

Klunker
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Posts posted by Klunker
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On 12/3/2021 at 4:02 PM, Reflected said:
Your own flight or the other one?( F10 menu)
the other flight automatically rejoins if you fly too far away from them.
For your own flight use the ‘engage primary’ command.
Anyway, they will attack, they just take a very long time to fly away and set up for a long and slow run in. DCS AI.
in mission 5 you’re not supposed to engage the migs, that’s what your escort is for. Your priority is the factory.
I'm not up to speed on how to control the gaggle. When I hit F10 I have options for Flight, and wingman 1 2 and 3. I've been just using the "Flight" key to issue orders to everybody. Is that right? I tell the flight to attack ground targets and while circling right over the target, I'm the only one attacking which I gather from reading another post in this campaign is almost SOP. I'm wondering what is meant by: Your question "The other one", and also, I don't see an "engage primary" command in the F10 menu.
I've flown two missions so far and really love the format and flying in this campaign. I initially had two crashes in mission one. I did a quick DCS repair and flew it again and got a crash while on final approach to landing. I then figured I'd done enough of that mission to just skip and go on to the second mission hoping it was just a mission one bug,but encountered a crash after several rocket passes and the appearance of the Migs in mission two. I then purged all my CPU caches, and did the longer full DCS repair.. I'm pleased to say that I flew the second mission again with no issues. I'm hoping I've finally gotten the bugs out of my CPU and can continue this campaign because it is super fun. Thanks!
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I see your point. In fact, I got quite a thrill yesterday when I flamed out over Nellis and was incredibly lucky to get my gear down and dead stick to runway 3L for a "Mission Complete". Pretty sure I would have had to punch out of a real F14, but it was a lot of fun because it wasn't real.
The later missions are fun, especially dodging the SAM's and then fighting 4 or 5 bogies. As for the RIO training bit, I suppose you could transform the campaign for online play by changing "player" to "client" so then two or more people could play together and have RIO players as well. I don't play online anymore, but it's an idea that might attract those who do.
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On 4/16/2024 at 11:48 PM, Reflected said:
@Teeps many thanks for the kind words, I'm happy you enjoyed it. Bio wanted to make absolutely sure we do not disclose anything confidential, so we made sure the setups, procedures and the syllabus are as realistic as possible, but left it up to the player to come up with a solution to each problem.
However, now I'm working on MIG Killers, an F-4 campaign recreating the first class of Topgun in March 1969. I found many sources about the lessons taught there, and tactics, so I'm sure you'll find it very informative. Oh, and believe it or not, back then, there was an A2G part of the syllabus too
Oh, an if you haven't checked my latest video, an improvement is coming re the checklists in the campaign.
I did your Mig Killers campaign first and really appreciated the ability to repeat "endlessly" the engagements. Your ability to present a repeatable, but different each time engagement during the same mission is really unique, and if possible, could be a game changer to this campaign.
I've flown 5 missions so far and although I appreciate the work put into setting each up, I'm left wanting after each engagement because I've been spoiled by your novel Mig Killer's repeatability during the mission. Honestly, it's doubtful I will ever repeat this campaign because there's so much time spent going to and from the engagement zone for just a few seconds, or minutes engagements.
If possible, it would greatly benefit this campaign if you'd make each engagement repeatable while flying the mission as you did with Mig Killers. I really loved Mig Killers, not so much for all the tactical briefing that was provided, which was good, but more so for the ability to do the engagements again and again without worrying about having enough gas to do another one. That was the hallmark of the Campaign for me. It provides an immediate learning experience that is like the "Eveready Bunny"..just keeps going as long as the player is in the mood and has time.
As far as getting the tactical scoop from an actual Topgun training class, I'm thinking that once you get into 2 v Unk, your gameplan is so different in real life than campaign training missions. In the real world, there would be a merge, and it would be a very quick engagement that would evolve immediately to extending from the fight in order to regroup and reassess engagement opportunities. Staying engaged in an unknown environment is similar to doing multiple runs on a bombing target. Not a good idea. The 2v Unk is a one shot deal. After the merge, the section has to get out in order to redefine the fight. That would require teamwork that cannot be duplicated in a game such as this. For game purposes, the campaign is learning experience to vector in on multiple targets while trying to maintain SA during an engagement with multiple bogeys and trying to kill as many as possible. So, it would be great if it could be a rinse and repeat like MIg Killers. It would also provide a good learning tool to budding RIO's who would like to run the radar in the game. Bio, was after all, a RIO and that work he did on the initial intercept vector would set the tone for the whole fight. So, if a gaming RIO trainee in Zone 5 campaign blew an intercept, it would be nice to be able to set up another one right away and not wait until the next mission that requires all the "dead time" transiting to and from the range.
Regardless, I applaud your ability to put together these campaigns that are fun to do!
Edit: I just realized or think, this campaign can't be done with two players with one guy in the backseat. But, it would be nice if it could and if there was a way, I'm sure you'd be the one to be able to make it happen.
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I didn't mean to set up an elaborate alternative, but simply add the fuel trucks at Tonopah, and maybe add some static aircraft and people to present some active airport ambiance for anyone who would stop for gas. As for what the wingman would do, I just gave him the command to RTB and he did. I really didn't mean for you to go to any more trouble than just placing fuel there. I would do it with the mission editor myself if I had access to the mission.
I don't doubt that a skilled player can manage fuel within Campaign specs, but alas, I'm not a skilled player and tend to gobble gas in the heat of combat, especially making multiple runs on targets. Of course, that isn't the plan, but I often get disoriented and spend more time in the area than was planned, or get distracted with a target of opportunity etc. But, as I said, I'm just a casual gamer who was just looking to get some more gas and then fly home. Not a big deal.
In mission five, even though I was still in the target area at Miller Time, I still beat the whole strike package back to Nellis by going direct and it didn't matter what my flight lead did or my wingman because I was on deck and getting a Mission Complete and a Score Card as Demon flight was calling initial. It all worked fine.
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Roger RogueIt must be horrifying for a campaign designer to witness the flagrant disregard for such an exquisitely scripted campaign. I can fully appreciate that none of my actions should have been anticipated in the campaign design. From a professional standpoint, I should have been sent home early on as it was clear that I have absolutely no proficiency in the F4. However, from a gaming standpoint, I did derive a huge satisfaction from being able to navigate an emergency fuel situation to a successful conclusion.In previous attempts on earlier missions when I ran low on fuel, I diverted to the "designated" divert airfield and got just what you predicted: A Zero mission complete. I didn't mind that, but was disappointed that there was no refueling at Tonopah and the place looked like an abandoned outpost on Mars. I was hoping to refuel and then RTB to Nellis.On mission five, I thought I would see if I could make Nellis on the available fuel, and sweated out the whole trip and was even tempted to land at Indian Springs, but knew that if the designated divert had no fuel, neither would Indian Springs. So, finally landing at Nellis after an emergency situation with all the attendant "pucker factor" and receiving a "Mission Complete" made for a hugely satisfying experience flying this mission.If possible, and since you are adding an update to the campaign for the Flight Plan, I wonder if you wouldn't mind putting in refueling at Tonopah and perhaps adding some units to make it look like an operational airport that is suitable for a divert? If not, that's OK, as I'm only asking you to humor a very casual gamer.
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Not sure if this is an error: Kneeboard Flight Plan Card indicates 300 ft Altitude at IP and Tgt.
In an earlier post I asked about skipping the Rendezvous and RTB'n direct and you said "If you're short on fuel, there will be a decision point after you rejoin at Mt Irish, whether you want to RTB or refuel. I suggest using that decision point, because the triggers in such a complex mission are not infinitely flexible to allow you to detach and RTB through Dreamland"
I'm happy to report that my wingman and I vectored direct to Nellis from the target, bypassing Dreamland to the west and managed to get a mission complete and surprisingly a Y on fuel management even though I landed with 680 lbs. However, I did get a N on procedures which I was more than happy to get as it still beat hitting the silk.
I figured the flight would be a bust because Jester didn't speak once on our flight back and didn't even complain about going too fast on my landing as he usually does. But when I turned off the end of the runway he was back online with the post landing check list and I got the surprising score in the chocks.
My low fuel was the result of my mismanagement of the bombing switches. I ended up doing three runs before I finally got them off as I had placed the switch in rockets/dispensers instead of bombs. Not sure how it wasn't picked up on the Fence In checks because we went through the list OK. But I was really sweating it as the AAA was of major concern and my wingman actually go nailed by it on his pass.
I did notice that Jester wasn't the only one not speaking as I couldn't reach ATC on the usual channel which I guessed was a function of the mission scripting. I just did an idle descent to a base leg entry and got no grief from anyone. In Jester's case, I think he wasn't talking because he was pissed I exposed him to repeated attacks on a target whose AAA was directed solely at US! It was a miracle we weren't bagged for such a stupid stunt.
Fun Hop, and very gratifying to be able to do a real life like emergency fuel divert and still get a mission complete. Thanks again for such a fun Campaign!
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I too am having the same issue and it has increased in frequency the past few days. I don't believe it's related to the Campaign because I've also had it doing canned missions that come with the Mod.
Thinking I may have oversped the flaps, I got down on my knees to check the flap gage and noticed it was also blinking in and out. I believe the flaps are good out to 250 knots but am not sure they are getting fully retracted before I've been reaching that speed. The acceleration following lift off is extremely fast, and I'm hard pressed to rein in the beast before the 250 mark. I never check the cockpit flap gages because they are harder to see than the True Airspeed Indicator. Looking at them from the F2 view, they always look up even with just one click of the three click Flaps button. So, it may be flap problem causing the Wheels Light/Utility Hydraulic issue. If the flaps aren't a cause, they at least seem to also be affected by this anomaly.
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I'm jealous! Flown it three times and keep getting worse.
Got by the Sams on the first run, but later realized I bombed the wrong target, even missed that target to boot. Got bagged by Sams on the next two, and had to divert to Tonopah both times for low fuel. Can't figure out why I feel like I'm flying with my dumps on (may be related to the Wheels light/hyd pressure situation, but am guessing/or maybe hoping).I'm also thinking of dropping the ECM pod and getting an extra centerline tank because the ECM pod isn't helping me with the Smoky Sams.
Also haven't been able to get Jester to give me a radar lock on the DT mode during the mission on two different occasions.. I thought I must be doing something wrong, but then it worked just as advertised on a practice bombing mission except, not always because sometimes I get a constant message from Jester he's got a lock and it keeps on repeating that while flying the pattern. When DT didn't work during the Red Flag mission, Jester didn't respond at all (I also had a Wheels warning light which may be a contributing factor)
I'm thinking rebooting the game may fix the F4 bug because it did seem to fix it when I did that. The F4 does seem to be more temperamental than the other planes and may get out of alignment just as its INS does.
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17 hours ago, Reflected said:
@Klunkerhave you tried enabling ‘loud afternurner’ in your sound settings? It helps a lot.
I have, thank you, but still no joy as I don't notice any sound difference. My sound system is pretty lame and I purposely keep it low so as not to disturb my wife sleeping in the next room. I have to use the monitor's speaker and not headphones in order to respond to real world demands.
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This is definitely not campaign related:
I also had this problem on a mission one replay, but then had it again when I did an instant action mission with an airstart to practice bombing.
On mission one I noticed the aircraft felt like the brakes were dragging on the ground. It took almost the whole runway to get airborne and the Wheels light came on with a low Utility Hyd pressure. I also ran through my fuel exceptionally fast even while trying to conserve it.
There seems to be a real bug in the F4
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Thank you.
I love the fact that you can skip and move on.
I'm pretty sure I'll always be below fuel mins to get a mission complete because I have no feel for when I'm in burner and my scan is too slow to pick it up looking at the nozzles when I'm flying in form, on the deck, or the heat of battle. I have a difficult time seeing not only the TAS gage, Clock (behind a night lamp), but also the FUEL GAGE! When I set the seat to see outside properly, I have to scrunch down and zoom in to read the tape. Might just be an old man thing as I don't recall having these kind of issues when I played this game years ago. Anyway, super job with this campaign and thanks again.
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2 hours ago, Reflected said:
Hey,
It's certainly possible to select whatever you like once the fence in checks are complete. For this first mission I chose direct because a popup may not get you high enough to properly execute a DT, and there will be a dedicated DT mission later.
I made the hard deck pretty soft, so you won't 'die' immediately once you get to 299 AGL
If you're short on fuel, there will be a decision point after you rejoin at Mt Irish, whether you want to RTB or refuel. I suggest using that decision point, because the triggers in such a complex mission are not infinitely flexible to allow you to detach and RTB through Dreamland
The marshal station will be fixed in the briefing in the next update
Thank you for the clarification. I'm guessing that there must have been something procedurally wrong with my first DT attempts that inhibited Jester's ability to get me a lock.
I flew the hop again before seeing your response and went by the book "Direct". Missed the target (again), but even worse, got bagged by a SAM on ingress (I think it's because I was flying even higher than last time as I set my Rad Alt to 500ft. I was also slow hitting the flare switch and my jink was also late.
Regarding fuel, I left the battle area with just under 5K and managed to squander it all just jocking around Pappy on the way home. He only orbited once but his wingman "Waldo" never showed. I thought I had plenty for the trip to Nellis but turned off the runway with only 23 lbs remaining. I'm apparently too ham fisted for this program. I considered departing the area without rendezvousing with Pappy, and in retrospect, wish I had because the stress of wondering if I'd flame out on final had me landing at almost 200 knots with Jester having a fit.
There's no way I'm going to a tanker when low on fuel as it would take me almost a full bag to connect and even then I'd probably lock up with muscle cramp in my hand if I even did get a connect.
I was wondering if it would be better to just divert to Tonopah and then Rtb from there, or just end the mission at Tonopah? Also wonder if any of the other airports are suitable for diverts?
After getting the "Mission Success" I was so relieved that I quit without shutting the engines down and unfortunately missed the debrief, although I did save the log, but don't know how to access it. Is there some way to do that? Pretty sure my grade is in the negative numbers considering my death, missed target and TOT (probably) and low fuel.
Regardless, I'll be flying this one again and hopefully will have a debrief in the plus category.
Would like to thank you for this excellent product. I'm floored that you put something this complex together and just charge pennies to play. It's worth the money plus a lot more. Your work is stellar!
And to AV8 Dave: Thanks for your comments, and I'm sorry for almost giving you a stroke, and hope this commentary can keep you on the plus side of the power curve. I'm an old guy and also fear strokes
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On the first combat mission the Fence In check list specified "Direct" and I wanted to go Dive Toss but selected Direct just to keep on script and keep the mission going. Can that be modified to DT while inflight? I tried it and Jester wouldn't lock up the tgt. My iron bombsight bombing is incredibly lousy and I would like to go DT so as not to make the squadron look bad. Otherwise, I fear I will be sent home in disgrace. In fact, after the first mission I realize I'm not really ready for "Prime Time" as I couldn't read the hidden TAS indicator or even make out the clock very well while flying at 300 ft, which also had me spooked because I understood if I broke the 300 ft I would be considered DEAD. So, I flew it at 500 ft to be safe which was a real lame move on my part, just as wanting to only use DT for bombing. After making several passes on the target attempting a Jester DT lockon I ended up going Direct and overshooting the impact by a embarrassingly long range. If that wasn't bad enough I realized that I was now below the Fence Out 5 k as I was following Pappy out of the target area (And thank you for allowing full labels so I could know who was who). After dodging smokey Sams I found I was actually down to 2 K fuel and decided to leave Pappy and head out for Vegas direct skirting Dreamland. I figured I'd Jettison my wing drops to reduce drag, and after doing so my fuel dropped to zero which was a shock! So facing complete humiliation, I was left with a choice of bailing out or exiting the game altogether. Remembering the fighter pilot motto: "It's better to die than look bad" I elected to exit the game than eject and face the music back at Nellis. Needless to say, Jester and I are no longer on speaking terms. He says he wants a "real" pilot, and I can't blame him, except the prick wouldn't follow a simple request to going to DT even after I sent him the data on the bomb chart. I will continue to solder on until the CO <profanity>can's me. He wasn't very pleased with me when I pointed out during his mission briefing that he got the Push holding pattern wrong. Said I was a smart ass. He's the boss and I figured he knew something we didn't so I kept my mouth shut and went along to see what he'd do. He might have reviewed the briefing because I think he actually went with the Red Flag mission briefing, and not his spiel. I can't say for sure as I'm still traumatized by my poor performance on this first mission.
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On 4/21/2025 at 7:58 PM, Reflected said:
It's because you didn't raise the flaps fully after takeoff. It has 3 positions, make sure the switch is in the full UP position.
If it had not been for this problem I would have never realized I had to hit the flap step switch three times. The actual flap control in the cockpit as well as the indicators are so difficult for me to see that I use just a keybinding and an F2 view to check. The F2 view is deceptive because with a single key stroke the flaps indicate full down and up. So, thanks again for giving me this tip, and also figuring out what the problem was with my mission. I flew the mission and all worked flawlessly as did all the others.
Your work with the editor and innovative approach to making missions realistic, repeatable and a lot of fun is a masterpiece of creative design and absolute brilliance. You're the best. I'm going to begin your F4 Red Flag campaign today. Thanks again!
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Thank you
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Thank you for clearing up this mystery.
Only two more flights left in the campaign and I've really enjoyed it. Super job putting together a fun experience. Only problem I've had so far is on the bombing mission, I never was able to get the flight to leave the rendezvous orbit. Tried twice with no luck. Not a big deal as everything else has worked flawlessly. My only suggestion is to enable full labels for those of us who for whatever reason have difficulty maintaining sight in DCS. This is the only flight sim I have this kind of difficulty. I lowered the resolution to the lowest level and it's still difficult.
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I would like to know the reason for this setting on the Fence In checklist.
I tried to find an answer via MicroSoft Copilot AI and got this as a response to my question:
My question to AI:
In ACM the gunsight set to zero mils represents the boresight that the pilot used to center the target for a boresight lock. Without out the proper reference, the 35 mil setting is useless if the lock isn't achieved
AI's ans:
You're absolutely correct—this highlights an important limitation in the setup. When the radar is in ACM (Air Combat Maneuvering) mode, the gunsight at zero mils aligns directly with the radar's boresight, serving as the pilot's visual reference to center the target and achieve a boresight lock. Without this lock, the 35 mil depression becomes essentially irrelevant, as the missile launch depends on proper radar guidance.
In ACM mode, locking the target is paramount, and the gunsight depression settings are secondary. They play a role only after a successful radar lock, aiding in missile trajectory alignment. This is why ensuring that the boresight is properly centered and the radar achieves lock should always be prioritized before considering gunsight settings for missile shots. Your insight perfectly captures this interdependence between radar functionality and gunsight settings.
So, I'm left wondering why would I ever want to use 35 mils depression in an ACM environment?
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On 8/22/2024 at 5:50 PM, Reflected said:
If you load the mission stages srparately outside of the campaign, you’ll have all the icons
Just started and like campaign design and realism, but also having problems seeing target without labels. Only have progressed through the first 1v1 with F86 and had to restart several times as a result of lost sight during engagements. I ended up coming back separately due to lost sight and low fuel. When I lose sight, I like to go full labels to reacquire and then dumb down to just a dot. If the missions can be loaded separately as you suggest to gain full labels, I will use that as a way to complete the campaign. How do I do that?
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Damn..what a great campaign..for free!
Thank you for putting together this gem. I haven't had any more fun on the campaigns I've bought!
I'm relatively new to the Harrier, and really liked how your campaign got me up to speed using the lazing system to identify and strike targets. Really nice having that feature in each mission without all the usual 9 line routine to get it going. Nice, simple, effective and fun. Also nice getting to exercise the weapons.
Really liked the mission concepts, neat execution parameters, authentic radio dialog and radio bleed over which adds to the emersion.
Also liked the explanation in the printed mission briefing what was required to meet execution parameters and achieve mission completes. Very helpful, and something that's often missing in even the paid campaigns.
The mission complete announcement with music was also a nice touch which added to the sense of accomplishment. Excellent!
Also liked the mission lengths. I prefer the quick flight to the mission objectives, and clear and simple goals to be achieved.. No long drawn stuff. It makes for quick re-flys, and replays by avoiding boring and time consuming evolution's.
You're very creative, talented and produce work that is right up there with the paid campaigns.
Thanks for your outstanding contribution! :thumbup:
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Finished the Campaign and enjoyed it thoroughly. Well worth the price of admission. Your creativity is absolutely brilliant.
I am amazed at the level of thought, technical expertise, and hard work that went into this creation. In addition to being a campaign masterpiece, it's also a showcase for the extensive capabilities of the DCS mission editor and the games AI. I was awed by the Ai performance throughout the campaignes choreographed evolution's. The voice actors performance was outstanding as well!
I don't have a score to report as I played the campaign out of the Mission Editor so as not to be restrained in any way from moving forward. I also don't keep track of mission results.
I only had one "FAILED" mission which was Ai related which I will attempt to describe behind spoiler wraps:
Mission 14 failed because the defecting F 16 crashed while in the landing circuit. I also had difficulty getting the fellow to respond to the instruction to land. Initially he lowered his gear when I did but then raised them and followed me around the airfield. On the second go at it he responded correctly, but then spent ages circling the airfield. I got so low on fuel waiting for him that I landed at the airfield in order to gas up. Meanwhile the airborne KC tanker made an emergency landing at the field which seemed to hamper the Defectors pattern. The tanker apparently suffered damage from a refueling mishap and was missing some of his rudder. There were two smoking hole in the region of the tanker orbit. Anyway I got airborne and stayed overhead the Defector who was orbiting the field with his gear down the last time I looked before getting a notification that the mission failed after he crashed into the ground.
Regardless, I really enjoyed the mission concept and design and was surprised that such a thing was even possible. Amazing!
I also was at a loss at how to command my wingman on mission 15:
After I dropped all my GBU's I didn't know how to get my wingman to follow suit. I stayed in contact with Moombeam, and called out "Laser on" ,but the wingman just followed me around. And finally crashed for some reason. Fortunately, my three bombs were effective, and the F 16 came in to finish the AAA task on my call. BTW: Great secondary or back up capability designed into the mission to finally get all done. I was grateful that the other Ai players were available to assist when it was apparent that I alone couldn't handle the current and new assignments. Great job done by the mission designer.
Had a bit of a problem on mission 13:
The Chevy flight tasked with bombing the runway did not drop their bombs and I was wondering if I was suppose to command them to do so. While contemplating that I was shot down by the pop up bandits. I jumped into my wingmans plane as he was heading home, and finished my part of the mission. Once I destroyed a few parked planes the script said the guys who were suppose to clobber the runway had done a good job (as they were heading home with their bombs.) :)
I would say my biggest problems were com related. On a number of flights I had to return to Nellis without going through the fixed waypoints and think I must have missed some com trigger because I was essentially NORDO for the the rest of the flight. Even when I wasn't I also had a few flights where coms broke down at Nellis after landing and being told to contact ground. I would switch ground and get no further notifications. On one or two I did not get a mission complete notification despite taxing around all possible respots locations. However, in my opinion, these were only minor issues as it didn't affect my style of campaigning. I could move on regardless.
Although the problems problems with the AI mentioned above would appear to bode ill for the AI, I have to say that in general, I could only wish I would be able to fly as well as the AI. It became my practice to just get out of their way and let them get the job done in most cases. There's no way I could match their skill with look out doctrine, use of radar and weapons management. The AI literally saved me on the mission
Where I was tasked with taking out the airborne jammer. The mission plan was great, and I had fun flying it, but stupidly forgot to deselect my jettison button after dropping my fuel tank. While closing on the jammer I was shocked to see the Tomcat fly right over the top of us and then when I went to take a fox 1 on the jammer I couldn't understand why neither Matra's fired (They were jettisoned!), I quickly switched to the Magics and when they both fired off together it finally dawned on me to check the Jett button. To my great relief, my quick and skilled wingman nailed the jammer for the mission complete.
Thanks again for putting together an outstanding campaign that was a lot of fun!
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I suspect you just used the wrong frequency, pay close attention to the briefing card where you are told which channel to use (sometimes it is the initial one, sometimes different).
Seems the RED radio is the problem. For simplicity sake, I wanted to use it to communicate with the wingman, but for some reason he will not respond on that radio. I rechecked the frequency and the preset indicated the correct frequency, but to no effect. However, when I use the green radio, manual or preset, it works fine. My new procedure is to dial in the wingman com channel on the Green radio manual dials and then use it by switching between manual and the preset command and control freq (Main in game).
I had this same problem with the Red radio button 1 preset frequency on Mission 5 and 6 (my furthest progress to date).
Thanks for your explanation as to why we can't communicate with the wingman on the Main or Package channel. I understand why it has to be like it is.
The Campaign continues to be fun and is very interesting and challenging. Quite novel too!
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I hope this is the appropriate place to post a perceived bug in the Mirage Red Flag.
Mission 4: I could not issue instructions to any of my flight, or wingmen using Button 1 (on the brief card). I also tried on all frequencies with no luck. I was trying to issue the "Radar On" instruction as briefed.
This problem also came into play later on RTB: I generally give the flight a RTB command in order to avoid airfield conflicts, but could not do so on this mission. My three wingmen followed me to my landing at Nellis and then all three flew into the ground at various places while augering around Nellis. I found it amusing that they each provided a radio call concerning their demise, as if they were shot down!
I did not have this problem on the previous mission where I commanded my wingman to "Cover Me" on the 'Wingman Channel', where as he rogered my command, and then left me in the dust as he proceeded beyond the FEBA in warp drive in order to attack two aircraft in violation of the ROE. In a panic, I called him to rejoin which he dutifully did after he got his illegal kills. However, the fool apparently ran himself out of gas maneuvering for his multiple kills, and then had to bail out. Having no time to continuously monitor the wingmans channel, my only indication he was missing was a smoking hole in the ground near where I was orbiting.
So on another note:..Beware of the "Cover Me" command as it may start something that can get out of control.
As a suggestion: I would say that if there's any way in the game to issue commands to the flight or wingmen on the Main channel or Route Package channel it should be implemented in order to avoid the necessity of leaving the two essential command and control mission channels . If not, then there should be a flight discrete channel in the brief to be monitored at all times and only one Main channel. Having a Main channel and a package channel plus a discrete flight channel is too much radio overload in a dynamic combat environment. Two channels max should be the order of the day in combat. Need to figure out in advance which is more important: Main channel or Package channel and then pick it and have the other radio dedicated to the Flight for commands.
One more thing, so I don't have to go to the other post on the topic of the music volume in the first mission. I hate to have to say it, but I found the music especially annoying. Not just the volume, but the irritating grating persistence of the noise. Guess I prefer more soothing sounds at a very low volume when flying.
Let me conclude by thanking you, and commending you for your outstanding work on these campaigns. I had just finished the Mirage Caucus Campaign and was so impressed with it and your work that when I saw your Mirage Red Flag, I was inspired enough to down load the DCS Beta in order to buy your campaign that only works in the Beta. I only have so much hard drive space, so that's saying a lot. Your work is really superb!
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Thank you for the Video
Could you explain how to call up briefing maps in flight?
I only know how to pause the game and Alt Tab out to get to them and would like to get them real time like you've shown in your video
Thank you,
Klunker
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Thank you Zeus67 for your response and info.
I just discovered this link in that further addresses my question but not as succinctly as you have:
Rooster won't attack unless I do.
in F-86F Hunters over the Yalu Campaign
Posted · Edited by Klunker
Yep, just finished the third mission and figured it out, thanks.
I also now understand that F6 and F7 "Mission and Rejoin" and "Mission RTB" is the same as "engage primary" command for the flight which is announced as such when F7 is entered."
My flight returned with their bombs despite repeated instructions at the primary and secondary tgts. The other flights followed orders and got the job done.