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Everything posted by Apache600
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Unable to mouse click Rocket firing position
Apache600 replied to Apache600's topic in Bugs and Problems
doh. I see that post now. Didn't see it when I checked earlier. Thanks -
Yesterday I was flying the current Open Beta version of the F-86, and after raising the red guard for the rocket firing selection, I was unable to click up or down (for Single / Auto respectively) I had to bind those two options to a joystick switch to make it function. Raising and lowering the red guard with the mouse click had no issue though. - Apache600
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MiG-15 mission 1 - no ground crew response in 2.7
Apache600 replied to ralgha's topic in The Museum Relic Campaign
Issue has been resolved on my end. Whenever the next OB update occurs, it should be contained in that. Thanks again for the report! -Apache- 9 replies
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MiG-15 mission 1 - no ground crew response in 2.7
Apache600 replied to ralgha's topic in The Museum Relic Campaign
Sheesh, yep. I see the issue to. Will get it corrected. Thanks for the input!- 9 replies
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Glad to see you got it resolved!
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The best campaign I've played thus far
Apache600 replied to yongkh's topic in The Museum Relic Campaign
What a review! Thanks so much for the kind words yongkh. I'm really glad that you enjoyed it -
Alright, I flew the mission a few times last night and found that it is highly dependent on how quickly you get off the ground. Here's my findings: a) First attempt - I hung out for a bit and watch the fireworks. There's a lot going on in this first minute. I started the aircraft at about the same speed I normally do, and then watched some of the SAM's and AAA fire ... because it's neat. Taxied at a normal pace to the runway suggested by the controller, and took off. I had no issues. The entire first wave of attackers was retreating, and the MiG-29's were miles and miles away. b) Second attempt - I hurried it a bit. Did everything from the first attempt a bit quicker. An aircraft from the first wave was flying overhead when I started my takeoff roll. I still had no issue with MiG-29's and all the enemies retreated or despawned appropriately. c) Third attempt - God the aircraft started as quickly as possible, taxied out to the long straight taxiway and took off from that. Looked over my shoulder at about 200 ft AGL and there was a MiG-29 on my butt with an R-60 already half way to me. In a future update, I'll lower the "despawn" altitude, so if the player rushes it, and gets up quicker than I anticipated when making this mission, it won't end their world. I recommend just watching the chaos for a moment, take it easy taxing to the runway the controller recommends, and take it from there. The first wave should have disengaged and started flying away from Sochi by that point.
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Some of the triggers start when the Player leaves the ramp, others happening at 25+ knots, while other's fire off at a certain height. Though I gotta see what triggers those MiG-29's are tied to. Well, lemme check the morse code again. I switched them all as a document I had in the past was incorrect, and I got them all adjusted. Wonder if they switched with an update. I'll get back to ya when I figure some more of this out.
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I'll take a look at what's going on. The mission was originally designed so that when the player went airborne, the 1st wave of attackers were retreating and out of range (and de-spawn as you saw if other values weren't met ... It seems that a trigger must have broke with one of the updates.) It was never my intent for you to mix it up with MiG-29's, that would be ridiculous. Unfortunatly the Su-25 flight physics are pretty much out of my control. But I'll see if there's something on my end to tune their F-22 capability. I appreciate the report of the incorrect NDB. Thought I fixed all those pesky things a couple months ago.
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Hahahha, I can't imagine playing through this with a modern jet. Well now you guys are laying on the pressure here Something else is in the works (sadly has been for a while, but I've been chipping away at it). Hopefully some day soon I'll be able to release some news on it.
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Mission 2 Help Please - Can't Get a Successful Mission
Apache600 replied to flameoutme's topic in The Museum Relic Campaign
From what it sounds like ... nothing. Lemme check the triggers. Feel free to do the "auto-complete" feature via the F10 radio menu at the beginning of the mission (only present for the first 30 seconds) -
Apache600's Community Missions
Apache600 replied to Apache600's topic in User Created Missions General
Update time! Crack the Channel v1.5 - Fixed triggers for the very last objective. Special thanks to 75th-VFS- Striker - Fixed an enemy escort flight that some how spawned as friendly - Fixed a few triggers related to the radio F10 comm menu Krasnodar Variable Ground Attack v1.8 - 1 F-14B removed, 2 F-14A’s added Las Vegas Variable v2.0 - P-47-40’s are correct platform in client list now. - Added 2 F-14A’s - Fixed briefing issue with Air - Air missions Normandy Variable v1.3 - A-10CII’s are correct platform in client list now. - P-47-40’s are correct platform in client list now. - Added 2 F-14A’s for both Land and Sea - Fixed briefing issue with Air - Air missions Persian Gulf Variable v1.2 - Beach Landings no longer stays after returning to F10 main menu - Some enemy ships moved back closer to shore after ED bug fix. - Place holder text in Helo air - air easy removed. - Trigger sequences for multiple Air-Air briefings and victories fixed. -
Apache600's Community Missions
Apache600 replied to Apache600's topic in User Created Missions General
frostycab, Thanks for giving the mission a shot, and glad to hear you enjoyed it. The issue you ran into with frame-rate drops is odd. I made the PG variable as light as I could with Naval units because in the past, I had this issue with large fleets. Ex. in my original Normandy Variable mission, the Fleet had a sizable escort. I reduced that considerably because of the FPS hit. But in PG variable, I have not seen any problem, and I've been running it frequently in getting it ready for an update. There's no script binding the ships to that particular spot. I wonder, were you possibly selecting the aircraft on the ship, and not the ship itself? Separating the fleet would help, but I don't know how far the boats would have to be apart (it would be up to your graphics settings I guess) But I'm glad to hear that removing the Kuznetsov did the trick for you. So, your long range run ... nothing I've done inside the editor should have impacted the ability of aircraft sensors. That would be a DCS anomaly, though those are some weird ones your listing there. And the Carrier shouldn't be 55X. Tarawa is 68X and CVN is 71X. Sorry I couldn't be of more help. If you find these issues to be consistent and repeatable, you might have stumbled upon a report worthy bug. - Apache600 1 mission being updated this round: Persian Gulf Variable v1.1 - Problems with rescue mission pickup and dropoff triggers. - No more “smoke” message when delivering package to Dubia. - Mountain Rest mission played wrong sound track. - Added additional time for player to land on Helipad in Roof Top Rescue. - Fixed a few triggers associated with Khasab Mosque strike mission. - Units at Artillery Zone in Oil Farming mission no longer Disperse. - Added “distance” next to each mission name in F10 menu. - Commodity Center destruction fails it’s associated Easy mission. - Hotel Atlantis destruction fails it’s associated Medium mission. - Destruction of Warehouse in City Construction mission prompts audio file. - Canyon Run Audio Files and Text messages now match - Added additional SAM’s to mountain tops for Canyon Run strike mission. - Fixed launch range and destruction trigger for SAMs in Canyon Run harbor entrance - Port King audio trigger fixed. - Port King enemy fighters route fixed. - Siri Skirmish brief text time duration fixed - Siri Skirmish Boat properly spawns. - Fixed doubled up messages in Air-Air missions. - Lengthened Tanker Orbits. -
You should find them for both aircraft with the links below. That is every briefing page for every mission in the campaign. (these were made before I went through and fixed typos and incorrect frequencies. refer to the in game ones for the most up to date fixes) [Sie sollten sie für beide Flugzeuge mit den unten stehenden Links finden. Das ist jede Briefing-Seite für jede Mission in der Kampagne. (Diese wurden gemacht, bevor ich Tippfehler und falsche Frequenzen behoben habe. Die aktuellsten Korrekturen finden Sie in den im Spiel enthaltenen.)] MiG-15 Museum Relic Briefing Pages F-86 Museum Relic Briefing Pages - Apache600
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Hello Baloueb123, I'm sorry, but I don't speak German, but if there's anything I can do (through the power of Google Translator) I'd be happy to help. [Hallo Baloueb123, es tut mir leid, aber ich spreche kein Deutsch, aber wenn ich etwas tun kann (mit Google Übersetzer), würde ich gerne helfen.] - Apache600
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Apache600's Community Missions
Apache600 replied to Apache600's topic in User Created Missions General
Persian Gulf Variable Download Link: https://www.digitalcombatsimulator.com/en/files/3314051/ This is an all-in-one style Air-Ground, Air-Air attack mission for the Persian Gulf map, and supports every flyable platform in DCS. There are over 50 different missions that can be played inside this one mission. In order to activate a mission, you MUST select it through the F10 radio menu option. Once completed with a mission, you will have the option of selecting a new mission. If you selected a mission that you no longer wish to complete, or have selected a mission in error, you can use the "Auto-complete" radio option to delete the units and go back to the main menu. ** NOTE - if you select the "auto-complete" option, you can no longer attack that missions units in the future. ** ** Special Notes for Platforms Spawn Locations can differ depending on what you want to fly. Dynamic Spawns are available for every platform and are located at the following: All Jet aircraft are located at Al Minhad AB. All propeller and helicopter units are at Sharjah. Sea based Dynamic Spawnable platforms will also be present on the carrier fleet. Standard Spawns, which are all the “Rescue” platforms (required for a rescue strike mission) are located at Al Maktoum AB. There are also sea based “Rescue” aircraft based on the aircraft carrier fleet. None of the aircraft have ordinance already loaded. So don't forget to load something! For the Rescue/Transport Missions, only helicopters, CEII, and the Harrier can complete the RoofTop Helipad mission. All other Rescue/Transport missions can be completed by any airframe. Ground Mission Difficulty definitions: 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 includes AAA vehicles (guns) some with radar capability. And a possible short range IR SAM unit. Hard - Intended for a small group, or team, of players. Air defense includes multiple SAM's, both IR and Radar. Very Hard - Intended for a team of players. Air defenses are extremely formidable. 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.) Their difficulty ratings are as follows: Easy - Either a few non-retaliatory aircraft, or a single fighter or two with guns only. (Vietnam and Modern enemies may have IR missiles) Medium - One or more retaliatory aircraft. Short range missiles possible. Hard - Multiple retaliatory aircraft with possibility of both short and long range missiles. For “Large CAP Group’s” all difficulties have A-A missiles. Mission List: - Unattended Depots: 4 Missions - Easy Missions: 9 Missions (2 are long distant) - Medium Missions: 10 Missions (3 are long distant) - Hard Missions: 9 Missions (2 are long distant) - Very Hard Missions: 6 Missions (all are long distant) - Strike Missions: 4 Missions - Rescue / Transport: 4 Missions - Air-Air Missions: 7 Genres, with 3 missions inside each (4 in Bombers/Transports) AWAC's is available at 257Mhz (Chan 2 for aircraft that need it, Chan G for Viggen) AWAC is set to Immortal and Invisible. Tanker aircraft are KC-135’s Texaco operates a boom. Freq 277Mhz (Chan 3) Arco operates 2 Drogue Baskets. Freq 279Mhz (Chan 4) Tankers are set to Invisible. If the tanker runs out of fuel, or is destroyed, a new one will spawn (only 2 additional spawns for each tanker). Update Log: 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. Reworked trigger system so that “Rescue” platforms are the only ones that can achieve success for the rescue mission. Fixed various trigger issues with Long Distance and A2Amissions. Added “mission completion” text box in F10 map. v1.8: Fixed Script problem that caused CTD every time a guided munition hit a target v1.7: Added 4 F1-CE’s Added 3 MB-339 Placeholders Added Road Base FARP deep in Iran (briefing image included) Added Link 4 and ACLS to Super Carrier Fixed unit loading area with Mission: Long Distance Dam Beset Condensed strike and helo mission briefing images together Lowered cloud height about 1,000 feet because of confliction with tanker (reduced overall file size by 22.5% / 6mb) v1.6: All Blue flights coalition changed to Blue Task Force Added 4 AH-64’s Fixed coordinates in Briefing and Kneeboard for #11 (thanks Aurora) v1.5: Added 4 Mosquitos Briefing updated to show Special Platform add-on notes (i.e. No I.R. suppressor or NS430, etc.) for certain platforms Fixed triggers in Pick n’ Pull mission so sound files won’t step on each other v1.4: Added 4 Mi-24’s Added 4 AH-64 Placeholders Added 3 F4U Land Placeholders Added 4 F4U Sea Placeholders Added 4 Mosquito Placeholders Fixed spelling error in Briefing Page / Kneeboard Fixed incorrect Freqs for Tarawa and Roosevelt v1.3: Updated atmospheric conditions for new cloud system. v1.2: Beach Landings no longer stays after returning to F10 main menu Some enemy ships moved back closer to shore after ED bug fix. Place holder text in Helo air - air easy removed. Trigger sequences for multiple Air-Air briefings and victories fixed. v1.1: Problems with rescue mission pickup and dropoff triggers. No more “smoke” message when delivering package to Dubia. Mountain Rest mission played wrong sound track. Added additional time for player to land on Helipad in Roof Top Rescue. Fixed a few triggers associated with Khasab Mosque strike mission. Units at Artillery Zone in Oil Farming mission no longer Disperse. Added “distance” next to each mission name in F10 menu. Commodity Center destruction fails it’s associated Easy mission. Hotel Atlantis destruction fails it’s associated Medium mission. Destruction of Warehouse in City Construction mission prompts audio file. Canyon Run Audio Files and Text messages now match Added additional SAM’s to mountain tops for Canyon Run strike mission. Fixed launch range and destruction trigger for SAMs in Canyon Run harbor entrance Port King audio trigger fixed. Port King enemy fighters route fixed. Siri Skirmish brief text time duration fixed Siri Skirmish Boat properly spawns. Fixed doubled up messages in Air-Air missions. Lengthened Tanker Orbits. -
On latest open Beta 2.5.6.59625 RALT+F works to press the Flaps relief spring down. But the button does not pop back up (only with using the keybind, works properly when clicked with the mouse)
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On latest open Beta 2.5.6.59625 Key Binding for "Braking Parachute Deployment Cover" works to open, but not to close.
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Stick Touch Control System (TCS) not releasing
Apache600 replied to Apache600's topic in DCS: C-101 AvioJet
Hey Vibora, I just tried her out again yesterday, and the TCS issue still seems to persist -
A lot of them appear to be changed. Example is Al Minhad went from 121.8 to 118.55. And alll the Freq's changed a bit for Al Maktoum and Dubai Biggest issue I'm seeing now is that Al Maktoum and Sharjah Intl share 118.6
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Stick Touch Control System (TCS) not releasing
Apache600 replied to Apache600's topic in DCS: C-101 AvioJet
Thank you Vibora! And I'll keep looking into the cannon pod swap thing. If I can recreate it, I'll let you know. -
Flew the C-101 for the first time in a while, and thought I'd test out the Flight Director settings. I had TCS bound to a button on my HOTAS. When I went to adjust the ALT to a new Altitude, I pressed the TCS button, and the Horizontal line in the Attitude indicator snapped to my current pitch (which is correct) Unfortunately, when I released the button, the horizontal line did not capture the new altitude. It remained stuck to my current pitch settings, no matter which way I pointed the nose. Pressing the TCS button again did nothing. Going back to Stby, and re engaging also did not fix it. It was still stuck to the pitch. One other side note. I first loaded the DEFA gun, and the ammo counter stated 130 rounds. I came back and landed and swapped it out with the AN-M3. The ammo counter still stated 130, though I thought it was 440. Thanks for putting this great module together guys! I enjoy the differences it offers compared to the high tech crazy insane powerful aircraft. - Apache600
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Just wanted to reconfirm this bug. The only way to get the RWR to turn on is by pushing the button in the cockpit. The hotkey works only as long as it's held down. Once released, the RWR will turn off again.
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Sorry to revive such an old topic, but quick question. I see that (disappointingly) the pop-up doesn't work in VR. But does the export to a 2nd screen work if you're in VR? I.E. If Bad CrC was to use this realsimgear thing while in VR, would it export proplery?
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Apache600's Community Missions
Apache600 replied to Apache600's topic in User Created Missions General
Really late response, sorry Minsky. Persian Gulf Variable is nearly done. Just working out some triggers for the Rescue / Transport missions. Syria is going to wait until at least Cyprus is added.