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Mistermann

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Everything posted by Mistermann

  1. Yeah, in my Into The Jungle mission, I remove the previous effect, then apply the new one so there's no overlap. Stevie, I doubt you need a code sample of how I did it. Happy to provide if you want. Maybe that approach helps?
  2. FAQ Q: I am not a MP pilot, can I play this solo? A: Yes, most of the missions scale to the number of players. I solo'd all the content myself during playtesting. There are some challenging missions that will probably be hard to complete, but there are ways around that if you want to change the mission in the ME (invulnerable?) Q: Whenever there's spoken dialog, there's no on screen text. Is this a bug? A: This is a personal choice I've made. As a VR player, I try and make missions as immersive as possible. One of the ways I do this is by NOT displaying the dialog on screen. This is especially important for longer dialog transmissions. Walls of text are easily one of the things that ruins immersion for me. Whenever there's something ultra critical for the player(s) to comprehend, an abbreviated dialog will display on screen. Q: During a mission, when there's a radio call, do all players have to respond or interact with the radio? A: No, only one of the players needs to respond to trigger events. As soon as one player responds, the radio menu is updated accordingly. Q: I'm a SP, how do I start the mission in MP mode? A: The entire campaign is designed for MP Coop so every mission expects to run in a multiplayer server session. Make sure you start each mission from the "Launch Multiplayer Server" option in order to spawn in the intended spot(s). NOTE: Ensure your multiplayer Advanced Settings have "Resume on load" selected.
  3. Overview Thanks for checking this out. Constructive feedback is absolutely welcome as I’m always looking to improve upon the content I share. Thanks in advance. I make these mini-campaigns for my small group of friends. What started out as a single mission for the Hornet (search Jupiter’s Javelin in files section) turned into several MP campaigns and countless hours of fun for the group. If you haven’t experienced DCS in a fully COOP (PvE) environment, I’d suggest you’re missing out on some real magic. I’d be remiss if I didn’t credit 2 content creators as “spiritual influencers” to my initiatives. They’d be @Dagobert666 and @Jenson. These guys paved the way for my initiatives over the years with MP campaigns themselves. Both are outstanding (one for Hornet, the other the Apache). Thanks to both for their hard work! Download Get the first mission here [https://www.digitalcombatsimulator.com/en/files/3345275/] Details First and foremost, this is designed for Multi-Player. Yes, you can play this solo if you want. The storyline follows a fictional set of events taking place in Afghanistan in 2012. As a member of VFMA-323, you’ll fly “realistic” sorties from Kandahar in the Hornet. I take liberties with some of the story elements in an attempt to keep missions fun, immersive, yet not completely impossible to complete. Most missions take 60-90 minutes to complete. They aren’t overly milsim and are approachable by most intermediate Hornet pilots. Mods and Scripts I abhor mods. For years I wouldn’t even download a mission that had a mod required. Its really a shame, because there are many hugely talented mod makers out there. Alas, I find the juice is rarely worth the squeeze when it comes to mods as many struggle finding/installing/maintaining. IF I choose to include a mod in a mission, it’ll be for a darn good reason. I pledge to keep this campaign as mod-free as possible. I do deploy the splash damage script from @stevey666 in these missions. I like the eye candy and have configured his script to my tastes. If you want to change the settings, or simply remove, it’s the first line of the “initialization” trigger at the top of the triggers list in the ME. Missions Mission 01: Guardian Angel [v1.02 -- June 16, 2025] - https://www.digitalcombatsimulator.com/en/files/3345275/ Mission 02: High Noon Scramble [v1.xx – ] under MP testing/development Maintenance I'll keep this OP updated with new missions. I'll also maintain a FAQ post below. Enjoy!
  4. @stevey666 - you're doing an awesome job advancing this script! Thanks for picking it up and not only improving it, but adding some nice additional features around eye candy. I have a small request - degrading smoke effects over time. This isn't likely for everyone, but something I'd like you to consider via configurations if possible. Example Initial Target hit and explosion = Medium Smoke & Fire (don't recall the numeric for this) 2 minutes later the effect turns into Small Smoke & Fire 2 minutes later the effect turns into Medium Smoke 2 minutes later the effect turns into Small Smoke which remains on indefinitely Lots of configurable options here, I suppose. Your call on the progression of where to start and how to degrade. Thanks for considering.
  5. June 15, 2025 - New Release Announcement The new version (v2.017g) is now available for download in the files section here https://www.digitalcombatsimulator.com/en/files/3342301/ Highlights Triggered Air Attack - Air Attack of Andersen when Alpha/Bunker/South Island destroyed. Hopping in fighters to intercept is the only way to prevent Andersen's bombing. Activated sitting ducks script - Any stopgap client destroyed prevents client spawning for 30 minutes. Thanks cfrag. This matches up with the Triggered Air Attack. If bombers reach Andersen and take out stopgap clients, players cannot spawn into those spots for 30 minutes. The Slot Select won't allow you to select the slot. Removed C-130 Hercules - There were a variety of reasons for this decision. In my group, we simply had trouble with performance. It was also a very niche unit that we all agreed didn't bring enough value to overlook our perceived shortcomings. Not a dig at the mod at all. We just opted to remove it. If you want it back, simply change the MIZ to add client slots for the HERC. Pilot death voiceovers - added several additional voiceovers whenever Player pilots eject. There was only one VO before and it got old pretty quick. Tactical Changes : Replaced insurgent AAA ZSU with VAP VC Zis 150AAA : Reduced explosion size on Alpha/Bunker/Cocos : Updated splash damage script to v3.1 : Further reduced initial fog settings : Added SPAAA ZSU23 Shilkas to several random groups : "Named" several additional prominent places on the map : o South Island is now "Cocos Island" RL name of that small island off of Guam : o Flatlands between the South FARP and Jungle FARP bordered on West by Diamondback and Copperhead is now called "Serengeti" : o The "nub" peak that sticks out on the Southwest of Diamondback is called "Bunion" : o Properly named the lake as "Fena Lake" as it is IRL On a personal note Devil referenced this back in May. I won't go into details, but I will share that I was unexpectedly rushed to the Emergency Room and spent 3 weeks in intensive care. I am very fortunate to be sitting here typing this today. Life is fragile and none of us knows when our ticket for the next chapter gets punched. While I am now back home, I still battle symptoms on a daily basis. I2J Future I share this because it gives some perspective on why I2J went "dark" for so long. It also is a big reason for me to call this mission "done". From this point on, I won't be adding anything to the mission. Whenever the cobra arrives, I'm sure I'll update for everyone but nothing more. When I set out to create this originally, it was for my small group of friends. A way to simulate a jungle coop experience that was different each time played. Over the past couple years, it went from concept to a pretty solid offering considering all the limitations of the ME, base units, state of AI, etc. Hopefully nothing comes out of ED that breaks this mission. Regardless, it was fun bringing this experience to the community. I hope people keep enjoying this for quite some time. Thanks! -Kandy
  6. Clearly you care, @cfrag. Thanks for spending considerable time and energy making suggestions in a nonthreatening and constructive manner.
  7. Absolutely spot on. No amount of ED/PC gaslighting will convince me this module has a future until an update comes, and we can all see for ourselves.
  8. Too bad none of those campaigns are MP enabled. I get why they aren't, but with braindead AI, it would be incredible to actually play with others to achieve the outlined goals in the story.
  9. Sadly, that describes most of what ED produces these days. Often appears rushed, untested and with very little thought of how it impacts the community. Not unless ED changes their position. [unlikely]
  10. Correct. Some initial testing indicated finding targets at night with the Ground Radar was extremely difficult. I reduced the scaling effect because of that feedback. That was a mistake on my part and is corrected in the latest mission. A few additional thoughts... Having flown this as the flight lead and wingman, I can say the difficulty of flying 2, 3, or 4 is/was exponentially more difficult than flying lead. If your flight lead doesn't communicate airspeed and course changes or is a little sloppy on the throttle management, it makes the wing workload intense given the already very high pilot workload of this mission (Ground Radar, TGP, Night flying, weapon management, etc.). If you're not accustomed to night flight or way out of practice, this mission can get difficult quickly. If you don't have a decent working knowledge of the Hornet's sensors and weapons deployment (JDAM, LGB, ATFLIR, Ground Radar), I'd highly recommend brushing up on those skills before tackling them all at once at night. Also, AAR at night was a PIO nightmare for me (thank you, Mongo for not including my high level of ineptitude in the video). I was lucky to get enough fuel to make it back with 2K lbs in the tank. Overall, I think this can be a fun little project. Already working on mission2. At this point, I won't commit to a number of missions. Unlike the Kiowa campaign this doesn't really have an "ending" per se, so we are much less constrained in how we "finish" this. Regarding the Kiowa campaign, I haven't flown the OH58 since ED released untested and unintended code that broke the Kiowa control mapping last year. That, coupled with Polychop's staff exodus simply turned me off on that airframe completely. Since then, I've had no desire to re-invest my limited hobby time to that aircraft and subsequent campaign. Just being completely honest with where I sit regarding that topic since Mongo brought it up above. BTW, Mongo believes he can convince me to wrap it up with one last mission. Lastly ... for anyone wondering. I am just one guy. These missions give me a lot of satisfaction when they come together with the type of polish I enjoy putting into them. I'll release this mission in the files section after a final MP playthrough, so I expect that to be next weekend.
  11. Hummmm ... I must have something wrong as my images don't come close to yours, @Rudel_chw. Maybe I need to redownload the mod? I've tried positioning the Hornet directly under the light source, but my cockpit is pitch black (unlike your image). Thoughts? Not the end of the world - I can use the flashlight to get the jet started and illuminated. Just seems odd to be bathed in light but the Jet is dark inside.
  12. Thanks @Rudel_chw! Answered my follow-up question before I knew I had it!!
  13. Start from ground ... Wouldn't have guessed that one. Thanks! I'll give it a shot.
  14. Okay, I have searched for this answer and can't find it, so I am starting a new thread. @Rudel_chw I am tagging you because these are the kind of things you appear to have a command over. On the Afghanistan map. Kandahar airbase. If I put a hornet down at spot U04, it starts under a hardened canopy. I'd like to place some hardened canopy assets elsewhere on the airfield if possible. I found the hardened NATO Canopy in the "VPC asset pack" by voc and virpil. I know this is ancient and unsupported. If I drop this asset on the airfield, it won't let me start a Jet underneath it. If I assign a jet spot V04 (below), DCS won't spawn there. Instead, DCS spawns the jet elsewhere, not Underneath the Canopy where I want it. Doesn't really matter where the Canopy is - I've fiddled with the placement. If DCS sees an asset over the parking spot, it considers it occupied (makes sense). My question is: Are there any Hardened bunkers I can place in a mission that allow me to put client jets underneath? Doesn't have to be VPC. Thanks!
  15. Indeed. There are a couple spots in the Junkyard where you can place some assets that won't interfere with the Deck Crew's AI. Trial and error, but at least its not completely lifeless. Also, you can coordinate AI departures and arrivals so there's movement and assets adhering to Deck Crew direction. Its a crap shoot given how brittle DCS is from patch to patch, but I honestly can't stand a sterile deck.
  16. You can add it via a mod if that's your thing.
  17. Indeed....a real shame. There are many of us who've spent countless hours bringing carrier decks to life for our missions with statics. All those missions are now rendered "busted" by the new deck crew. Yes, we can turn it off, but I very much want the deck crew experience. My "hack" compromise suggestion for ED. Allow deck crew and player jets to clip through deck assets when using deck crew direction. I just don't see ED "fixing" this condition by building smarter more aware deck crew.
  18. Thanks to both of you for responding so quickly! Indeed a "me" problem. Been spending FAR too much time flying in the jungle with helo's!! Ha! Anyway ... I see a new problem. Say I have a MP mission going. We setup a 4-ship of Hornets and establish unique laser codes for each individual jet (assuming that's realistic). We get out over the AO and there's a TIC situation with a JTAC squirting a laser code different from how we setup back on the ground. How can we all leverage the JTAC's lasing ability when there's no way to adjust the laser code from the cockpit? Seems like we're taking some steps backward here. Admittedly, I may be missing the larger picture here and ED may have a solve for us in the works (other than everyone uses the same code and the mission designer has to account for that in the JTAC setup). Any insights here would be appreciated as I am working on an early stage MP Hornet campaign where JTAC interaction was planned. Thanks!
  19. I've been out of the Hornet for a long time - maybe a year. So this may be a "me" issue. I have a video and a track shared so others can maybe clue me in as to what I might be doing wrong. Since I haven't see this posted anywhere I suspect this isn't a defect, however. Any help is appreciated. I can't get LGBs to track the laser from the ATFLIR unless the code is set to 1688. If I try and change the code (in flight or on ground) using the weapon/flir MFD pages, the numbers are updated on the jet, but it just doesn't work. So far I've tried using 1687 and 1588 as codes and the LGB never "sees" the laser. Based on the recorded track, it doesn't appear the laser fires at all (even though its armed). Anyone gotta a clue for me? Oh ... and this is completely vanilla (no mods) running latest unified version of DCS. Thanks. LGB Test.trk
  20. Okay, so I just replicated this. 1 - Start a New Mission in ME for Syria Map 2 - Zoom into Aleppo Airport in the North 3 - Select Edit|Add Template from the drop-down menu 4 - Select Russian SA-2 Template on Template selection at right 5 - Left click on map for template placement -- nothing happens 6 - Select Create and Modify Templates icon on left 7 - Select Russian SA-2 Template on Template selection at right 8 - Left click on map for template placement -- template placed at mouse position See if that works for you, @wraith70
  21. Just had this problem yesterday. Had to use the static "Create and modify templates" icon on left side vs. the top menu drop-down. I'll post a couple images when I get to the PC.
  22. Just trying to set proper expectations. I see by your profile you're a fellow old timer to ED and their practices. Undoubtedly you've been to the wish list rodeo a time or two before. Won't be long before this thread is moved to the wish list where it'll die on the vine.
  23. No argument here. Just ain't going to happen.
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