so on). I've been rather busy with many other on going projects for DCS. To give a few examples ... The Channel Variable is 99.999% complete. I've been very happy with all the recent tests. And I've also been going full speed ahead for the last few months on the newest campaign. Just completed preliminary testing on mission 22. I have 27 missions slated for the campaign, and there's still A LOT to do. But it's coming along. Brush up your skills on the Harrier
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