Jump to content

Don Rudi

Members
  • Posts

    374
  • Joined

  • Last visited

Everything posted by Don Rudi

  1. Thanks so much, it means a lot to me. This is my first attempt at a real campaign and I am sorry the experience started with a bug. The more I am happy you enjoy it now
  2. Sorry for omitting the first part of the path. I changed it in the manual now to the full path (will be available whenever I update the campaign). I assumed the saved games folder was common knowledge, as it is both a standard Windows folder (like downloads, pictures, videos, etc) and it is used to store downloaded missions and skins.
  3. Thanks a lot for your feedback gentlemen. There was indeed a pair of triggers that weren't seperated cleanly enough and could lead to the mission stalling after setting the (parking) brake (basically swallowing the step with the starter switch). I uploaded a hotfix and updated the uploaded campaign file already. I also attached the corrected mission here. My apologies for the inconveniences. Cheers Carsten CG_Corsair_School_M01_Cold Start.miz
  4. Good to know, thanks! The replacement mission is ready
  5. Maybe a file got corrupted by coincidence. I will watch the track tomorrow and see if there is anything out of the ordinary visible - thanks.
  6. Thanks for reporting back. Could you still send me the track file please? I'd like to understand what happened there.
  7. Hi Eduardo, I just checked the triggers. It exoects an active RPM and the mixture control to be more than 40% forward. In your video your mixture control was correct, but your engine did not fire. One could hear a starter sound, but nothing happening. Imho it is the starter switch cover. Could you do me a favour and try and operate the starter switch cover and starter switch with the mouse, instead of the keybind? I think that is the underlying issue here. Cheers Carsten
  8. Hi! In general, especially missions 1 and 2 that require certain cockpit elements to be used, wait for them to be actually clicked/moved. If you do not do that, then naturally nothing will happen. You did not mention when this happened in M01, but for M02 you say nothing happened, after the instructor told you to check your controls. Therefore simple question - did you do as instructed? It says: "Check that control surfaces move freely, by pushing stick and rudder to their maximum deflection." Therefore the trigger expects you to move your stick full forward, aft, left, right and the pedals full left and right. Actually it checks a deflection of 30+% to catch user curves. When that is done, it will continue with "Check that the arresting hook is up." Do you use curves or reduced saturation on any of the control axis? If so, could you tell me which, please?
  9. Finally I could watch it on a bigger screen. Your starter switch cover is closed, ghus the starter switch won't work, if you use a keybind for it. Before the texts that are visible in the video, this one should have appeared: "Open the cover of the starter switch [124] and press the starter switch until the engine runs smoothly. [123]" (Numbers are for me internally) Your engine however is not running. Throttle might need to be a bit more open, hard to say from the far.
  10. The default path as created by the game, is: Saved games/missions/campaigns/en
  11. Hi Eduardo, The base score of 50 is a good idea, this is my mistake. I set the skip score to 10, which is achieved by simply starting a mission. I thought that was enough (campaign newbie here). About your "problem", your brakes are set? You use buttons for the mixture, I was using an axis. I will check the values tomorrow morning. But during testing, this problem was usually caused by the brakes not being set. Cheers and thanks for the kind words Carsten
  12. Thanks so much! I am glad you like it I will adapt this for the Hellcat later, then hopefully with a real human voice. If I can find someone who volunteers to read hundreds of texts
  13. Welcome to Corsair School, a full training course designed to get you mission-ready in the F4U-1D Corsair. Corsair School is a full training campaign for the DCS F4U-1D Corsair, set in the WWII Pacific theater. Across 20 missions, you'll progress from cold starts and takeoffs to advanced gunnery, bombing, carrier ops, and division leadership. Learn to fly and fight using historically grounded procedures adapted for DCS—covering rockets, dive and level bombing, navigation, and dogfighting. Master formation tactics, wingman commands, and carrier qualification aboard USS Intrepid. By the end, you won’t just fly the Corsair—you’ll fly it like a fleet pilot. Training syllabus: Cold Start Taxi, take off, landing Short field operations Radios Carrier landing Navigation Formation flying YE-ZB (Hayrake) navigation* Carrier qualification Air to ground gunnery Rockets Dive bombing Low level bombing Tiny Tim Bat bomb Aerial gunnery Dogfight Section leader Exam 1 (2nd section lead in a division) Final exam (division leader)* *) the sectors of the YE-ZB navigation will change in an upcoming Corsair update. I have everything prepared for the campaign, so please subscribe to be notified about any updates. Key features: Based on real operating manual Around 400 voice overs Custom lua scripts Custom kneeboards PDF manual Requires WW2 assets pack. (Once the PTO assets pack is out, the campaign will be adapted accordingly) https://www.digitalcombatsimulator.com/en/files/3346001/ Enjoy! +++ changelog +++ 14.08.2025 deconflicted triggers in M01 "cold start" that could cause the mission to stall under certain circumstances. Added note that player does not need to wait for temperatures to be reached. exchanged YE-ZB sector charts (kneeboard and overlay pictures) in M08, M19 and M20 adapted M08 texts and Hayrake LUA script according to new shifted sectors. 18.08.2025 M08, M10 and M11 had wrong mission success parameters - fixed 11.11.2025 M12, M13, M18, M19 and M20 had "imcompatible armament settings (fuses)" - fixed
  14. I for one could not replicate this problem. I only have problems when the carrier is on a certain heading, regardless if it is the single element or not.
  15. I am also working on a small training campaign, akin to my Mirage F1 training
  16. I've just tried it, it works as expected - RPM_NEEDLE is the 100s of the RPM and RPM_DIAL the 1000s. So if you want to catch an RPM of say 1300, you have to check RPM_DIAL = 1000 and RPM_NEEDLE in Range 1250, 1350). Not ideal but a bit more precise and better readable in the triggers than using cockpit arguments 22 and 23 to check the position of the needles on the RPM dial in the cockpit. Thanks again Eduardo Cheers Carsten
  17. @Rudel_chwThanks so much! I had found an old post by you, where you describe how to read out the params with DCS BIOS, but I failed miserably. This helps a lot - much easier to work with param triggers for RPM than argument based triggers, checking the position for the needles on the dial.
  18. Hi, can anybody tell me the cockpit param to read out the current RPM?
  19. A moving ship not only makes it way more realistic, it also makes flying the landing pattern far easier. 25 kts carrier speed plus 10 to 15 kts headwind really work great.
  20. I had the honor to participate in the beta test last year and can say it was fun to fly and in the end made me a better Kiowa Warrior pilot
  21. Don Rudi

    Carrier landings

    Do not set the carrier on a heading between 180 and 270 and you should be fine. https://forum.dcs.world/topic/375371-cannot-catch-a-wire-think-i-found-the-reason/
  22. The wing vortex is still visible in the original spread position, even with the wings folded. See attached screenshots.
  23. No, Casmo just verified it on his live stream. It works in quadrants 1,2 and 4. The problem only occurs in quadrant 3, 181 to 270 degrees
  24. Many here, including myself, have the problem, they cannot catch a wire in self created missions, while they trap nicely in the default missions. I did many tests from excluding mods to trying different maps. What I found is: I copied the carrier from the "Rising Sun" mission into my training mission - I caught the wire on the first attempt. I tried with my carrier: no trap. The only difference, my carriers are steaming SSW, the Rising Sun carrier steams NNE. So I turned the Rising Sun carrier 180° and did not catch the wires anymore. I then turned my carrier 180° and I immediately caught the wire. Winds were adjusted each time, of course. The results are reproducible - heading NNE: trap, heading SSW: no trap. My guess it has something to do with the algebraic sign of the x,z coordinates of the cables' start- and end points. Edit: Marianas WW2 map I also reproduced it on the Channel map: carrier heading SW - no trap, carrier heading NE - trap.
×
×
  • Create New...