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Alpenwolf

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  1. Server News: Helicopters Tournament 14 is on! Signups are open NOW!
  2. IN ASSOCIATION WITH https://104thphoenix.com/ WE PRESENT TO YOU ROUND 14 OF THE HELICOPTERS EPIC BATTLES! Both helicopters are restricted to guns and gun pods ONLY! Let's see which of the two is Russia's better "gunship"! 104th_Maverick will be streaming and commentating Sunday, the 22nd of August, 1900 zulu Briefing is 15 minutes earlier - 1845 zulu Hosting Server: 104th Phoenix IP: 208.94.240.34 SRS: 208.94.240.34 Teamspeak 3 IP: ts50.gameservers.com:9132 Teamspeak 3 Password: phoenix Mission (1 hour and 30 minutes): - 18 Red players vs 18 Blue Players. - Ka-50's vs Mi-24P's. - Each pilot has 5 lives. - Once all 5 lives are lost, the player is kindly asked to leave the server. - 18 players, 5 lives each, equals 80 gunships per side. - The objective is kill all 80 enemy helicopters! - If that doesn't happen, the coalition with more remaining helicopters after 90 minutes, is the winner! - Odds are not that high to have a draw, but if that should happen, the fight continues for those who are airborne still! - The remaining airborne helicopters MUST then meet at the bullseye and settle the matter! - They fight until the helicopters of one coalition are all shot down. - The featured map, is the free map of the Mariana Islands. - Red operates from Tinian Intl airbase. Blue operates from Saipan Intl airbase. - Distance between the two airbases is ca. 18 km (ca. 11 miles). - Attacking the enemy at his airbase is allowed. - However, with so many AAA's around both airbases, it is no recommended. - The mission's file is attached and does not contain all AAA's. - Each player can only sign up himself. - Mi-24P's fly solo. Co-pilot's are not allowed. - There are lots of ships between the two islands to kind of "fill" the watery space a bit. - All ships are static objects and thus not hostile, so leave them be. - Think of them as... decoration of some sort for the event. Use them for playing hide and seek with the enemy. - You can and someone really should sign up as a GCI operator. - GCI operates on SRS. For Red: 124 MHz. For Blue: 251 MHz - channel 0. - Signup format: Alpenwolf - Ka-50 or Alpenwolf - Mi-24P ********************************************************************************************************************************************************** RED: 1- =37.Sqn= Tolovay 2- =DW=Wizard_VVS 3- Conker4 4- ROSS_Baron von Myakin 5- 2BAG_Infeno 6- ROSS_Pups 7- [100☭] BlackPixxel 8- 9- 10- 11- 12- 13- 14- 15- 16- 17- 18- Red GCI: Alpenwolf ------------------------------------------ BLUE: 1- Gunslinger22 2- eeVaLDeeVaL 3- Tobsen 4- [Nightowls] Bluemax 5- Otter 6- [Nightowls] Tabbo 7- Misi 8- DEMON 3-1 | Blade 9- 10- 11- 12- 13- 14- 15- 16- 17- 18- Blue GCI: Mike-Delta Helicopters Tournament 14.miz
  3. I'll check it out. The preset was removed for all aircraft in round 2. There was none.
  4. - The Blue tanker seems to always RTB after finishing the route, rather than repeating the route as it is the case with the Red tanker and the Blue AWACS. I'll see what I can do. - Yes, it is the TAC/ICLS bug. - Good point. Will do. - Good point. Will do. - Good point. Will do. - Again, it seems to be a Blue tanker issue. I'll change the tanker unit into another one. Might solve the problem. - Statics like what? I don't want them to start floating around blocking the deck or something. You're welcome. The GCI operator came back later and everyone was on 124 MHz. But telling him to stay on 251 MHz, because everyone is there, is what made it worse. Worked fine later and all players switched over to 124 MHz. That's the power a GCI operator has. Players will always follow him. And they did. Many thanks to each and every GCI operator out there in all of DCS. I appreciate each and everyone of you!
  5. Thanks for taking the time to write all the above. Very appreciated. The AVV-7's can barely damage your flying tank, the Mi-24P, especially while airborne. That's why I chose that type of unit - unlike the Bradley - to make easier for the Hind while performing attack tuns with rockets. Turns out that attacking with rockets is not everyone's choice. The ground units disappearing into the rocks at the beach, before they emerge again on the road lasts for 10-20 seconds, and I'm aware of that. The map is still WIP, I guess, so things like that ought to happen. However, I wouldn't consider it to be a big issue. It's just... seconds. Now, here comes the part we talked about in round 1; Multi crew! This was an issue in round 1 and also in yesterday's session, round 2. 1 x Mi-24P with 2 human pilots onboard would do more damage than you think. Surely, 2 x Mi-24P's with 4 players would be even more effective. That's a player- or players-related issue. The same applies to the Tomcats. The pre-loadout is there to save you some time. That's all. Nowhere in the briefing does it say you should or shouldn't use any weapons, so no need to assume anything. Whatever is there in the warehouses is allowed, otherwise it's a bug or something I forgot to remove, so it's not your fault. It doesn't have to say in the briefing that all the available weapons are allowed. They are available, so... As with every mission I design, I'm always reluctant before I make any changes considering the removal or reduction of units, assets, aircraft, weapons, etc. Why? Because so far, most issues were players-related. Take Blue for example: If an F/A-18C player fires a HARM missile or 2 max towards Tinian Island with all the AA's online, then it's on the player for not being effective with his SEAD objective, rather than saying the mission is way too difficult. And I saw that in round 1 through the Blue JTAC and in round 2 through the tacview file. If 4 Hornets with a total of 16 HARM's can't deal with 2 x SA-15's, 2 x KUB and 1 x HQ-7 sites, then it's rather hard to say the mission is way too difficult. And it's just the SA-15's that are actually shooting down your missiles, so it really shouldn't be so tough to accomplish. But here's the thing: You hardly get 2 Hornets flying together, let alone 4. The same applies to most aircraft. For instance, you barely see all Tomcats flying together providing CAP or Fighter Sweep. I mean, 4 Tomcats is all it takes to push the entire Red air force away from the Hornets, until SEAD is completed in 1 or maybe 2 runs max. Does that mean, the mission shouldn't be open for anyone who can casually join? Maybe. That may be it. A closed event might be the answer for round 3.
  6. I flew the Su-27 for years. Almost everyday, especially before the MiG-21 was released and even after that for a while, and I still do occasionally. I did some Su-33 sorties on the 104th server and never needed to use any external views. Also, I'm aware of all the difficulties caused by jamming pods, thus difficulties with IFF, the TWS issue you talked about, etc. I'm aware of all the things you mentioned. Now, I don't want to sound like I'm bragging or anything, but these issues are player-related. Which is why I never expected things to run smoothly, but somehow, more or less, they did in round 1. In yesterday's session we mostly had different players than in round 1, and with that the discrepancy in the outcome of things was conspicuous enough. Surprisingly, round 1 was better, but then again not surprisingly enough because we had different players for the most part. Forcing frequencies works sometimes, not always. Little bit beyond me. "As for comms", you said. Well, this is the part that got me confused with all of you regulars/veterans/aces of the server. You don't need to tell me about casuals who never care to read the briefing. You think, I don't know that? But then how is suggesting doing something about clarifying, what 124 MHz stands for is justified? Is it so confusing, really?! You presume to know that casuals would be confused about it and thus end up on 251 MHz because of that? Not to fail to mention that they don't care to read the briefing in the first place. Come on, mate. See how pointless that superfluous discussion was? Blaming it all on the briefing that only a few read?! The briefing ? Where did that come from?! And why would you care that much about being on comms with casuals, as you put it? You've got the regulars on 124 MHz anyway (at least that's what you'd expect from 'em). Why not be on 124 MHz as it always is the case and encourage the casuals to switch over, especially when a GCI operator was available at some point? If the community doesn't lead the way, but rather follows the casual then how is that helping anyone? What do I always say, mate? The server can become anything. It's in the hands of the players! I can do whatever I want with the missions, triggers, briefings, etc., it's the players who have more influence than the mission designer. If they all choose to go air-to-air in all missions all day long then it becomes exactly that. Restrictions may slow it down a bit until you reach the point, where you can't restrict any more, otherwise it becomes unplayable. And that's where I start questioning myself, whether it's worth it or not any more. If I can't get the most out of the missions and all the effort I pour into the server is not flourishing the way I want it to, why continue? ... miss the good old days when DCS was more of a simulator that a game, regardless of the reasons, let's not get into that. It was so self-evident. Everyone knew how vital comms are and nowadays you need to explain it to people. And that's just one issue and what an issue. The community is changing radically, mate, and I know many players of a "high status" who left DCS for exactly that reason. I don't know what else to tell you.
  7. Worked last time. didn't change anything and double checked that in the ME. All good actually.
  8. Reminder: The mission goes online in ca. 90 minutes!
  9. Server News: - Work on a new mission has started. - The new mission features the Persian Gulf map. - Nuke bombs included (maybe 1 or 2 bombs max and only if a certain objective is completed and not everyone will have access to the bombs!) - Scud launchers included - Blue MUST take 'em out! - Possible ship and an anti-ship scenario. - Not sure if this is going to be a limited edition for the Cold War server, or just another regular mission. It'll come to me while designing the mission. - Possible B-52 strike missions (if certain objectives are completed by Blue) and/or F-117's, obviously AI.
  10. Well, it is the case already. How else would the A-10C's do their job?
  11. I'll see what I can do. And I never though Search & Destroy to be unpopular. Really? I think Jahrom Town being big and difficult for Red to capture and hold is what made it for Red a bit frustrating, if that's what you meant. The mission is on the to-do list, especially Jahrom Town. As for now, operation Allied Assault kicks off this Friday if you're interested. Thanks for the donation. Very helpful!
  12. Server News: As many of you already know, the server is funded partially by me and partially by your donations. Thanks for all the donations so far! However, I'm forced to tell you that it's been rather a bit dry on your side as of late I understand how difficult it is for many these days to afford things that used to be affordable. Tough times, I know. So, if you can spare a bit for the server, then please, donate via PayPal to the following address: hokumyounis@yahoo.com Thank you all in advance and God bless!
  13. I can't see anything wrong with triggers nor the lua script. Nevertheless, changed the line into something else that will still force the same action, so maybe this works better. Thanks for reporting! Welcome to the Cold War server, mate! Yes, server and not servers. When you're viewing the servers' list before double clicking on any server to join, click once on the Cold War 1947 - 1991 server (or any other server you want) and you'd be able to see what modules are included as they are listed just below the server's list. Now, specifically for the Cold War server, you also get to see the mission's time shown under the servers' list, but further to the left under Server Description and Mission Description. It includes something like this: *** The mission lasts for 4 hours *** or *** The mission lasts for 6 hours, unless the objective is completed *** And by having a look a the Elapsed Time next to the Server Name and Mission Name, you can determine the maximum amount of time left until the mission ends. So if the Hind is not included in the current mission, you'd know (more or less) when the mission's going to be over, before the next one (hopefully with the module you want) goes online. The main post of this thread includes a list of all missions, and also right below that a list of the currently online missions and in what order they run. This helps you determine what mission is coming up next, and if you check out the second post of this thread (Missions' Briefings) you could find out what modules are included in any mission by viewing the objectives quickly. Safe flying!
  14. Upgrade: - Added 12 x AV-8B's (2 x slots) operating from the aircraft carrier, Theodore Roosevelt. - Aircraft numbers and their slots adjusted (reduced some and increased some). - Added reserve slots for both the Hornets and the Harriers at Ramat David airbase. - That means if players land and leave their Hornets/Harriers at Ramat David airbase, the reserve slots become alive for that particular aircraft. - Removed SA-15's escorting Red tanks on their way to the objective. - Removed SA-13's escorting Red tanks on their way to the objective. - Added AMRAAM's in limited numbers. So Red should notch well flying the first sorties. - Increased the number of Phoenix missiles for Iranian F-14A's. - Added R-27ER's in limited numbers for Syrian MiG-29A's. - Briefing and briefing images adjusted. - Ground units' advanced options optimised. - Updated the second post of this thread for a better aircraft overview.
  15. Yeah, you're right about TrueGrit. And maybe I exaggerated a bit. I told you, I'm finicky
  16. In that case, yes! Everyone would have it by default and no additional constant monitoring of that mod is required. Thanks for the explanation. Although, I do doubt it applies to all the other modules I mentioned as an example
  17. Just for you and all the Aussies. Plus New Zealand, Fiji, New Caledonia and all the beautiful islands out there as well. Not that I've ever visited that part of the world 1930 zulu it is then.
  18. Round 2 kicks off this Friday, 06.08.2021, around 1930 zulu.
  19. You could help with being the RIO of some Tomcat player. That was really an issue yesterday, you know. There is no trigger or a script line that activates weapons later on, should a certain condition get fulfilled, otherwise I might at least consider it if Rota Intl is captured or the like. To give the player the idea of what he's supposed to be doing. I removed that afterwards actually to avoid having unlimited weapons on the carriers. Same with the Kuznetsov.
  20. My man, carss! Long time, mate. And as you know, this has been discussed multiple times, mainly with you years ago Check out FAQ number 9 here. And again, sorry to disappoint you, but if ED or third parties don't care about (or maybe just can't for whatever reasons) making it a module then it's on them, despite the A-4 being one hell of a Cold War plane. Shame. Waiting on the F-4 too among many other modules. Every module we get is either way too modern and probably hasn't seen battle in real life or way too old; WWll. anything in between seems forgotten or neglected. Take the MiG-21 for instance. Why the bis version?! Why not some good old MiG-21 version that actually saw war in Vietnam, Egypt, Syria, Iraq, etc.? Why not have the F-16A or B for instance? How about the AH-64A? F-15A? F-18A? Get the picture? It seems as if they always push towards the most modern version they can get their hands on, when older versions saw more wartime and quite often in many different regions across the globe. ... So they're working on the Eurofighter -__- Again, some too modern aircraft with ZERO wartime (thank God for that). As a mission designer, you're always looking for assets and aircraft that can suit a certain era, and have them all included to either try and replicate an actual skirmish that once took place, or come up with a fictive scenario but still based on what was used back in the day. And as a player you'd appreciate that, I dare presume. Why? Because it's like you're reliving some epic battle you might've read or watched a movie about. Pretty much as it is in some other video games featuring WWll stuff or Vietnam, etc. The focus here, however, seems to always be on modules, their textures, how realistic the cockpit looks like, how the systems work, etc. which is pretty good, don't get me wrong, but they seem to neglect the outside world, which is the world outside the "cockpit". The very ambience you fly in and everything dynamic in it. Or is it dynamic? So where does the Eurofighter fit in all this really? Or am I just some annoying DCS player who is very finicky about everything while the majority of players is not? Maybe I am... I think, I am
  21. If you check out the warehouses at the airbases and aircraft carriers, you find out that a very limited number of different types of weapons is available. This is in order to keep the mission going towards completing the task, especially for Blue. This is why F/A-18C's have access to AGM-88'C only, in terms of air-to-ground weapons. They are tasked with SEAD at all enemy islands so if AGM-65's and other types of weapons were included, they might get tempted to provide CAS or anti-ship operations instead. And CAS is the Harrier's objective and not the Hornet's while anti-ship is the Viggen's. Now, if the ships are wiped out and you still want to provide assistance for your coalition, then how about grabbing an Eagle or a Mirage or any type of aircraft that might be available, so that Blue strikers (Hornets, Harriers and later on Thunderbolts) can get along with their tasking? If the Viggen and other aircraft had access to more than what they should, everyone would end up doing his own thing being a multi-role ace, neglecting teamwork and barely bothering to pay attention to what others are doing, because he can do it all on his own. I was on the Blue side yesterday listening in and the teamwork was brilliant! Almost every Blue player and at some point all of them were on SRS. That's what I want! That's why I design these missions so we can experience that, where every tiny little detail matters. After ca. 6-7 hours all Red ships were destroyed! The RB-15 would make it even worse on Red, and losing the Kuznetsov is very costly. That's a total of 24 x Su-33's! Not to fail to mention that Red aircraft were almost completely wiped out after ca. 5 hours, before the Kuznetsov was destroyed. I don't recall seeing one Mi-24 or one F-14 being controlled by two players. Shame. That would've changed the outcome of some scenarios.
  22. Mission's Change Log: - EWR's strength increased. - AWACS not spawning - Fixed. - A-10C ll replaced by A-10C. - Added 14 x J-11A's at Antonio B. Won Pat Intl airbase. - Added more AGM-88C's. - AGM-65E's removed. More AGM-65F's, -H's and -D's. - Blue ships pushed further east by 50 km to avoid airquakes. - ICLS activated for Blue ships. - Briefing image of Tinian Island has been upgraded.
  23. 1: Which is why I just added more Red aircraft. Exactly my thoughts on that one. Mi-24's remain all the same. The players didn't do much, although the AAV-7's are literally sitting ducks while crossing the channel between the two islands. The number of Phoenixes remain as it is. Some other change was made to compensate for that. 2: EWR's strength has been increased increased. I was doing GCI for Red shortly, then had to step back and just monitor the whole thing.
  24. Fixed and done all the above. Thanks a lot!
  25. No. Probably the next time I put the mission online though. And then signups will be mandatory. Thanks. Done.
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