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Everything posted by Mistermann
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Because it hasn't been included yet in EA or it doesn't exist in the 4+ version being modeled?
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If there was a helo involved, then you experienced the event. Glad you had fun!
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Thank you for taking the time to download, play and also comment here, @Tophatter14. When I put it together for my group, I considered tasks that weren't part of our everyday Hornet routines. That's how the HARM element came to be. Also the Pre-Briefed JDAM element wasn't something we were all that familiar with either. For me, I've personally never had to tank during this mission, however my flying buddies have. The tanker's there more as a "just in case" contingency. For you (and others that have played through at least once), I recommend replaying but this time don't take out the safehouse. Maybe take out both production facilities, or the FARP or the Garage instead of the Safehouse. The story takes a different path that you might find interesting. I will definitely share additional content that I have in the future.
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Thanks Wulf! 120 downloads after just a few days ... as this is my first mission upload I am humbled by the interest. I hope this meets the high expectations of the community. I am also hopeful this encourages other mission creators to share as well. Especially anyone creating multi-player content. For anyone interested I put together a short video showing some mission highlights.
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Here’s a mission that me and my flying buddies have flown for almost a year now. There’s randomness built into it, so it plays differently depending on RNG. This is a fictional based mission set in the Caucasus region and is designed for COOP play. The mission can be done solo if you desire. The player(s) spawn on deck of the George Washington as the sun is coming up. I created this mission with some built in variability. This variability comes in the form of probabilities for additional spawns that can be changed in the triggers. I suggest flying this as provided and then tweaking probabilities to your needs. The mission isn’t terribly difficult in it’s base form. I routinely flew it solo during my testing. My group of flying buddies has a total of 3 players and there were nights we made it through just fine and others where none of us made it back. The mission can be found here - https://www.digitalcombatsimulator.com/en/files/3332119/ [Designer's Notes] A few elements of note. I use the F10 radio menu to control several optional elements of the mission. The only required use is the START MISSION command. When first entering the mission, players will see this message (below). This allows all players to enter the host’s MP server and establish comms before the action starts. Once everyone is ready, someone can select “START MISSION” which starts the mission moving forward. There are additional F10 options should the player(s) want/need. These mostly relate to the carrier static units so players can remove/add for performance reasons. Above is a screen grab from the beginning of the mission before anyone selected the START MISSION option. "Spawn Alert 5 Fighter Support" - spawns 2 alert 5 hornets armed for CAP should they be needed by the players. “Delete Launch Statics” – removes the carrier deck static units present at time of player startup/launch. “Add Recovery Statics” – this happens automatically within the mission itself, but should the player wish to spawn them in at any point, they have the option to do so. “Remove Recovery Statics” – should the recovery statics cause performance issues (or they just don’t want the additional scenery), the player has this option to remove them from the deck so the carrier is empty when landing. “Add LSO Statics” - this happens automatically within the mission itself, but should the player wish to spawn them in at any point, they have the option to do so. “Remove LSO Statics” - should the LSO statics cause performance issues (or they just don’t want the additional scenery), the player has this option to remove them from the deck so the carrier’s LSO station is empty when landing. [Choosing Role] When starting this mission, players should select jets from the "Players" group. These start you on deck and are the intended cold start loadouts. Do NOT start your mission in the Air Start jets. You will notice 4 Air Start Hornets with the group name “z_AirSpawn_*”. These only exist for players who might perish on the way to or at the target location. These 4 jets are armed with LBGs, or Mavericks, etc. The last part of their name indicates what they carry. No mission triggers are associated with these jets so if all players in the “Players” group die, the mission will no longer trigger unless someone reselects a “Players” jet when choosing a role. Think of these jets as a way to immediately re-enter the fray should some meet an early demise. [LUA Scripts] There are a couple of scripts that I run within this mission. Splash script – I run a modified version of Grimm’s Splash Damage 2.0 Script (https://forum.dcs.world/topic/289290-splash-damage-20-script-make-explosions-better/). See the forum thread for details. Set ShipID – don’t change this. This is how I control the static spawns on the carrier deck. If you want to see how to do this, see this video from RedKite - Using RedKite’s method, I created LUA files for all the deck spawns. You’ll see me use these files in “DO SCRIPT FILE” actions. [Random Spawns] To enhance replayability as well as increase difficulty, I built in randomness directly into the mission itself. Players can control the probability of these random spawns directly in the MISSION START trigger. Note, the mission is designed to be played as-is and players do NOT need to adjust anything in this mission to enjoy it out of the box. However, once played, people might want to tweak. These tweaks are how me and my group continue to run this mission almost a year after I created it. It still hasn’t gotten old. I will put the following content in a spoiler tag so those that want to avoid can do so. [Kneeboard] I included a brief kneeboard with 2 pages for this mission. [Briefing] Attached is mission overview in PDF form. Please let me know what you think and how this could be improved. Hope you all enjoy the mission. Operation Jupiter's Javelin.pdf EDIT (March 10, 2024) - Corrected Briefing, Kneeboard and Scratchpad assets to reflect proper height of PROD1. EDIT (July 21, 2023) - I updated the mission version in the files section to 2.02. I inadvertently left my group's starting probabilities in the mission instead of a more beginner friendly configuration. I changed the probabilities in the mission and they are now reflected in the spoiler section of this message.
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Activate your radio comms. You should see an F10 option called "other" (if memory serves me). Once you press F10, you should have additional options to select. The F10 radio menu is where all custom mission radio options are stored.
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What do you rate as the BEST mission?
Mistermann replied to JSArcher's topic in Missions and Campaigns
Are these missions public? I checked user files and found none posted from user "fagulha". Definitely interested in checking out if available. -
I remain hopeful that the ME will somehow have use for these. Right now, I believe they are just images saved to the HD. I'd really love to see some triggers get associated with the image subject (like the cargo ship above) so mission makers can trigger events based on a good image of said target. IDK, the feature seems a bit neutered if there's no tie back to the mission somehow. Maybe I'm missing the point?
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No joy for me following your advice @Ramsay. I'll try again tomorrow. Sometimes this works, other times it does not. I'd wager this is a "me" issue as I try and learn the nuances of the jet. I can get the TGP in snowplow mode, just not attached to the flight path marker.
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Yesterday @Casmo released this video where he and Natso chat a bit while they go through startup, taxi and takeoff. There was one moment in the video in particular that I have some questions - it dealt with the yardstick element. I searched the manual for the word "yardstick" but nothing was found. Figured I'd ask here to see what people say. Below is a link to the moment in question. Natso's jet is set at 69X and he tells Casmo to set his jet to 6X. A comment on YT said to make sure the jets were 63 channels apart. I fly with a few other fellas and am wondering if this yardstick element only works in 2-ship flights. For instance, say I am flying with 2 other people. Is there a way to configure this across all 3 jets? Is this simply a way for 2 pilots to know the distance between their 2 jets just by looking at the HUD? Any links to yardstick doctrine or simple "this is how we use it" (especially in DCS) are greatly appreciated.
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By dumb luck, I engaged a moving target the other day and then stumbled on this thread. I usually record all my DCS sessions so I can go back and see where things went wrong so I can learn from those mistakes. Linked is a short (<2min) video of that moving target engagement. I pretty much followed the process @felixx75 mentioned last week. Hope this helps in the conversation.
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Had this happen with my group last night with GBU-10's and GBU-12's. Super frustrating but feel much better now that I see this threads. Will see if I can reproduce and get a track.
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Thank you so much!!!
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Okay, okay ... I think the manual is might correct, however. The A2A Radar does indeed have this setting on OSB 19 and 20. You can change this across channels A-E and Bands 1-8 The A2G radar, however, does NOT have this option. The manual says that it is supposed to have these (posted in my OP) but not yet included. I am not seeing them in sim. So ... if I change the setting on the A2A radar, will it also change it for A2G? Anyone know? Might be a silly question since there's only one radar ...
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That's great news. Anyone able to direct me to how this is corrected if the manual is incorrect?
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Amen. Infinitely harder than the hornet. At least for me. Feeling like I did back when learning to AAR the F18. I just can't get the PIO and throttle in order. I know it's just a matter of practice, but this is very humbling right now.
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My group is slowly coming up to speed with the Mudhen. Really appreciate getting our hands on this in EA. One thing that's come up in my group is radar interference. So it's pretty cool that RB modelled this condition across jets in MP. Here's what it looks like for those that haven't seen it. The interference can vary in intensity across the entire screen making the radar return unusable. Can someone explain how to "deconflict channels" as mentioned in the Top Tips thread from a few weeks ago? Is there a way to deconflict in the current version of the Strike Eagle? Looking at the manual, it appears that the Channel/Band select options for both the A2A and A2G radars are not included in this version of EA. Thanks.
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Agreed. I suspect the latest OB needs some tuning.
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Radar: When I have AG radar set i select harm and map and wait for an image.
Mistermann replied to Hell0's topic in F-15E
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Thanks @Jenson! Me and the boys are on mission 8 and absolutely love your work. Thank you so much for your dedication to this content. I wish there was a way to get you more of a spotlight because this campaign is simply awesome. You deserve recognition for creativity and command of the ME. if people wanted to kick you some cash as a show of appreciation, how would they go about it?
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Give it a shot. My group hasn't experienced any VR issues with any of these missions thus far. We're on mission 8.
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Bizarre TADS slewing when buddy joins in on a multiplayer server.
Mistermann replied to hannibal's topic in Bugs and Problems
Thanks @JSpidey!! Really appreciate this information. Couldn't figure out what was wrong. Figured it had to do with some of the new features released. -
Mission 3 - Manpad Frustration
Mistermann replied to Mistermann's topic in F/A-18C The Serpent's Head 2 Campaign
My mother thanks you, @Badger633 -
Looking for some tips for this one. Any advice (besides hitting the skip button) is welcomed at this point. I have now flown this 3 times. Taken out the SAMs and the ARTY, refuel and head to the "2 houses" TIC situation. Armed with only a MK-83 and no TPOD, I am forced into a CCIP run. Each time, I am taken out by the soldier with the Manpad. This is becoming "punch your mother" maddening. The last 2x I get the message that I took out the house before getting killed. I am dropping flares and jinking away after the drop. I must not be doing it violently enough or with enough flares, IDK. Should I be doing a dive bomb approach? Low and fast? Is there a particular direction I should approach from? Heck, I just watched a video on this same mission and the poster doesn't even get shot at when dropping on the target! Like a casual day at the range ... Anyway, before I simply move on to the next mission, I figured I'd toss a lifeline out there and ask the experts for some advice. Thanks.