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Reflected

DLC Campaign Creators
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Everything posted by Reflected

  1. This was my conclusion too. As a glider pilot I calibrated my missions based on this.
  2. Hah, that certainly helps Good luck with the mission!
  3. 1) The built in menu has no effect on your wingman in the campaign. He will engage as long as he can see/detect the SU-25s. But that I cannot guarantee in a dynamic situation. 2) you're using the wrong radio button. You have to transmit on the UHF 3) will be fixed in the next update. Until then, keep trying and practicing, once it clicks, AAR is a lot of fun
  4. I never managed to get him on radar. Evade the missile, get down low, and then use the HMCS and dogfight mode.
  5. The taxi directors have just been implemented in DCS and my campaigns make full use of the new feature too. However, it's very important to follow the briefing instructions: - Once the INS alignment is complete (before that why do you even want to taxi?!) the mission starts waiting for the salute command in order to know you're ready. You MUST use the 'Catapult Salute' key combo (LShift+U by default). NOT the radio menu item. The mission has no way of detecting the latter. Use the key assignment. - The takeoff checklist will start automatically, and all you need to do is to make sure the switches are in the right position. If the checklist doesn't advance, it's because you didn't perform an item. Check your kneeboard to see what you missed. Or the message history tab. - Then you must follow the director. This is a core DCS feature, the mission is not controlling where they tell you to go and how, it's all hard coded into DCS. If you find any bugs related to this, I cannot help, better send a track in the Supercarrier bugs section where the devs can see it. If you see that the planes are stuck on deck and the mission won't progress, you better let me know as well (with a track) so I can keep pushing ED too. - You'll find that I had to remove some of the statics from the carrier decks. It's no longer safe to place statics on the sixpack or any of the catapults that will be used during the mission, because the directors cannot dynamically react to that and improvise.
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  6. 'Interactive movie' is actually a very good expression. I've been pretty upfront about this too. As I said it's my most heavily scripted campaign, brought to you by several real life Naval Aviators so that we can experience what it's like. Thousands before you have played along and said they had the best sim experience ever. But again, we have different tastes. The other end of the scale would be 'MiG Killers' for example, where it's totally randomized, any combination of outcomes is possible. But: it's only possible in a very sterile/ isolated scenario, that is NOT part of a bigger storyline. It's training. Well, if you don't read the briefings that tell you "make sure external sounds" are enabled in your settings, you won't hear any sounds
  7. That’s fine, this is by far my most ‘story driven’ campaign. It’s not for everyone’s taste. Others might be better suited for you such as Fear the Bones where the AI is totally let loose. Or Zone 5.
  8. Maybe the AI still has enough fuel. As long as you topped up, you’re good.
  9. Like it’s states in the briefing notes you must use the salute key assignment to signal you’re ready. Not the radio command. And onky after the INS is aligned.
  10. Let's entertain the thought for a minute though: Say I let the AI loose , anyone can attack anyone. Completely dynamic. If Paco chooses to attack your bandit you'd come complain with a TacView file. Also, how do I know what the AI will decide and which 'sort' voice it needs to play? Sort left to right? Or right to left? If Paco splashes both bandits, then Slick calling 'splash wouldn't be valid anymore either. Or let's say your bandit attacks Paco. How do I ensure Paco wins? Because if he's splashed I need a whole new set of voice overs for the rest of the mission and the rest of the campaign because one of the heroes just died. If both AIs attack Paco, what if the player loses sight of everyone? You're introducing variables that would increase the need for new triggers and voice lines exponentially, not to mention the mission would be extremely fragile and any change in AI behavior would be able to break it. This way, however, it's been rock solid since the day it was released and everyone who played along with the story enjoyed it tremendously. You'd be surprised what kinds of tricks and sorcery we mission makers need to use in the background to make sure the campaign is 100% bulletproof, and resistant to AI changes and bugs and/or ignorance from the players.
  11. OK, I'm going to repeat myself. Do NOT use Tacview, because it will NOT make sense. Can you just play along with the story please? It's not a dynamic mission. It's a storyline that Paco and I came up with. It already has about 3-4000 voice over files, and it would be triple that if I let the AI do whatever they want and set up a trigger and voices for each combination of outcomes. If you want a dynamic fight, you'll get it with the dynamic campaign (or in a simple instant mission), but I assure you it will cost you the storyline, all the voice overs and a lot more.
  12. I've also been there
  13. Great idea, I've also been there and done that haha Yeah, if you slew the targeting pod anywhere, you need to recenter it (TMS down twice IIRC) otherwise your waypoints will be offset.
  14. Okay, then you did everything you had to, you're just not at the right place. You either didn't punch the coordinates correctly, didn't select it as active WP or you're not 10 miles west of it. Or maybe your INS is messed up. I can tell you with 100% certainty that the mission works if you're where you're supposed to be. As to why you're not I cannot tell based on the very limited info I have. I wish I could help more. Check out some navigation tutorials in the Viper to see how to enter a new WP and select a course:
  15. I’m glad it works now
  16. How can you be at angels 5 if you’re above the clouds? Go down to 5000 feet. I checked, the trigger works, so you’re either at the wrong place or altitude.
  17. There are 2 separate comms push to talk assignments, one for the UHF and one for the VHF. Use the one for the UHF.
  18. yeah, many triggers wouldn't work if there were more than 1 player.
  19. I haven't played this mission because I really s*ck at the Hornet but I find it very, very unlikely that restarting the mission would have any effect on the triggers. The same triggers are loaded each time. Chances are you did it right the 2nd time around.
  20. Please send me that screenshot These are the alternatives why it's not working: 1) you entered the echo point incorrectly 2) you entered it correctly but didn't choose the the echo point as the active WP 3) you entered it correctly but you're not 10 miles west of it (+/-2 miles) 4) you're not at 5k (below 6k) 5) you didn't press spacebar to confirm the coordinates before ( but then you wouldn't have gotten the fence in chatter either)
  21. You fence in however you like. There is a 4 mile wide trigger zone 10 miles west of echo, hard to miss. Have you pressed spacebar to confirm the coordinates? Can you send a screenshot of the message history menu to see what were the last lines? also check the infobar to make sure you’re really at 5k. Your altimeter may be off
  22. Make sure you use the UHF button to transmit. Easy comms are forced off in the campaign
  23. The answer is in the campaign doc pdf no it doesn’t break it. But you need to skip the crew chief start then wait until the checkin time and be on the correct frequencies
  24. Are you transmitting through the radio that’s set to the carrier’s freq? If not, they won’t hear you.
  25. Yes it’s intentional. It’s a consequence of map icons being turned off for a more authentic navigational experience.
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