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Apache600

DLC Campaign Creators
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Everything posted by Apache600

  1. 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.
  2. 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.
  3. 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)
  4. Very odd. Which plane are you flying. MiG-15 or F-86? Also, any mods installed?
  5. 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
  6. 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)
  7. Meant to put this in the Bug Report section. Sorry
  8. 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.
  9. 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
  10. 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.
  11. Thanks Snowy55! Glad to hear it. What mission have you made it through?
  12. 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.
  13. 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
  14. @Blackbird7 I'll take a look, but the trigger should just linked to the helicopters dying ... not how they die. I'll check it out.
  15. Alright, update for ya @Minsky Removing all triggers that have to do with MIST or LUA scripts (the triggers with building destruction or AWAC / Tanker spawning) and the problem is fixed. Not sure yet which trigger it is that's causing the issue, but after removing a bunch of them, it cleared the problem. I'm out at work now, and don't have much time to diagnosis further, but at least it looks like a fix is possible and shouldn't be too hard to hunt down.
  16. Thanks for doing some leg work there Minsky. This one sounds like a pesky bug. Gonna see what I can find.
  17. really weird. I do have Mist running, but that should be it. I think I have it spawning in the Air-Air Tankers. Any chance you would be interested in deleting the trigger (should be one of the first few triggers in the list) and see if the problem still happens?
  18. @Minsky That certainly is odd! Does this issue happen on other missions in Persian Gulf Variable 1.7, or just Oil Money? I'll see if I can't take a look at this and see if there's anything funny going on
  19. awesome, glad you narrowed down the issue. Hope it's working for you now.
  20. F10 radio menu. Gotta press " \ " or whatever button you use to bring up the Comm Menu. It's the same button you use to tell the ground crew to re-arm/re-fuel, or to talk to Tower.
  21. Awesome, glad to hear it's fixed. If you've completed the next mission(s), you can always use that F10 radio menu "Auto Success" (available only in the first 30 seconds) to skip to the next, which it seems you may already know about ... if you were able to skip ahead before.
  22. ... I didn't think you could manipulate the water load. Thought it always started at 100%
  23. Looked through the mission, everything "should" be working fine with the triggers ... very odd. I will add a fail safe though, just incase things don't happen accordingly ( if the AI decides to wander off ... which it sometimes likes too)
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