

ricnunes
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Thanks for the suggestion Yurgon :thumbup:
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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:
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Well I could tell you via Private Message (PM) if you like? :)
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LoL, indeed :D
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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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Hi Yurgon, Yes, indeed I ticked the "Unlimited Munitions" checkbox on the "Warehouse in airport" option. My intention was indeed to limit the weapons that the player can select on this mission, or resuming the only weapons that the player can select are the M60s. For some reason I was under the impression that if you selected the weapons on the briefing ("Mission Planner" button) you could select any weapon but couldn't rearm those same weapons (if they aren't present in the "Warehouse in airport" option that is). Guess I was wrong and I'm glad that I was since like I said the purpose was indeed to avoid the player of equipping any weapons on the helicopter (except for the M60s) and the reasons for this are: 1- If the player could selects rockets for example or even Miniguns, the mission would become too easy since there are only a few guards on the base and those weapons would annihilate them quickly. In theory there's a total of 12 soldiers but 7 of them have a 50% possibility of actually spawning on the map, which gives a theoretical possibility of having around 8 guards during the mission (but this number could be higher or lower due to the 50% random factor). 2- The objective of this mission is to insert a small team of Special Forces (4 guys) and you also have to extract them later or if the player wishes, evacuate the POWs as well. Well, a Huey (or CH-146 Griffon) armed with door mounted miniguns can't or hardly can transport a considerable number of passengers when equipped with such weapons. I'll give a few suggestions on how to complete this mission: - The briefing indicates that there are soldiers on the guard towers (there are 4 in the POW camp). The 4 soldiers that "man" the towers (1 on each tower) always appear on the map (they don't have the 50% possibility of spawning) and are easier to spot since the towers are quite visible from the air and should be easier the spot the soldiers on the towers. Deal with those soldiers first. Then deal with the rest later. - The AI gunners for some reason sometimes don't fire even if the enemy target is well visible and there's a good line of sight. But I noticed that sometimes the gunners work better when orbiting the target at a higher altitude and at the same time (when orbiting at a higher altitude), enemy soldier armed with AKs don't seem to be so effective in shooting and hitting the player's helicopter. - Other times when the gunners don't engage while orbiting, making dashing, straight-line and high speed passes seem to make the gunners to become more effective when engaging the enemy. I could however, reduce the number of soldiers if most here feel that will give a better balance for this mission? Does someone have a suggestion about what would be a "good" number of soldiers in the POW camp (so that it doesn't become either too hard or too easy)?
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Yes, the Huey in those missions is supposed to have door mounted machine guns only since it mimics Canadian CH-146 Griffons whose armament in real life consist solely on door mounted machine guns, such as FN MAGs (in the game we have M60s which are very similar), Miniguns and GAU-21 (which aren't modeled in DCS:Huey). Speaking of the POW1 mission, this mission should be quite doable with door mounted M60 machine guns (Default armament) since the AI door gunner have a skill of 100% set for this mission and there are very few enemy soldiers in the POW camp (the number may vary since it's kinda randomized but I shouldn't expect more than 6 soldiers). Don't forget to order you AI gunner to "fire at will" (LCTRL+3 and LCTR+4 for left and right gunner respectively). However, sometimes taking over the machine guns could probably be a good idea (and order the "autopilot" to orbit around the camp). If you change the loadout from door mounted M60s to door mounted Miniguns this mission (POW1) should be a "walk in the park".
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Well, I don't know what to say about your problem with the POW Rescue 1 mission. I played it either by evacuating myself the SF team plus the POWs or by ordering the "Slick" (the unarmed Huey that may support you on call) to pick up the POWs and later by evacuating the SF team. Without any further details on what happened to you, I can't seem to figure out what's happened in your end. Anyway, the steps needed to accomplish this mission are the following (don't worry, these aren't spoilers since this should be well documented within the briefing and mission itself): 1- Takeoff and head for the small SF base located south from your initial position. 2- Land at the special forces base (LZ is marked with Blue Smoke) in order to pick up the special forces (SF) team. 3- Note that in order to pick up the SF team you have to wait a bit for the SF team to be considered as being "picked up" (You'll receive a message indicating when the SF team is "on board"). 4- Head for the POW camp 5- You have to land at the POW camp in order to deploy the SF team - It is of course advised that you clear the POW from most or even all enemy soldiers before deploying the SF team or else the enemy will have an "easy time" shooting your helicopter down to pieces. NOTE (This is a bit of a Spoiler, I admit): The enemy reinforcements are sent once you directly overfly the POW camp (you don't need to land in order to trigger the enemy reinforcements) - You don't need to necessarily kill the enemy reinforcement but if you let them get near the POW camp, they may of course hamper the entire operation! 6- Once you get the confirmation from the SF team that they already have secured the POWs you are presented with 2 different options and you have to select one of them in order to progress. These options are accessed by using the radio -> press 'F10' key -> select the appropriate option by using either the 'F1' key or the 'F2' key. 6.1- If you select "'F1' -> I will pickup everyone option" you need to: 6.1.1- Land at the POW camp in order to pick up both the SF team and the POWs. 6.1.2- Wait until you get the confirmation that everyone is in (this may take a few seconds) 6.1.3- Take off and return to base (Senaki-Kolkhi) 6.2- If you select "'F2' -> I will send the Slick to pick the POWs" you need to: 6.2.1- Wait until the "Slick" (and unarmed AI Huey) lands at the POW camp (it may take around 3 minutes for the "Slick" to reach at the POW camp). 6.2.2- After the Slick picks up the POWs and takes off, you need to land at the SF camp in order to pick up the SF team yourself. NOTE - "Slick" never picks up the SF team! 7- Independently of what option you choose, you must return and land at the Senaki-Kolkhi airbase! Sorry for the long post and I hope this helps...
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OK, I will lower the fuel to either 45% or 50%. I will report back when change this and when I upload the newer version.
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Thanks for the for the kind words and feedback guys. @WolfK33, I agree that it's a good idea to reduce the internal fuel load. Actually POW2 was my first mission and I wasn't (and I'm still not that) familiar with DCS map distances and the Huey fuel consumptions so I preferred to have more fuel than needed than the opposite, but I'll look into it. BTW, what would be your suggestion for a good fuel loadout in POW2? Regarding the escort Chinook part, actually what you should do is NOT keep close to the Chinooks while their are inbound to the POW compound but instead you should pass by the Chinooks and arrive at the compound sooner (as sooner as possible) than the Chinooks so you can clear the enemy compound (from all enemy troops or at least eliminate most of them) before the Chinooks arrive. Actually this is mentioned on the mission briefing. From what I've been reading this was a standard procedure when CH-146 Griffons "escorted" CH-147 Chinooks in Afghanistan. When the Chinooks leave the enemy compound and return to base they do it at their best and almost maximum cruise speed which is higher than Huey (actually in real life the Chinook is among the fastest helicopters in world). Anyway during this part, there's no threat for the Chinooks. @ebabil, Did you pick up the SF team at their camp (located south of Senaki-Kolkhi airbase) before heading to the POW camp? You can only deploy the SF team at the POW camp if you pick it up first.
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No problem. Anyway, I changed the first post a bit so that the download link becomes easier to identify.
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Hi Cibit, The link for the missions is where it says "Mission Area" (on the top part of the first post and BTW, here as well)
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Name: POW rescue & POW rescue 2 Author: Ricnunes Mission type: SP Controllable: Huey Quick summary: - In both missions the player flies the UH-1H posing as a Canadian CH-146 Griffon with the objective of rescuing POWs located in enemy POW camps. - In POW rescue the player will insert, cover and extract a team of Special Forces during their task of rescuing POWs. - In POW rescue 2 the player will escort and provide cover for 2 Chinook helicopters while they deploy Special Forces with the task of rescuing POWs. - Randomized number of enemies. Link/Download: POW Rescue Link/Download: POW Rescue 2 Full brief/Discussion thread: http://forums.eagle.ru/showthread.php?p=2206211#post2206211
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These are my first two missions that I ever made for DCS World. Both use DCS:Huey module and the player flies the UH-1H posing as a Canadian CH-146 Griffon with the objective of rescuing POWs located in enemy POW camps but in each mission this objective is accomplished in a different manner as detailed below. POW Rescue: In this mission the player will have to insert a team of special forces inside the enemy POW camp, while providing cover during the insertion since the camp is guarded by several enemy guards armed with AKs. POW Rescue 2: In this mission the player will have to escort and provide cover for a pair of Chinook helicopter which will deploy two groups of Special Forces at an enemy compound with the objective of rescuing POWs located there. 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. EDIT (22-10-2014): Uploaded new versions of these missions with some minor changes based on feedback given here in this thread. I want to take this chance to thank you all for the feedback. And please continue to give me your feedback. Changelog list: POW Rescue (1): - Added the possibility for the player to be able to equip 1 Minigun on the left door mount (in alternative to a M60 Machine Gun). Note that the default weapon loadout is still 2 door mounted M60s. POW Rescue 2: - Reduced the default fuel loadout from 80% to 50% (there was no need for such a large fuel loadout in this mission) Download the missions here: Mission Area
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Recently I purchased DCS Huey (during the last Autumn Sale) and I must say that this definitely my favourite DCS module! Thanks for this great module! I don't know if this is the right thread but I would like to request/wish the following: I wish/would like to have a Canadian CH-146 Griffon (Bell 412) module. I'm asking this here because of the following reasons: - The CH-146/Bell 412 belongs to the Huey family. - Since the CH-146/Bell 412 belongs to the same family many things that are already modeled in the current DCS UH-1H could "easily" be ported into a CH-146/Bell 412 module, stuff like for example: door mounted machine guns such as the Miniguns, the cockpit and cabin layout are very similar (albeit some instruments are different), crew arrangement (2 pilots and 2 gunners seated on the same place), crew management menu, the "auto-pilot" menu/features. I could be wrong but flight and damage models in general are probably very similar between both helicopter models and also making changes from the current UH-1H 3D model in order to look like a CH-146/Bell 412 would be much easier than making a new CH-146/Bell 412 model from scratch, isn't it? - I believe that the CH-146/Bell 412 would be a great addition because it's a quite modern helicopter (a bit opposed to the UH-1H which is starting to get old and being phased out) and it's not only in use within the Canadian Forces, but it's also used in other nations modeled in DCS such as Italy (where it's one of the Army's main utility helicopters), Norway, Netherlands and even in the UK (albeit here, in training roles only). I would also like to request the following which can be related or not to the point mentioned above (CH-146/Bell 412): Please, add to the list of available door mounted machine gun the GAU-21/M3M .50 cal heavy machine gun to the DCS:UH-1H :)
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I recently decided to install and try DCS World and I'm really enjoying flying with the SU-25T. I also decided to take a look into DCS World mission editor and since this thread is about "Mission Editor Features Request Wishlist" I would like to request the following improvements/updates on the object database in the mission editor: - I noticed that Canada only has the following armour: Leopard 1, M113 and LAV25. But in reality Canada also has the Leopard 2 tank and one of my suggestion is that the Leopard 2 be added to Canada's armour list. Also regarding Canada's armour I even suggest adding the Stryker ICV in order to model the LAVIII with RWS (equipped with the Nanuk RWS) and the ATGM Stryker in order to model the LAVIII TUA. Also regarding this, I would also like to suggest adding the Chinook to Canada's helicopter list, just like in the real world. And of course make the appropriate improvements/updates on other countries database where applicable.