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Mistermann

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Everything posted by Mistermann

  1. Here's something close... https://www.digitalcombatsimulator.com/en/files/3338365/
  2. Just keep in mind the goal of a mission isn't always to eliminate all the targets . You only need to eliminate the Air Defense units (KORDS) and the mission continues to play itself out. You can certainly try and John Wayne (John Wick to today's more hip crowd) it and go in guns a blazin'. Just know, that's not how I intended it to be played for my group. The QRF strength is estimated at 2 squads plus 2 KORDS. Keep in mind that estimate is just that - an estimate from a hastily egressing team. The QRF represents a formidable foe for single and even 2-ship teams. I've seen one of my mates go down a handful of times because they overflew the wrong patch of land in M03 ... and that was with 3 Kiowas. As players destroy Air Defense units, the mission tells them how many remain. The number varies with number of Helos in the mission. As for APKWS pods. It's completely up to you of course. When we first sat down to create this campaign there was talk of not allowing them as optional ordinance given their scarcity in theater, cost to deploy and lack of use according to real Kiowa drivers. I chose not to go there, however, and allow people to play however they wanted. My guess is you'd be challenged in a single ship scenario to wipe out all enemy activity with 2 APKWS pods. Maybe try the 4 hellfire loadout approach and consider a strategy of getting cover and letting the enemy come to you.
  3. Just wondering if this behavior is intended. If I'm on a MP server flying solo, I can access the comms menu (trying to get to F10 options) from either seat. However if I am sitting CPG in a multi-crew bird, I cannot access the comms menu at all. It appears to be reserved for pilot only. Intended? User error? Thank you.
  4. That's M03, right? Remind me, are you soloing these? This mission is a lot smoother when you have a CPG as it reduces the pilot workload a lot. The KORDS shoot green tracers, BTW. Also when there are 3 or 4 helos in game there are both static and mobile KORDS. I debated with @Devil 505 on the fuel topic. Originally I had a fatcow come into Beirut airport to offer refueling only. After our tests it didn't seem necessary, but then again I knew where the KORDS were. Based on your experience it may make sense to put it back in... Keep at it. The last 25% of the mission over Beirut is worth it. My guys were pretty excited to experience the climax.
  5. Thanks. I was wrapping up the rework I did on the Apache Griffins MP campaign and knew I was going to put something together for the Kiowa since my buddies and I were all looking forward to it. Given its somewhat unique scouting role, we felt it would make for some interesting missions that lent themselves to multi-crew/multi-player stories. Sharing the missions before they are battletested puts them into players hands while the module is at its most popular and ends up being a win for everyone (assuming I can release without game breaking bugs). Not deliberate at all. One of those little details that slips by unintendedly. I'll correct it, add a Target Point as well, and upload an updated version. Thanks for the feedback. Update Corrected version updated. Link in OP.
  6. Update on upcoming missions M04 - Uniform Justice. My buddies and I flew this the other evening. There were a couple of tweaks I incorporated today based on feedback. I’d like to test it with the team this weekend before uploading. M05 – Name TBD. Mission has been developed and flown a handful of times solo. This hasn’t been tested in MP yet. None of the voiceovers have been produced yet. There are a number of voiceovers in this mission as well as something new I am trying out with the F10 menu (more to share in an upcoming update). Basically I am saying it’ll probably be next weekend before my team is test flying it in MP. M06 is a derivative of M05. Sort of a continuation of the events with AO being one discovered in M05. The story has been fleshed out and while not yet coded in ME, is storyboarded. M07 might be where this campaign ends … maybe M08, we’ll have to see how things play out. Thanks for your interest in the project.
  7. I was able to update M03 Dawn's Light to correct the MP message outlined above. I have NOT played this with my squadron yet, but did test it using @cfrag's excellent debug utility, so am pretty confident its going to work.
  8. The bug isn't a show stopper and doesn't impact single ship experiences. Looking forward to your feedback.
  9. The boys and I just reflew M03 and there's a bug in the message telling players how many remaining Kords there are. I'll get it fixed over the weekend.
  10. Great news. While it took me a bit to get the ME drawing tool figured out, I am liking the results. I've incorporated into future missions as well. So you got the text message on screen, but no voiceover from condor? Both events rely on the same variable so I am no sure how only one of those triggers actually fires. That IS very strange. Especially odd that is appears to work sometimes and not others. Duration doesn't matter to the triggers. Everything happens when the players enter a zone centered on WP01. Maybe I need to expand the trigger zone a bit. I will give that a shot just for grins.
  11. Mission 03: Dawn’s Light is now linked in OP This mission ups the difficulty a bit and can be difficult complete as a single ship. It is intended to be a 2-Ship experience at minimum. It can be tackled as SP as-is, but I’d recommend taking 4 hellfires (I know, not realistic) instead of the default loadout. I have done this in SP, so it can be done (even with standard loadout). Modification Requirement I broke my own “no mods in public uploads” rule here. This mission takes place in the Port of Beirut and I added some of Admiral189's excellent civilian ships to simulate a diverse set of traffic out in the harbor and in port. You’ll need to download BOTH of his commercial mod packs. I used the following 3 Ships in the mission if you just want to install what’s necessary [Madrid_Maersk, Feeder_Ship, CMA_CCM_Jacques_Saade]. Below is the link to the Admiral’s download site: https://sites.google.com/view/admiral189dcsworldmods/commercial-ships?authuser=0 If you don’t want to download the ships, you can still run the mission without. They are eye candy only and depending on when you get to the port, it’s going to be daybreak. If you want to remove the mod requirement from the mission, you can do so via a simple .lua file edit. Using your favorite zip extractor, unzip the “mission” file from the Mission03 download .miz. Then edit the mission file using something like notepad++ and remove lines 51-53. Save and move back into the .miz overwriting the existing file. That prevents DCS from requiring the mods to run the mission. Enjoy! Looking forward to feedback.
  12. New M02 posted (link in OP). Free ... of course!! I have benefitted for MANY years off this community and this is just a small way of giving back. I enjoy creating missions for my group of friends and figure others could find enjoyment from them, so why not just share.
  13. I understand that, @ViolentNomad. I am just pointing out someone could get the same type of functionality in other modules by using the ME. As I said, "this might not be a cassette player option". If @Devil 505 wants his One Vision soundtrack in the Viper, it's pretty simple to achieve right now.
  14. Thanks to both @Ramsay and @BoFrost. I was able to spend some additional time in the ME figuring out how to add mission drawings to the Kiowa's Data Cartridge. I learned that I can do everything from the ME itself so there's no need to spend time messing around with the Nav Settings on the ground (unless you want to). This resulted in the following in-game HSD+ image as I approached the AO on M02. I achieved this by turning OFF the waypoints in RMS-SETUP I was also able to go and update M03 and M04 the same way so we'll have this throughout the remainder of the campaign. I also added a kneeboard to the missions to try and assist in giving players easy access to images. They are not the prettiest I've ever seen, but functional. Here's what I added for M02. I'll get M02 uploaded along with M03 today.
  15. This might not be a cassette player option, but you can play any .ogg you want over radio channels. Pretty simple ME option.
  16. Thank you @Ramsay. Lesson learned..... RTFM.
  17. Wait .... what?!? Mind blown. Didn't know this was implemented. Watched the video. I will absolutely go back and implement this for the missions. I need to figure out what works and what doesn't, but that's a nice feature I have yet to see in other DCS aircraft. Thanks for sharing!
  18. If you receive the following text on screen, you're at WP01. "You've arrived at WP01 ... hold here for clearance from Condor. Checking in now." What happens next depends on how many players/helo's are in game. Are you playing with others? Sounds like you're a single ship, so I suspect there's only one in game but need to ask. 30 seconds after arrival at WP01 and receiving the text message, the game fires a voiceover depending on number of players. Do you think you waited the 30 seconds before leaving mission? Maybe I need to reduce the wait for Condor to release? You shouldn't need to do this. I already have target points in the mission for this purpose as shown in the image a few posts back. I am starting to wonder if they are somehow bugged because I can't get them to work in Mission5 either. Regardless, how are you seeing where to place these points? Everything's set to hidden on map. Lastly, I am thinking about removing the target points and simply putting in waypoints for the different routes. Your experience, coupled with mine in M5 seem to indicate there's an issue with target points. Unfortunately I'm not going to have time to update this for a least a couple of days. I'm sure this is frustrating for you - appreciate your willingness to keep at it and assist in debugging.
  19. A little bit of a progress report. Missions 3 and 4 are both written and in various stages of testing. Mission 3: @Wulf103 and I flew M3 over the weekend and uncovered a handful of tweaks I want to make before making available. Those were made and await testing. Given our flight schedules, I'd say this should be uploaded over this coming weekend. Note, ED doesn't approve file submissions over the weekend, so it won't likely be available until early next week. Mission 4: This awaits testing - all logic is in place as well as all radio voiceovers. If the stars align, the team and I will have a chance to fly this weekend as a test. I've flown a handful of times solo. Mission 5: Skeleton mission created and being debugged. No voiceovers at this point. Mission 6-8: Rough storyboards discussed. We feel like we can wrap the campaign in 8 missions. Also, I added an answer regarding Reloading Missions to the FAQ
  20. @BoFrost - Thanks for giving me a heads up. In my haste the other day to get this out, I mistakenly uploaded the wrong MIZ file. Over the years I've learned to create backups of MIZ files as I create to prevent the ME Gods from letting me delete entire groups of content when I get lazy and forget nuanced ME user experience flaws. I simply grabbed the wrong one to publish. Sorry about that. Please download the latest version linked in the OP A couple of thoughts as well When you get over to the Beirut Airport, make sure to rally over the waypoint. This will trigger clearance into the AO from Condor. There's a Trigger Zone (0_Hold_For_Condor) at least one in the group must enter. I'm at a bit of a loss on the Target Points. They are in the ME, but I can't see them in the Helo either. This could be user error for sure on multiple levels. First could be I don't have the process down from a cockpit switchology standpoint. OR I've messed something up in the ME itself. Here's how I established those points in the mission. If anyone knows what I might have done wrong in the mission setup, please advise. Thanks for playing!
  21. I'll check into it this morning.
  22. Mission 02: Fish Barrel is now linked in OP This mission adds a little excitement to the mix after what was essentially a Beirut familiarization flight in M01. Been flown a few times by the group so I don't expect there are major issues. Please let me know if you run into any defects.
  23. Thanks! Yeah that Reaper feed has been a PITA. When testing I couldn't get it to lock onto the Luv Tigr. I'll get M02 uploaded here ASAP.
  24. Corrected the voiceover and voiceover text in M05 reported by @Antix70. Link in OP.
  25. Totally understand. I'm a little envious of the multi-crew element you're using. My group all fly with George as CPG which comes with its own set of challenges. But it ensures we have enough ordinance for the job. I can see how that mission might challenge a solo ship. If memory serves me, M07 (Seraphim) has a lot of targets and will likely overwhelm a single ship without Rearming (which is supported in that mission) Now that feels well beyond my ME skills. I am pretty much limited to what I can do outside of scripting. You're correct in that I could offer a "load next mission" option after landing. I may look into that for future work. BUT, I do have a solution for you that can be done within the cockpit. I use this on my server and load missions from within game quite often. It sounds like you may be the squadron's "server guy". If so, have you looked at this server mod called SLMOD? This is from DCS veteran Grimes. I'd encourage you to check it out. There's a "load mission" feature that allows you (or anyone you authorize) to load different missions from within game. Pretty handy. I've run it for years and never had a single problem. It also keeps some cool statistics about player stats too. Love it. That's a good suggestion. I don't recall why I didn't just do that to begin with... maybe that's how Daggobert's version handled it originally? There may be some random elements that could happen that made the triggers more difficult to pull that off. I don't really recall TBH. Keep the feedback coming, it is most appreciated.
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