

Hekktor
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Everything posted by Hekktor
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Nothing new on this up until now?
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I am really eager to new about why you put this glider airfield into the map. Or did you mean Sonderlandeplatz Sommersberg? (Wich is on the other side of the road?) The Gliderfield Kammermark actually was build and opened post cold war in 1994…
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On mission three I do my cold and dark, then when I am rdy to taxi biggi is far from rdy besides stating that on radio. Seems that he is starting his procedure just when I start to taxi having me to wair for him additional several minutes.. Anybody else?
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Oh , you tricky bastar- Mission 7
Hekktor replied to Blackhawk163's topic in DCS: AH-64D The Four Horsemen Campaign
I think that triggering is a bit harsh - maybe one should be able to achive that mission by just killing all targets. It is a bit frustrating that by 'accidentially' finding the targets 'to early' and killing some/them before out and return to wp04 you have to fly the mission again.. just my 2c.. -
Looks like the new fuze/bomb combinations aren't saved properly out of the mission payload line. If you save/copy the mission loadout within the mission editor and then select it from the list - everything works as intended. Just when you change stuff in the mission payload entry alone - it does not work at all times as if the fuze does not properly connected to the bomb or the AC avionics or the system does not realize the new combination properly.
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Mission 2 - FUZE Bug?
Hekktor replied to Midoxx's topic in F/A-18C Operation Cerberus North Campaign
Regarding the FA18 cluster munitions either MK20 Rockeye with MK339 Mod1 fuze or the CBU99 with either the MK339 or FMU 140 with the hight function HT - atm I am getting better results with the MK339 using ccip mode. The area of effect is bigger thus one can hit more than one target. With the FMU140 I am getting a very narrow area of effect just beeing able to hit one target, no matter what hight I am selecting in the mission editor and stores page. You might want to test for yourself, I'm attaching a quick and dirty test/practice mission. Also I noticed, that when ever you select a target TGT either a waypoint or a designated one - it switches to AUTO mode from what ever mode you had selected before. I dunno if that is intended but when you want to use CCIP - remember to deselect any TGT! F18 CBU and fuze test.miz -
Mission 2 - FUZE Bug?
Hekktor replied to Midoxx's topic in F/A-18C Operation Cerberus North Campaign
I dove further into that weired problem with the missing fuze selection and found a relative easy solution: save the mission payload and select it from the list! That way the loadout is properly loaded! Did a new topic in the FA18 Bugs part of the forum regarding this. Maybe ED can fix this, too... -
Well you just need to save (using copy) the existing mission payload and select that stored payload. No need to make a new one as I assumed first. Maybe ED can fix it that the mission payload is properly stored and reloaded when exiting the mission editor. I have no clue how that is done internally. But if they would check that there is a chance that all the existing missions would work without any reediting...
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Experimenting with the new fuzes I used some of my older 'quick and dirty' test and training missions. Most of them are 'air starts'. I realized that you do not get the fuse setting option on the stores page (pb4 and pb5) unless you save a NEW loadout! It is not sufficient to just open and save the fuzes at the mission payload line. So if you are a mission designer and want to get to run some of your older missions - save (copy) the loadouts and reload them.
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Mission 2 - FUZE Bug?
Hekktor replied to Midoxx's topic in F/A-18C Operation Cerberus North Campaign
Actually I tried this for the ccip bombing training lesson - and it did not work because you dont get the mfuze pb4 on the stores page - no clue why. I then selected an efuse to circumvent the problem... Also I spend half a day to figure how to use MK99 and Rockeyes but I am quite dissapointed, too... as stated above only the MK99 can be fitted with the FMU 140 wich has the capability to set a function hight (as it ever was in the game) only that it seems do not alter the "spray" pattern.. 500ft - 2600ft - all the same very small area of effect. You almost need a direct hit on target. With the Rockeye it is really weired - seem with that MK339 you can preset two timings wich open the cannister set amount of time after release.. But what setting to use? Guesswork until they release proper documentation... Tbh - I am not happy on how they introduced theses massive changes to core game mechanics... -
Mission 7 penetrator will not detonate
Hekktor replied to ouseler's topic in F/A-18C Operation Cerberus North Campaign
FMU139 or 152 will work, delayed, 5ms did work for me also I set the angle to a 75° and velocity to 900. -
Continuing the search, FA18 Hornet, Cluster Munition: with MK20 you just can select MK339 Mod1 - there you can not select a function hight. I don't know what pri and op selections do. I do not find any suitable setting in the stores page. This renders the MK20 basically usless for me - also all missions the mission designer is using this unit... with the CBU99 you get the option to select the FMU140 wich allows you to select a hight of function. You can match this within the weapons page of the stores menu accordingly. That allows you to kill units like truks or even brdms - if you hit them dead center as if you would hit them with an iron bomb. I was not able to detect any difference in the area of effect using different hight settings from 500ft up to 2600ft. Yes the cannister seems to open sooner or later according to the setting - just the patter nor the effect on target looks to be influenced...
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Having the same problem, beeing concerned about the fact, that they release such a massive change to core game mechanics without proper documentation, I had no choice but to go into some of my older quick and dirty test/training missions. So far I got the following for the FA18 HORNET: GBU12 works with FMU139 - and only with that fuse. Neither with the 140 nor the 152 I am getting any fuzing option on the stores page of the mfd. I assume that the FMU139 is working with the other LGBs, too. GBU38 FMU139 and FMU152 both work. PLZ double check the entries on the JPF page of the MSN page of the J-82 (GBU38) screen of the stores page, since they do not match the settings in the mission editor (as intended(?)). From my observation the FMU152 has the highest flexibility of settings (f.e. delay up to 24h(!)) GBU31 also does work with the FMU152. Still experimenting with the fuze delay times but it looks like for the CC Bunker either 5ms or 15ms do their job. One can use an edited version of the jdam training mission to experiment with different types of jdam within one mission... notice that within that training mission they do NOT use the JPF page since it didn't exist when they made the mission...
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How can we know that? Where can we read what fuze in combination with what bomb to use in wich situation? You sound like he should know that he is doing something wrong...
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Dear ED Test team, did you test the bombing related training missions after the last patch?
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Really the main problem is the missing documentation. And no, I don't think, that internetvideos or the stuff you can search on the net are a possible solution. This is such a complex topic, where one needs to be able to read how it should work, how it's implemented. It baffles me, that they got that out without any official documentation because it seems, that the 'standard' fuzes they used so far for almost each and every mission (in the training missions f.e.) do NOT work anymore (or with all the bombs they used them for). So now it is no longer a 'if you don't care it will basically work' but a 'you have to understand what you are doing to be able to adjust the stuff in the mission editor' in order to get any AG mission including the training missions to work.
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Does it mean that for all missions/campaigns up until now we have to go into the mission editor for each mission or at least, if the mission starts on the ground, use the rearm/refuel menue to set the bomb fuses if the mission requires fused munitions? Like I tried to get back into jdam use, flying the jdam training mission of the module - all bombs were duds besides I carefully followed the instructions! That is very frustrating on a training mission... Maybe there should be a 'compatible with legacy missions' modus and/or 'easy fuse' mode...
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By the time I reach FL250 on outbound departure vector falcon -> 085/FL250 I am far east of WP1. I would have to fly quite a mile backwards to WP01 - if I go direct to WP02 I do miss the triggers on WP01. I could use full burner to get up to FL250 more quickly - then I would have the problem to conflict the LTD19 oil terminal enroute to WP1. So what is the purpose of the WP01? Suggestions: Put WP01 onto the outbound 085 vector in a distance where you can reach FL250 without use of the burner to connect that vector to the route. That way WP01 would make sense imho. Set an upper limit of LTD19 like 3500ft AGL - that one can cross it at safe altitude. Otherwise ATC had to deconflict you in IMC/with no earth view (visual reference) wich in current state I doubt the engine is capable of.. Maybe additionaly you can get LTD19 and LTD13 on the F10 map (if it is possible in the mission editor now) for a better situational awareness. Thank you for that superbe campaign I am having a lot of fun with. Yours, Hek
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Imho this is the one most important thing for that bird to be of any use. At current state with him not even return fire on targets direct in front it is a horrible experience for me... Do we have any timeframe of when this feature is planned for?
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Hornet / Supercarrier Landing Practice Mission by Sedlo
Hekktor replied to Sedlo's topic in Missions and Campaigns
I like it - fast way to practice! Technically - it is case II or? Sry nitbitting -
Same observation here - LTD/R switch can't be right clicked to flip to up/on position. minor/cosmetic bug though...
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Lucky me - was able to land the bird 1st hand. Realized, that the engines are still running!
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Starting the mission thrust is set and my Hornet begins to taxi into the fuel truck wich for what ever reason is parking just in front of the plane.
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In 5th Mission (M04) Indicates Mission Failure After Landing
Hekktor replied to JG54_NF2's topic in Bugs and Problems
I did land on the carrier, got that 'failure' but was able to continue with 100pts to the next mission.