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Apache600

DLC Campaign Creators
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Everything posted by Apache600

  1. Fantastic oror! Thank you for kind words. Always great to hear that folks enjoy it
  2. Well ... that's not right. Thanks for posting the video and track.
  3. Here come another round of updates: Capture the Flag Caucasus v1.3 - Added 1 of each P-47 models. - Added 2 A-10C II’s Cornered and Alone v1.3 - Added 2 A-10C II’s Crack the Channel v1.4 - Added 2 A-10C II’s at Khasab - Moved Mirage 2000’s from Khasab to Al Ain - Removed scripted Tankers (problem with script) and replaced with KC-130’s Dreary Day v1.1 - Added 2 A-10C II’s Into the Darkness v1.4 - Added 3 A-10C II’s (removed 1 A-10A to make room) Krasnodar Variable v1.7 - Added 3 A-10CII’s - P-47 models now include 1 Early, 2 30’s, and 2 40’s. One I-16 removed to make room. - Moved JF-17’s from Krasnodar Center to Maykop Las Vegas Variable v1.9 - Added 4 A-10C II’s - Added 2 P-47-40’s. Replaced 2 P-47-30’s with P-47 Early’s Normandy Duel v1.4 - P-47’s broke into different models (1 - Early, 2 - 30’s, 3 - 40’s) Normandy Variable v1.2 - Added 4 A-10C II’s - Added 6 more P-47’s. Variants - Increased Su-27’s fuel to 100% - Removed scripted Tankers (problem with script) and replaced with KC-135’s Prison Break v1.6 - Replaced one A-10A with an A-10C II Under the Fuzz v1.8 - P-47’s switched to P-47-40’s - A single A-10A and A-10C were switched to A-10C II’s
  4. As the title says. In the attached image, you can see that I have an "empty" load out selected. On the right hand side, in the "weapons" section, you can see that there is still 1,567 lbs (gun ammo is also zeroed). At first I thought it was the gun, just with no ammo. But that should be part of the empty weight, and in all the other aircraft in DCS, you can get Zero weight in the weapon selection. - Apache600
  5. Hey smittjames, thanks for the report there. It looks like you're playing (flying) the "Stable" version of DCS with that version number you posted. https://updates.digitalcombatsimulator.com/ Typically the Beta will become the Stable a week or two later, but there's no guarantee. This issue should have been resolved in the Beta version. So you can do one of two things, download the Beat version or simply wait. It certainly does take up a good chunk of real estate on your hard drive to have both versions, but most of the people I know fly just the Beta. There's pro's and con's to it. But I personally think the pro's outweigh the con's. If you're a "noob" and made it to Mission 15 (really mission 21) of the campaign ... that's not "noob"ish at all! :) Nice work! - Apache600
  6. Nope, you're not doing anything wrong. There's an error in the mission. I have already sent the fix to ED. It should make the next open beta update. .... unfortunately, if you're flying stable, it might take a little longer to make it to that branch. - Apache600
  7. Cloak and Dagger is a favorite of mine. Good luck getting back to base, you're gonna have to climb like a home sick angel (if you stay around the engagement area, and circle climb around there, you'll have the best chance. Get a good altitude before turning towards Sukhumi. And restarting the engine ... it's impossible :) I've got a video on Youtube of me flying the Cloak and Dagger mission if you need any guidance or pointers on it.
  8. Updated mission sent to ED again. It should make the next open beta update whenever they have that. Glad to hear that you enjoyed the campaign!
  9. I figured that having dialogue right after the engine goes out would be a clue that you should stay with her. I can understand punching out of a "modern" jet if you lose your engine, since you also lose electrical, and everything now-a-days is inherently unstable. But the old stuff ... fly her on in! And even though you may know how to restart an engine, do you always want to? If you suspect engine damage, I'd leave it off. Secure the thing, find a field, and glide her on in.
  10. Dreary Day Download Link: https://www.digitalcombatsimulator.com/en/files/3311446/ The weather is pretty rough out there. But it’ll only be an issue for Departures and Arrivals, so make sure your instrument landing skills are up to par. Our target is at an elevation well above the cloud layer. You can play as Blue or Red, and this mission is primarily a ground attack mission … but that could change. Each side has objectives that are relatively close to the others, so watch out for any players on the opposite team. -- Briefing -- We just received intel that the enemy brass is meeting at their mountain outpost. This is an opportunity we CAN NOT miss. It means you're going to have to depart in less than favorable conditions ... and it doesn't look like this weather is going to clear any time soon. So you'll likely be arriving back in the same weather. Your Primary target is at Waypoint 3. At waypoint 4 there is a secondary target consisting of numerous aircraft parked on the ramp or helo's parked on a FARP. Targeting them will be difficult as the low overcast layer existing at your home airport is also present there. There's a tertiary target that exists at/around Waypoint 5. A Cruiser is attempting to sail back home after a catastrophic failure that disabled all of their defenses. There's a light destroyer escorting it back, but this is a perfect opportunity for us to send this powerful warship to the bottom of the sea. The enemy is hoping to use the cover of these low clouds to shield its movement. List of flyable aircraft: Basically any/all that can do an instrument approach. Update Log: v1.4: 3 F1-CE’s Added 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 v1.3: 3 F1-CE’s Added Created a custom Precision Approach Plate for both Kobuleti and Krymsk, added them to briefing and kneeboard pages. Minor changes made to Kobuleti and Krymsk airport pages. Added Link 4 and ACLS to Super Carrier Adjusted weather to be closer to conditions listed v1.2: Blue and Red Carriers set to restrict firing weapons All Blue flights coalition changed to Blue Task Force All Red flights coalition changed to Red Task Force v1.1: Added 2 A-10C II’s - Apache600
  11. Thanks guys, I don't know why version -D- didn't make it in with the last update. I'll re-submit it.
  12. That looks fantastic! Thanks for sharing. Some of the shots that can be done at sunrise or sunset sure do look great.
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  13. That would answer that then, I guess I forgot to double check the Situation briefs. Spent to much time making sure the briefing pages were kept up. Thanks for letting me know.
  14. Great, glad you got passed it! Haha, picking out all my typos is gonna be full time work for you :) Are you playing on Open Beta, or the Stable version of DCS? The newest version of the campaign on Open Beta has corrected a bunch of typos (i'm looking through my briefing for the F-86 mission 6, and I don't see any mention of SU-25's. I know I had it before, but I fixed that with the latest OB) update log for campaign: https://forums.eagle.ru/showpost.php?p=2908377&postcount=1 When you fly mission 7 or 8, let me know the mission version number if you could. (it should be in the "situation" part of the briefing. ex: -c- would be version c)
  15. Yep, that's a typo. Thought I caught those. You don't have to down all 3, they should start packing up and running a few minutes after the 1st one is downed, and if you down 2, the remaining one should bugger out right away then.
  16. I think the fix only made it through open beta. not sure if that passed down yet through the stable. (2.5.6.50979)
  17. Only 1 of them carries R-60's (he's got 2 with him). Seems like he always has it out for you. The moment you see one on your tail, you might want to break off and try again. I spent most of my time looking behind me after I first run into them ... because of that reason. Not sure how you got killed even when immortal, those guys must be pretty good! lol Keep your head on a swivel, and keep your speed up. Don't slow down to match their speed, and get into their fight. That way if you find one on you, you can pull into a high yo-yo, turning inside your pursuer, and hopefully keep your tail free of R-60's
  18. Excellent! glad to hear you got passed it. Hope you enjoy the rest. Feel free to hit me up if you've got any other hurdles along the way.
  19. Feel free to load up the rockets and give those a shot too, I personally haven't tried it. The speed boats can be difficult to hit. And it doesn't help that they're kinda tough to spot in the water. I would always give a quick burst to see where my shots landed in relation to the boat, then adjust appropriately, and give it hell. Good luck with it! If it gets to frustrating, you can always skip the mission.
  20. Just test flew the mission with both the MiG-15 and F-86 versions, and everything worked properly. I did have to force the Rescue Helo into the air with the F10 radio menu command on the MiG-15 side, but other than that, nothing out of the ordinary. Hopefully the "spoiler" section here cleared it up. If not, feel free to get a hold of me! - Apache600
  21. @ Minsky, Since they were updated using open beta, they may not work on 2.5.5. Haven't tested it on anything but the most current OB. @hlfritz, you just reminded me that I wanted to put a # of players recommended, and approx time to completion note on the missions. Oh well, maybe next time. None are really persistent, though there are some people doing servers that run them for a few hours than restart. All my missions are able to be completed relatively quickly. (I.e. 45 min - 2 hours) A really quick mission would be Under the Fuzz. 30 min max. The others really depend on the number of players.
  22. Update time folks. Here's the list of all the shenanigans: Capture the Flag Caucasus v1.2 - Added two P-47’s - Removed AAR probes from JF-17 Cornered and Alone v1.2 - Changed Carriers to Super Carriers - Removed extra CVN - Lincoln Carrier now has client F-14’s. - Reduced escort fleet size - Added an additional Su-33 to Kuznetsov - E-2 spawns at mission start on carrier desk Crack the Channel v1.3 - Changed Carriers to Super Carriers - Removed extra CVN - Roosevelt Carrier now has client F-14’s - Added two additional Su-33’s to Kuznetsov - Reduced escort fleet size Generation Gap v1.5 - Changed Stennis to Lincoln - Removed extra CVN - Moved F-14’s to Lincoln - Reduced escort fleet size - Previously deactivated Flak Farms reinstated (thought them to lag out previous versions) - Previously deactivated enemy fighter cover has been reactivated. Many more potential german aerial threats. Into the Darkness v1.3 - Changed Stennis to Washington - Removed extra CVN - Moved F-14’s to Washington - Added 4 JF-17’s - Diversified friendly harbor fleet ships Krasnodar Variable v1.6 - Added 3 P-47’s to Krasnodar Center - Moved AJS-37’s from Krasnodar Center to Maykop - Adjusted landing waypoint to be the same as departure airport for all aircraft - C-101CC’s now have Sea Eagle capability for Carrier - Adjusted triggers and Mig-21 parking for Bomber Strike mission - Removed AAR probes from JF-17 Las Vegas Variable v1.8 - Added 4 P-47’s - Removed AAR probes from JF-17 - Trigger fixes for Beatty Bomber, FedEx Express, and VIP Rescue missions Normandy Duel v1.2 - Added 6 P-47’s to Blue Team - Increased starting points from 10 to 15 for each team - Changed out B-17 bombers with Ju-88’s and A-20’s in Bomber and Transport call-ins - Removed aircraft dedicated for observer slots, added actual observer slots - Adjusted numerous units to include the newly released assets - Added a number of static aircraft at the Chippelle airport - Fixed various trigger related issues - Fixed available loadouts at starting bases - Ground smoke markers added at Target locations (F10 option to remove if desired) - Changed destruction of Railyard point value from 2 to 1 - Added kneeboard pages for quick map references Normandy Variable v1.1 - Added 4 P-47’s - Changed Carriers to Super Carriers - Removed extra CVN’s - Moved all U.S carrier aircraft to Roosevelt - Reduced escort fleet size - Added additional client Su-33 to Kuznetsov - Now 2 separate flights of C-101CC’s with Sea Eagle capability - Adjusted positions of helo spawns - Adjusted/added numerous WWII missions to include new Assets units - Corrected some timing issues with triggers - Fixed trigger issue when completing Enigma Heist - Fixed trigger issue with Unattended Airport mission Prison Break v1.5 - Removed AAR probes from JF-17 Under the Fuzz v1.7 - 2 P-47’s added - Removed AAR probes from JF-17
  23. There should be a few ways to find it. In the briefing pages, there's an image that shows the area where all the easy missions are located. If you fly over there, a smoke marker should go off, showing where the convoy is. Secondly, the text brief after selecting the missions should have a reference number near the QFE. That number correlates with another page in the briefing images that shows Lat/Long coordinates for each and every mission. Lastly ... you can always just hit F10 and see where they are on the map. But I try and give these other options in case you don't want to use the "all seeing eye" of the F10 map.
  24. In the advanced waypoint actions, under WW2: Carpet Bombing, You can adjust the "pattern length" to whatever value you'd like (say 1,000 feet longer, or 500 feet shorter than what it is defaulted at). After selecting what I'd like, and you click off the window ... when you go back to it, the value is always a completely different number. Sometimes thousands of feet longer than what I originally selected. Changing it back to my desired number just sends it awry again.
  25. Hey there Minsky. Really glad to hear that you're putting Las Vegas Variable through it's paces. About adding additional missions, I never really considered it, there's already something like 2,000 units on that map. Opening it in the ME is a test of my little laptops will power. Persian Gulf variable is in development, but these types of missions take a really long time to make, so don't expect it too soon. What you can expect soon though (next couple days) is the majority of the missions in this thread will be getting an update.
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