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AMEDooley

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Everything posted by AMEDooley

  1. @Badger633 that was supposed to say it wasn’t awful. Sorry. I meant to say it wasn’t good, it wasn’t awful, it was just kind of bland. Sorry I’ll correct my post to reflect what I meant and proof read a little better next time. I must have missed the part with the busses and vehicles. I only saw the mention about the coach. I suppose the “are you sure” promt is a good way to get that point across that you’re wrong. I just think having your wingmen do it would feel more immersive. Plus on one mission I counted every sub I could find and I was still wrong As for the MODEX stuff, it is just a me thing. I personally don’t like it. Since I was in multiple squadrons seeing it is kind like nails on a chalkboard. But that’s a personal opinion and I understand not everyone cares like I do. Either way, the campaign I felt is a great start for beginners or someone looking for a less complex/realistic campaign. And I did have fun with it.
  2. Alright, just completed the campaign so I thought I’d give my two cents. I wait until I’m through the campaign (or almost through if there are complications) before I write my thoughts. Please understand that any criticism is meant to be constructive and is not an attack on the creator or anyone involved in the campaign. With that out of the way, let’s do it! Overall I thought the campaign was just okay. It wasn’t overly challenging or exciting. Overall mission design was good and I enjoyed the kneeboards. I do wish there were some bingo numbers or ladder numbers in there, but it’s not the end of the world. My biggest complaint was if they asked you a question and you got it wrong the mission would just end. The last mission being a prime example. I didn’t see anything at WP 5 but I did see what looked like a truck at WP 6, and I didn’t see anything in the brief or docs that would suggest I was looking for a huge convoy. I knew I was looking for a coach so I see a truck and call it in but I was wrong. So end of mission. Maybe have your wingman say something to point out you’re wrong and do a points deduction. That seems like a better solution than failing the mission. But even that complaint isn’t a horrible one and it didn’t detract from the fun I had overall. The voice acting wasn’t all that great, it wasn’t awful, but using Reflected with a voice mod was strange, and keeping your wingman the same just with a country accent was a strange choice. But that might be due to limited volunteers for the VO work. The mix of AI and human VO work was also strange but I’m sure for the same reason above. Best part for me: I really did like the first two missions, doing a cross country to the Abe was a fantastic set up. So kudos for that. This is more of a pet pev of mine, but we need to talk about MODEXs. Having been station in a Hornet squadron that did a lot of transferring of jets, the 110 and 420 jets staying the same was just killing me. When a jet transfers squadrons it takes on the MODEX of that squadron. So in VFA-97 when I was there we were a 200 series squadron. When we got a new jet we would mark it as a 2XX to replace whatever had left (Ex 206 left, new jet comes, repaint with squadron logos and info, MODEX 206). So in this case VFA-113 was an 300 series when I was in so change them to an 3XX MODEX and call it a day. Again just a pet pev of mine and nothing to do with the overall campaign. At the end of the day, if you're looking to get into a campaign that’s not too realistic or overly complicated, then this is for you. If you want a very realistic campaign then I would recommend something else. I did have fun though and they were some good moments, but nothing that really jumped out and made me say “That was awesome!” Amy!
  3. I’m not denying you can land on the boat above 33K it clearly says you can. But you have to follow the restrictions listed. Hence the pub for the jet (not my opinion, but the rules from the Navy) saying it is restricted above 33K. I think you need to stop listening to people, and read the pubs. Also maybe a dictionary. Words have a specific meaning, especially when they’re opposites. The NFM-000 for the A-D is 100% public information. You can get it off of publicintelligence.net which uses only open source material. And it is also on ED’s forums. Just saying.
  4. You might want to re-read the NFM. It’s very specific 33k is unrestricted. 34K is restricted. You must follow those restrictions listed. Where as at 33K you have no restrictions. Some of them are the same, such as the 3.5 glideslope, but not the flaps. Less than 33K you can land with half flaps, above 33K and can only do that if you have winds of 40kn or higher. Or if your particular a/c didn’t have the hook mod you cannot trap above 33K at all. Those would be, by definition, restrictions. Restrictions have nothing to do with “normal” situations. They only limit what options are available to the pilot. Take the flaps as an example. I wouldn’t land with them in half, but I could if I wanted to. If I was above 33K I couldn’t land in half flaps even if I wanted to, unless the winds were above 40 knots (which wouldn’t happen a lot). Since it limits my options (whether I was going to use it or not) it is a restriction.
  5. I’ve gotten all the way to Mission 15 but for some reason the campaign was reset to Mission 3, so this isn’t a campaign complete review as I had planned. But Spoilers ahead! (Full disclosure: I have worked with Ground Pounder Sims as a voice actor, but not on this campaign.) Overall thoughts: An excellent campaign with a good variety in mission design. The voice acting was well done, to the point I thought Poodle was a bit of dick. If I’m thinking someone’s a dick, or any emotion at all really, it means the writing and acting were done well. I liked that it tied in to the Persian campaign a little bit, but was glad you didn’t need to have flown it to get any understanding. There really isn’t much criticism I can give to the campaign, which is mostly personal preferences, because it was done very well. These critiques will seem, to some, very nit-picky. And maybe they are, but if the only criticism I have is this small in detail, it means the designer did one hell of a job. CRITIQUES: My biggest criticism was the fuel loads and loadouts. This drove me nuts. I understand why he did it, so that people didn’t need to do any AAR in the campaign and to keep things symmetrical. They wouldn’t double bubble a jet with a TGP on the cheek. Just move the pod to the centerline station (very Marine like) or go double ugly and call it a day. And there were times I was triple bubbled and that just wouldn’t be a thing. I’d rather see the requirement to hit a tanker than this again (Yes I know I can change it, but let’s face it most of us don’t, cause why?). There was one mission that I had to do AAR on the way back which I enjoyed immensely. I would have liked the tanker tracks slightly more south than they were, but if I could have hit the tanker after we enter the gold corridor I think that would have been the best solution. So maybe an option to hit the tanker in the F-10 menu? This lack of tanking leads me to the next critique, part A and B missions. I very much dislike these. I understand the reason behind them (to avoid AAR, and a “save” spot) so I’m not super upset with it, but I personally dislike getting everything set up the way I like it only to have to redo everything again when I get to part B. Just make people hit the tanker or shorten the missions. Just not my favorite. One smaller thing was with the emergency procedure. I love it when stuff breaks (wether scripted or random), but I wish designers talk with someone about emergency procedures when it’s scripted moment. In this case, a pilot will never discharge the fire bottle unless there is an actual engine fire. The system is a one shot only kind of system so if there isn’t a fire, they blow it, and then a fire starts the pilot will be forced to eject. The emergency procedures for this particular one even says not to discharge the fire bottle unless there is a fire (I was an AME on the jet and this was my system so I tend to notice small stuff like this). There were some moments where the scoring was wonky. The attack on the city being, to me, the most egregious. After taking out my quadrant of the building, we were tasked to take out some tents as a secondary target with a battalion of tanks as a tertiary target. With Devil 1-1 and 1-2 RTB due to damage, I destroyed Poodle’s and my secondary target, my wing man called out the tanks and didn’t attack his secondary targets. I don’t mind missing points for the tertiary target, but they should only have been 5 points together not 5 points each tank. It’s a tertiary target for a reason. FAVORITES: I really enjoyed the extra missions we could accept or not. I felt this gave me a bit ownership of the missions and gave me that sense of being a flight lead. Hearing the pilot was rescued with no injuries was especially gratifying. The voice acting was top notch. Even though some of the roles were done by the same actor, they delivered the lines well. (I have to blame myself for part of this as I was supposed to be in this one, but my life was very crazy and I was unable to get the lines to GP. To which I cannot apologize enough to him). Poodle’s voice actor was an absolute beast. I thought he was a dick a lot of the time and found that I didn’t like him very much. But when he gets shot down and dies, I was very sad. This is a testament to both the writing and acting for Poodle. Well done! Overall this was a great campaign. It was engaging, frustrating, and ultimately satisfying. If anyone is looking for a great story driven campaign, you can’t do much better than this. Ground Pounder did a fantastic job on this one, and I can’t wait for his next Hornet campaign (I don’t fly anything else really ever). Between Baltic Dragon, Reflected, and Ground Pounder the story driven campaigns are just getting better and better.
  6. So, I was messing around with the Mirage 2000C for the first time in forever, and noticed one of the HOTAS commands it has is for a short press to bring up the in-game comms for Red and Green radio. This way you can set the in-game VoiceRadio or use SRS with the same keys since it’s a press to hold function. It is very wonderful keybinding. Is there a way for this to work on every ED DCS module? It would be very nice to have the short press for all the comms on the Hornet, Viper, etc.
  7. It’s not a bug, there are no maps at those levels in Syria. I’ve heard that the developer cannot find any publicly released versions.
  8. So I haven’t played the campaign yet, it is on my list but I have only so many hours in the day. But I have noticed in some released pictures that you’re using VMFAT-101 skins, which makes absolutely no sense. VMFAT-101 is the Marine training RAG. They wouldn’t be in a combat zone, they’re a training squadron. VMFAT stands for fixed wing marine fighter attack training squadron. Just wondering cause it was a bit strange to me to have the RAG in a combat zone.
  9. I can’t get it to work in NAV mode at all. Only when I’m in INST will it work for ILST. And not just at Nellis, at any airport I’ve tried. Can someone confirm what it is supposed to be?
  10. Also do not move the rudders as they will move the nose wheel.
  11. I noticed that there are a lot of rotary controls that I can’t bind with Axis controls, like HUD brightness or volume knobs. There should be more axis controls to bind to.
  12. I said this on your discord but this might help someone else. On mission 8 I would add a note saying to stay on Poodle’s left side. This will make the engagement make more sense for an azimuth sort. I was on his right because I had been doing tac turns to keep in formation so I ended up on his right side. Which made the break a bit more challenging than needed. Too bad the script can’t adjust for variables like which side you’re on. But great campaign so far!
  13. This would be quite realistic actually. Departure doesn’t really care what your flight plan is, they have established departures and arrivals to help with deconfliction. And you’re under departures control until you leave their airspace or they hand you off.
  14. Thanks I’ll do that! Please close
  15. Is there a way we could get a ball call key binding? We already have one for the salute and for ready pre-contact for AAR. This call is very difficult to make using the menu cause I have to take my hand off a control to do it. If it were a key binding then I could keep my hands on my HOTAS.
  16. The NWS should always be on on take off and landing roll on the beach.
  17. Are you pulling the trigger/setting auto designate for your laser? Can’t tell you how many times I didn’t fire off the laser. Really you shouldn’t fire the laser until 10 seconds to impact.
  18. Seat height is the vertical angle. Remember the JHMCS is designed for the pilots head to be in a specific position. If you look at the HUD you’ll see a circle with a + and one with a Dot. You’re supposed to align those before you align the HMD.
  19. Raise your seat. I have to do that every time.
  20. It might be a Hornet thing but we just wouldn’t know until someone did something like this.
  21. The GR will get you in the ballpark. The pilots I’ve talked to say the GR is pretty useless for target acquisition. But they use it to get in the ballpark and then use TPOD to designate their targets.
  22. They’re heavy so if you can do without a lot of pilots I know prefer to not have one on.
  23. No reply for this? It would be very nice to have lines consistent with reality. They also float above the ground in VR.
  24. I have flown almost all of the missions of TGW in the Hornet. I’m currently on mission 8 or 9. The one after the C-17 Escort. The triggers for this campaign are simple time or fly over triggers due to it being a FC3 aircraft. They can’t do any cockpit switch triggers as there isn’t any. I usually do a stored alignment since I’m mimicking the F-15 very quick start up in FC3. It won’t break the triggers and I find that I usually have too much gas and need to dump some to get under weight limits. I have treated this as an air to air campaign so I copy the load out of the 15 and change out the 9Ms for 9Xs. It’s been super fun and I’m glad this campaign exists so I can focus on Air to Air BVR training. I also put in the radio freqs while I’m in the ME so I just need to change channels for AWACS. Unfortunately you can’t save anything so every time I fly a mission I have to manually switch everything, but it’s an FC3 campaign so it takes like 5 seconds. Enjoy
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