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Everything posted by Don Rudi
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Fullly agree, the map definitely needs more "life" in the vast areas between the airports.
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Hi yes, you can set all the slots to hot start. In my Kola Sandbox I had two versions, one cold and one hot, but that was a pain in the rear to maintain, so I dropped the hot start version. All mission relevant data is in the mission overview PDF, it tells you what your target is and the weapons. For instance USA F-4E Slot 4: Seek & destroy Shilka near Bebra (TPOD) with Mavericks If you are supposed to attack a very specific target, like USSR MiG-21 Slot 3: Attack bridge near Boizenburg (238°, 157km) then the main manual will provide a target photo of it Hope this helps? Looking forward to the OP Firestorm videos (I have the notification turned on ). It is basically a very simple and straightforward mission, but it took me many tries to finally fly it to the end. Problem always was a lack of discipline. It could be so easy - call SEAD, wait for confirmation, keep distance, check George's yellow list with the TADS zoom function - boom TOS gone. But our ego has other plans - "I can do this on my own!" (...and there is still the secondary task waiting)
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Hi everybody, I just updated the CWG Sandbox with 5 slots for the new full fidelity MiG-29. The download link remains the same: https://www.digitalcombatsimulator.com/en/files/3344728/ Enjoy!
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Hi everybody, I just updated the Kola Sandbox to version 1.5 Changes include: corrected frequencies added additional slots for F-5, F-16, F/A-18 added slots for full fidelity MiG-29 Download-Link remains the same: https://www.digitalcombatsimulator.com/en/files/3339556/ Enjoy!
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Hi, I added slots for the new MiG-29 to my Kola Sandbox (3): and Cold War Germany Sandbox (5): Enjoy!
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fixed AI flies way too fast with sling load
Don Rudi replied to Don Rudi's topic in Aircraft AI Bugs (Non-Combined Arms)
Thanks! I know it is just a niche a problem, therefor great that you guys are looking into it -
fixed AI flies way too fast with sling load
Don Rudi replied to Don Rudi's topic in Aircraft AI Bugs (Non-Combined Arms)
@BIGNEWY attached is the sample mission, with just one piece of cargo and one ai helicopter. I wrote everything into the mission description. You will see, the helo picks up the cargo, flies straight to the drop off at 107 knots (yesterday on CWG up to 114 knots with 5 knots wind) and immediately after drop off, it will reduce to the assigned 60 knots. It would be great to have it work like the troop transport - so we can assign a route and drop off the cargo at any given waypoint via advanced waypoint actions. Especially in the mountainous terrain of Afghanistan, that would be highly beneficial, imho. Thanks for looking into it. CG_AI_Sling_Load.miz -
fixed AI flies way too fast with sling load
Don Rudi replied to Don Rudi's topic in Aircraft AI Bugs (Non-Combined Arms)
I will prepare and upload a sample after work. Thanks for looking into it. -
fixed AI flies way too fast with sling load
Don Rudi replied to Don Rudi's topic in Aircraft AI Bugs (Non-Combined Arms)
Yes, in theory. But as stated above, when having the AI doing an external cargo transportation, it ignores all waypoints and races directly to the drop off zone. AFTER that, he will fly to his waypoints and adhere to the set restrictions. -
fixed AI flies way too fast with sling load
Don Rudi replied to Don Rudi's topic in Aircraft AI Bugs (Non-Combined Arms)
Problem is you cannot do so. If I have an AI with advanced waypoint option Cargo transportation (external), it will race in a straight line from pick up to drop off. It also overrides a manually set Group.getByName(myLittleChinook"):getController():setSpeed(30) (also tried to set it in continous trigger) Maybe add a fourth field to the external cargo action to set the speed? Or am I missing an option here (certainly don't want to rule that out). -
The AI flies at 110 to 114 knots IAS with for example an L118 as sling load. Way too fast. As a player aircraft, the external cargo will tear off at around 70'ish knots. Not a big issue, but a pain, if you want to build a mission, where the player is not the lead aircraft. So an automatic speed reduction, if a sling load is carried would be very welcome.
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Operation Firestorm - a mission for 1 to 4 players
Don Rudi posted a topic in Missions and Campaigns
I proudly present - my new Apache mission "Operation Firestorm". https://www.digitalcombatsimulator.com/en/files/3346851/ Storyline: Syrian HTS rebels obtained TOS-1A thermobaric launchers from abandoned Russian depots at Tartus and are now moving north from Aleppo towards the Turkish (-backed) controlled northern area around Azaz. You are CHAOS1-1, a Turkish Army Apache and your task is to seek & destroy the TOS. Sounds easy? The enemy has a say in this as well and there might be some surprises Key features: 1 to 4 players for single player, multicrew or coop lead Apache with FCR, wingman without for optional coop hunter/killer ops. adaptable difficulty via F10 options dawn and night versions of the mission F-16 CAP and SEAD flights standing by to support you, depending on your actions 110+ quality voice overs custom ATC custom kneeboard PDF manual Enjoy! P.S.: I'd be happy to hear if you liked the mission, but equally happy to hear why you maybe didn't like it. Only such feedback can help me make better missions.- 4 replies
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That's really awesome news
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Thanks so much for the kind words. So far I did not experience an engine blow up that I didn’t cause myself, but currently I don't have much time to fly. The ai voice swallows the "when" a little bit, yeah. When I adapt this to the Hellcat, I will try to find a human willing to do the voice overs.
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Missions 10 "Gunnery" and 11 "HVAR rockets" had wrong mission success parameters, resulting in a too low score. This is fixed in both the complete campaign download and in a hotfix for the two missions: https://www.digitalcombatsimulator.com/en/files/3346482/ Thanks to @Scotch75 for pointing it out and sorry for the inconvenience (it is my first campaign, so a big learning process) The recording (and the accompanying on screen text) says "When you are out of ammo, you can RTB". It is just a note to the player, what do, when he is done firing his guns or rockets.
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Are the FM1_FREQ and FM2_FREQ still valid? My triggers don't fire using them.
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Hi @Scotch75, thanks for pointing out - I triple checked all the conditions, no idea how I overlooked this in M10 and M11. I updated the full campaign file in the library already, the incremental hotfix is still pending approval. Cheers!
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I am glad to hear, thanks. The user file library is updated accordingly
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Hi, I checked it and somehow the success conditions got mixed up indeed. Please try his one. CG_Corsair_School_M08 - YE-ZB Navigation.miz
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I will have a look into it and get back to you later today.
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Hi everybody, as yesterday's DCS update fixed (and changed) the YE-ZB navigation, I implemented the changes and updated the campaign file accordingly (affects M01, M08, M19 and M20). https://www.digitalcombatsimulator.com/en/files/3346001/
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In that case, I personally would have used modern Marianas, as there still are older looking spots. Anything is better than the old Caucasus map. But that is just my personal taste of course.
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Great to see these ported to the Marianas map. It is beyond me why they chose to place them on the Caucasus map instead of the beautiful and equally free Marianas WW2 map. +1 for a dedicated Missions and Campaigns section
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Hi all, in anticipation of the Corsair update where the YE-ZB navigation will be fixed and the sectors shifted 15° counterclockwise, I prepared M08 - "YE-ZB Navigation" already. Complete with new kneeboard page and I adapted the LUA script that displays the morse code as a text message (if you have problems decoding morse codes by ear). Once the update is available, I will update my uploaded campaign as well.
