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ricnunes

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Everything posted by ricnunes

  1. BUMP! I would also like to see/read about improvement being made on this one.
  2. I noticed that users have been unable to download the mission pack. This problem should be solved now.
  3. @Yurgon, Apparently it worked the way that I pretended to. Thanks for the feedback!
  4. No problem! Actually I made a similar mistake by missing the part where you mention that you later found the discussion thread. But as you said, apparently it's not possible to delete posts (at least I also don't know where) and since there was an another member (Noj) that also missed the discussion thread, I decided to keep that post. I'm glad that you're enjoying the missions :)
  5. Thanks again for the heads up Yurgon :thumbup: I'm also glad that you liked the Humanitarian Aid mission. BTW, Yurgon how did following part worked well in the Humanitarian Aid mission (For those who didn't play this mission, the part below is a SPOILER):
  6. @SAPALLASVI Thanks for the kind words! Yes the issue with the Camp Medevac Base mission (and not only, 2 other missions had the same issue as well) was reported and taken care of (I hope :) ). All you need to do is you re-download the mission pack again and make sure that you overwrite the existing mission files that you previously downloaded!
  7. Yes, I agree that would indeed be the best solution for us. That's a very good solution indeed! Thanks for sharing it :thumbup: But as you say, if it only works for SP than it's a petty. Speaking of SP and MP, could you confirm me if the solution that I'm currently using for my missions works in MP or not?
  8. Yes, you're right NeilWillis! :) Ok DONE! Change the mission's name from "Humanitary aid" to "Humanitarian aid". Albeit I kept the old (and incorrect) name file name (R_Camp_Humanitary_Aid.miz) for the sake of being easier to update - Just need to copy over and replace the old mission file.
  9. Ok, I took a look at the Medevac Base, Medevac Convoy and Medevac Convoy 2 missions and Yurgon was right, there was indeed a problem. Thanks for detecting the problem Yurgon! The problem was related to the condition that detects the player's helicopter altitude at the LZ (to extract the casualties). The condition is called "Unit Altitude Lower than" and the problem was that since this condition detects Altitude Above Sea Level and not Altitude Above Ground Level (AGL) which means that if I place the trigger with this condition somewhere (in this case the place where I want the LZ) I must check what's the Altitude Above Sea Level of the LZ area and than define/set the condition according to this. And I forgot to do that for those 3 missions, sorry! I do like the DCS World editor very much , but I would prefer a million times that such condition would detect the AGL altitude instead of the Sea Level or at least that there was an another/alternative condition which could be called something like "Unit Altitude AGL Lower than". Anyway, the problem was detected and solved and I've already uploaded an updated version of this mission pack which corrects this problem on the 3 missions mentioned above. Those missions should work now! Actually I tried 2 of them (Medevac Base, Medevac Convoy) and they work now. Sorry for any inconvenience!
  10. @Yurgon, Thanks for the feedback and for reporting the issues. Yes, the only mission that was updated was Humanitarian Aid and indeed, you shouldn't need to kill anyone in order to evac the casualties in both Medevac Base and Medevac Convoy missions. Maybe I screwed things up regarding the triggers, nevertheless I'll take a look at those missions as soon as possible. Are those two missions the only ones that you couldn't successfully end? @ricktoberfest, Well, Yurgon reported that there are problems with the Medevac Convoy mission, so if this turns out to be true that could be the reason for the problem that you're experiencing. However, be aware that if you modify the missions and while you are free to do it, that and than by doing it you are at your own "risk" (and I can't help you much with it, I'm afraid).
  11. That's a good idea Home Fries! I'll definitely consider doing a MP (Co-Op) version of POW2. However I never made any MP Missions for DCS World before, so is there anything that I need to do besides choosing "Client" on the skill option for every aircraft object that I wish to see playable in the MP environment?
  12. I'm glad you liked that mission! When I first had the idea and decided to implement it, I wasn't sure that it would work or if it would work that well but to be honest and I was pleasantly surprised with the results since it worked much better than I initially expected! Of course most of the credits goes to the DCS Mission Editor which I find excellent and at the same time quite easy to use. It's just a petty that we don't have a hoist winch animation/simulation but on pilot's seat perspective you wouldn't see it anyway ;)
  13. Beware that one of the missions (Humanitary Aid) has an issue which I missed and fortunately someone over SimHQ alerted me for it! The problem is that the weather pattern in that mission (Humanitary Aid) makes the task of landing at the place to drop the supplies an almost impossible feat due to heavy fog! So I updated the Humanitary Aid mission by changing the weather and the updated version of this mission is available in the same link above. You just need to download the mission pack again and inside it you'll find the updated version of this mission (Humanitary Aid). Sorry for any inconvenience.
  14. You're (all) welcome! Feel free to give your feedback regarding these missions. Well, the problem is that I don't own the Mi-8 module.
  15. This is a mission pack which contains six missions that I made, where the player must perform Search and Rescue and/or Medevac duties: - In Search and Rescue ('R_Camp_search_and_rescue.miz' file) mission the player must evac injured crewmen from a Cargo Ship using a hoist winch. Since DCS:Huey doesn't model a hoist winch the mission includes a series of Triggers which I hope models a hoist winch with a reasonable realism. - The Search and Rescue ('R_Camp_search_and_rescue_p.miz' file) mission is similar to the previous mission with the same name but the Cargo Ship is under attack by Pirate/Insurgent armed speedboats. The player not only needs to deal with the enemy armed speedboats but also evac injured crewmen from the Cargo Ship that were injured during the attack. - In Medevac Base ('R_Camp_Medevac_Base.miz' file) mission the player must medevac injured soldiers from a base which is under attack by enemy insurgent forces. - In Medevac Convoy ('R_Camp_Medevac_Convoy.miz' file) mission the player must medevac injured soldiers that were traveling in a vehicle from a NATO convoy that was hit by an IED. - In Medevac Convoy ('R_Camp_Medevac_Convoy_2.miz' file) mission the player must medevac injured soldiers that were traveling in a vehicle from a Georgian convoy that was ambushed and hit by enemy insurgents. - In Humanitary Aid ('R_Camp_Humanitary_Aid.miz' file) mission the player must deliver humanitarian aid supplies to a small northern Georgian village that was recently hit hard by bad weather. The purpose of this thread for discussion, problems/issues reporting and general feedback. I hope you enjoy these missions and of course any feedback is always welcome. Download the mission pack here: Mission Area
  16. Name: Search and Rescue mission pack Author: Ricnunes Mission type: SP Controllable: Huey Quick summary: This is a mission pack which contains six missions that I made, where the player must perform Search and Rescue and/or Medevac duties: - In Search and Rescue ('R_Camp_search_and_rescue.miz' file) mission the player must evac injured crewmen from a Cargo Ship using a hoist winch. Since DCS:Huey doesn't model a hoist winch the mission includes a series of Triggers which I hope models a hoist winch with a reasonable realism. - The Search and Rescue ('R_Camp_search_and_rescue_p.miz' file) mission is similar to the previous mission with the same name but the Cargo Ship is under attack by Pirate/Insurgent armed speedboats. The player not only needs to deal with the enemy armed speedboats but also evac injured crewmen from the Cargo Ship that were injured during the attack. - In Medevac Base ('R_Camp_Medevac_Base.miz' file) mission the player must medevac injured soldiers from a base which is under attack by enemy insurgent forces. - In Medevac Convoy ('R_Camp_Medevac_Convoy.miz' file) mission the player must medevac injured soldiers that were traveling in a vehicle from a NATO convoy that was hit by an IED. - In Medevac Convoy ('R_Camp_Medevac_Convoy_2.miz' file) mission the player must medevac injured soldiers that were traveling in a vehicle from a Georgian convoy that was ambushed and hit by enemy insurgents. - In Humanitary Aid ('R_Camp_Humanitary_Aid.miz' file) mission the player must deliver humanitarian aid supplies to a small northern Georgian village that was recently hit hard by bad weather. Link/Download: SAR Mission Pack Full brief/Discussion thread: http://forums.eagle.ru/showthread.php?p=2234256#post2234256
  17. I found the Open/Close left cargo door (which I believe is the control what you're talking about) in one of the stock campaign (UN Pilot) missions. (By opening the mission with the Editor)
  18. Thanks for the suggestion Yurgon :thumbup:
  19. Well, sometimes bad and unexpected things may happen but I was hoping that being able to equip the helicopter with at least 1 Minigun could make things easier. Didn't you notice any improvements on having 1 Minigun and 1 M60 compared with having 2 M60s? Nice find! I also noticed that gunners in this mission are sometimes reluctant in engaging the enemy. I admit that at first I thought that it could be due to the low light conditions (dawn) but then I noticed in other missions that the gunner actually work well, even at night so this probably wasn't the reason. However your find seems more logic albeit I can't understand why. Since the SF team is set to late activation it should be the same as not being there at all (until activated that is). This is probably or most likely a bug within DCS World. :( Your find is probably the reason why sometimes my gunners seems to be more successful in engaging the enemy when I'm orbiting/flying at higher altitudes, this is probably because this way my gunners have a better line of sight with the enemy. Will try to find a way to solve this problem but to be honest I don't know how, so I can't promise anything. I do however advise players to manually take over and use the door machine guns at least from time to time (for example when you clearly see an enemy that a gunner for some reasons don't engage) while at the same time keeping your distance from the enemy (in order to present a harder target for the enemy). Another example: manually using the minigun can have a devastating effect on the enemy. Having to manually take over AI gunners in order to be more effective isn't unfortunately a new thing in combat helicopter sims (or in any other sims for example). For example, when playing EECH (Enemy Engaged Comanche Hokum) sometimes I manually use the TADS/EO sensor since there are situation where I can clearly lock a target but the gunner AI for some reason can't! AIs in every game always have limitations (and sometimes "over-human" or "cheating" capabilities) and we have unfortunately to accept this. Thanks again for the feedback Yurgon. :thumbup:
  20. Well I could tell you via Private Message (PM) if you like? :)
  21. First of all, thanks very much for your feedback! :) You're right that sometimes the M60 gunners seem to suffer from some kind of "cerebral paralysis" while other times or even suddenly they start to work well. Regarding Miniguns on CH-146 Griffons, yes they (Miniguns) are part of the CH-146 Griffon weapon inventory (they were often used in Afghanistan for example) but they seem to be used only when the CH-146 is performing roles such as recon, fire support or Escort and not when they carry passengers. When they carry passenger the armament (when fitted) are door-mounted C6 machine guns (C6 is the Canadian name/version of the FN MAG) which is very similar in terms of "performance", role and even size and shape to the M60 machine gun that we have in DCS:Huey. However I agree with you that having the possibility of equipping Miniguns would make this mission more doable without the need of reducing the number of enemy units. And as you say it gives a side benefit of allowing the player to customize the weapons loadout a little bit. So in regard to what you said and in line with my objective for this mission I came up with a compromise which I believe should make "everyone happy" (if that's ever possible, LoL :D ): - In the "Warehouse in airport" option I added one (1) Left Door minigun so that a player can equip his/hers helicopter with Left Door minigun in alternative to the Left Door M60. For example the player can have his/hers helicopter armed with 1 Left Door minigun and 1 Right Door M60. This IMO doesn't make the mission "too easy" while at the same time reducing weight which is useful for loading the passengers. This also mimics a realistic loadout seen on a few CH-146s in Afghanistan (armed with 1 Left Door minigun and 1 Right Door C6). NOTE: Just uploaded new versions of both POW1 (with the change mentioned above) and POW2. And BTW, those screenshots are awesome as well as the AAR (After Action Report) on that post. Thanks for posting it and I'm glad that you liked the mission :) I can also say that you were very, very lucky in at least one instance while playing that mission. (I won't say here because I don't want to spoil ;) )
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