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Wavehopper

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Everything posted by Wavehopper

  1. Probably best. I'll have a look at that one tomorrow. Just when you think somethings fixed, another weird thing appears. I need a drink.
  2. I just had one of those "what the hell was I thinking!" moments. Looking at those two missions just made laugh, they're horrible! On the plus side, your suffering will prevent anyone else having to go through it :D Just think of it as being a heroic action like throwing yourself on a grenade to save your squad. Therefore I dedicate the edited demo to Yurgon, and I've even thrown in a sweetener on the intro mission. Frequency 135.400 AM is all I will say. Revised Demo Campaign: https://www.dropbox.com/s/hc2ier52zwob0yi/Dust%20Off%20V2.rar?dl=0 Just remember guys, this is still very much a work in progress and some things may not work or be all that great. I'll get there eventually.
  3. Thanks for the heads up Yurgon, I'll look into all of that. You won't like the mission after that one either..... so I am scrubbing both and remaking them. You're right, the distances are far too long and it's a grind. I'm removing the link to the demo campaign until they have been changed as I don't want to put people off the final campaign. I now know what games makers feel like. I must have done that mission 4 times or more and never even took a round from the AAA. Good feedback! This all helps with tweaking the current and future missions.
  4. Cheers guys! Got another mission done today, so it's pootling along nicely. Also found a ton of stuff to fix (I actually sat down and played them today, and found some silly mistakes). Take it easy.
  5. Thanks Ian. Thankfully I'm an insomniac with a fair amount of spare time. Just a note to everyone, this will be the only download available for some time. I want to just get on and make the missions, then spend time making sure they are all solid. The next time you see a download link on here it will be the finished version. I won't give an estimate, but suffice to say it won't take forever.
  6. @ Flying Rabbit: "@Wavehopper I did you mission and it works. It could maybe need a hint that you should take the wounded back to the hospital and not the camp on the hillside. (the hillside trigger is still working if you do) I really like the location where everything takes place. Good choice. " Good call! I'll change that when I edit it next. My understanding of how the mission editor works has improved since I uploaded that last one, so hopefully the new version will be better (it's mission 3 in the test campaign). I still need to make it clearer to return to the Field Hospital though, but I think that trigger issue should be fixed. Thanks!
  7. Medevac Campaign As requested, this will be the thread for discussion about my Medevac campaign (apologies for the clutter in the missions part). Campaign for 1.5 (Georgia/Russia) RELEASED! The final campaign is now complete. Final Version of the campaign can now be downloaded at: https://www.dropbox.com/s/mrpylz1ii8ka1qh/Wavehopper%20Medevac.zip?dl=0 Required Mods (this will be the only required mod used by the campaign as I want it to be easy for newcomers to play this): http://www.digitalcombatsimulator.com/en/files/346912/ (Home Fries excellent Medal of Honor skin pack) Optional Mods: - Starways Vietnam terrain (I also highly recommend his sweet fx settings). http://forums.eagle.ru/showthread.php?t=140251 - Skullz Genuine Huey sounds (which are fantastic) http://forums.eagle.ru/showthread.php?t=159801&highlight=huey+sound
  8. Bear with me on this wall of text, but I think I can explain it. When you're turning you're unloading lift from one side of the rotor disk whirring above you which will cause you to descend. If you're countering this, you are adding collective and the Huey will be inclined to laterally rotate clockwise (countered with left anti-torque pedal). If you then reduce collective (and RPM), the clockwise inclination will lessen causing you to laterally roll counter-clockwise if you haven't anticipated this (by reducing pressure on the torque pedal). The main problem when you've moved from fixed wing to rotary is the ingrained response of using the pedals. There is no rudder, the pedals purely counter the torque produced by the main rotor. There are far more variables when it comes to flying a chopper. Example: You're in an A10. You turn left, and you apply left rudder to create a smooth turn. Whether you are ascending or descending, adding power or reducing power makes no difference. You apply the pedal for the corresponding turn. You're now in a Huey, and you are turning left with the cyclic. You didn't apply collective and you are now gradually descending. RPM has reduced, and the Huey which is dangling below the rotor starts to rotate counter-clockwise (albeit very slightly. Lower speeds will make this far more pronounced). This will cause you to use right pedal to counter that rotation. You try a second turn to the left. This time you have anticipated the loss of lift on the left side of the rotor disc and have applied collective to maintain a level turn. As you increase the collective to stay level, RPM increases, as does the torque causing the Huey to rotate clockwise so you counter it with the left pedal. I'm not sure what I've written has made any sense, but it's how I understand it.
  9. As an Englishman, rain is the default weather. Clear and sunny? What's that then? :D
  10. A few from the Medevac campaign I'm making (it's coming along nicely). Home Fries skins are great!:
  11. Demo for Medevac Campaign Removed by author
  12. Ah, that must be it. Thanks for letting me know, much appreciated. You never realise you need these things until it's too late.
  13. Hey guys. I'm hoping someone here will be able to identify possibilities for the following in-flight problem I experienced last night. Flying at 3000ft, in a thunderstorm, about 50nm into the journey I lost the altimeter, VVI, and the airspeed indicators. Air temp was 14°C. The gauges appeared to be receiving power (no off flag appeared), no bus pop outs, and de-icer was on (does this also cover pitots?). Any ideas what could have caused this? I had 100nm to solve the problem but was unable to solve it. The VVI came back, albeit sluggishly on final approach and I landed okay. I've scoured the manual for possibilities, but I think I'm missing something obvious. Any ideas what could have caused this? Icing? Lightning strike? Something else?
  14. You're using exactly the same setup as me. You really need to adjust the curves to around 35 for the X & Y axis on the cyclic. Also try the lightest spring as I found it to be the most responsive. As someone said before you can't just hold the cyclic or collective where it is. If you are doing it right you should be constantly adjusting both. You don't move it much, but you have to constantly counter what the ship is doing. Honestly it's just constant practice, and it's very easy to overthink the problem. Try for a bit, take a coffee break, then come back and try again. You will get there, it's just one of those things that looks simple but really isn't when learning. Frustration will make it harder, so baby steps. Also try setting obstacles (buildings are good) around you with the editor, and move those obstacles closer when you think you're improving. And if you haven't already, read Chickenhawk by Robert Mason. That thing is a tome of useful information.
  15. Dynamic campaign is the most important thing you could add. I hate using the unwieldy mission creator, and I often find myself with nothing to do in DCS except replay the same 1 or 2 campaigns. Dynamic campaigns are the reason people have been playing Falcon 4.0 for over 15 years. Multiplayer is dependent on far too many factors (decent communication, decent bandwidth, servers, etc) to make this game last for the next 10+ years.
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