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MagicSlave

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Everything posted by MagicSlave

  1. On my second playthrough of the campaign, just finished missions 8 and 9, and still loving it! While playing, I noticed something that might be a bug. When returning to base and kissing the wingman of, in both missions, they seem to fly back towards earlier waypoints, way way away from the boat, and certainly not coming around for landing. In mission 8 I opted to refuel first and then land, in mission 9 I opted to go direct to mother. Furthermore, in mission 9, Dutch remains on my left wing the whole time during CASE I pattern (instead of right, as it is supposed to be). I started to wonder if I missed some triggers or something.. however, I did my best to follow the ingame prompts and be on the correct frequencies at all times.
  2. I just played this mission again today, and noticed that there is a confusion on radio channels in the pop-up messages. When returning from the hostile airspace after the "encounter", the tooltip says to switch to Departure on AUX to contact the tanker and remain on CH1 on PRI. However, there is no Departure freq listed on AUX comm plan. So maybe this should be Departure on PRI and Strike on AUX? While fumbling around with frequencies I missed some radio calls, but was able to refuel and finish the mission.
  3. Started a second playthrough of this campaign this weekend. I never would have thought I would have wanted to play such heavily scripted and non-dynamic missions again so quickly, but I am having as much or even more fun the second time through! It certainly helps to "know the script" beforehand, so you can stay on top of things and feel like a real fighter pilot :) One question / feedback regarding the loadouts in the A/G missions: is there a particular reason you went for 2 tanks on inner wing stations instead of the "double ugly" configuration with one tank on the centerline and the other on the right inner wing station? The double ugly would decrease targeting pod masking and also free one wing station for weapon.
  4. In mission 15, when Weed warns me to break right and dispense, I always die, even if I react immediately when Weed starts his sentence. This is getting really frustrating... EDIT: Okay, it was my mistake... I thought that, after splashing the two F-4's, I had to egress 230 as Flip said in the dialogue. until told otherwise... Instead I turned back hot the instant that I saw a fleeting 29-spike on my RWR and splashed the Flatback straight in the face with AIM-9
  5. Hi, I don't know if this is a bug with my DCS installation, DCS Hornet in general or something with the campaign, but instead of the XXNN type identifiers for friendly contacts on the SA page (where XX are the first and last letter of the callsign and NN id numbers) I get all numbers, i.e. 0111 or 0411 etc. I have removed and reinstalled both the Raven One campaign, the Hornet module and run the repair install but nothing helps. Now, if I build a simple scenario with some friendly flights in Mission Editor, the ID's show correctly after reinstall & repair, but whenever I run a mission from the Raven One campaign (specifically missions 10 and 11 where I have noticed this for sure) the ID codes are back to all numbers again, and same thing if I run my simple trial scenario. After reinstall and repair the trial mission is back to normal again, but in campaign missions the IDs are borked again... Has anyone else run into similar problems or has any idea what this could be about? Thanks.
  6. Hi, and congratulations on the campaign! It is the best experience I have had in DCS! On mission 9, where you provide close air support for the Venom spec ops group, it is very hard to score hits on the sniper with 20mm cannon. I think this may be related to the Hornet gun dispersion and the fragmentation damage modeling in DCS, as I think that I saw my rounds hitting all around the sniper. Now my suggestion is, that maybe you could make small trigger zone around the sniper and make him run away or get pinned down (or even kill him) if you hit that zone with 20mm. Other observations: when Venom requested 20mm on that sniper, I ordered Dutch to cover while I attacked via F10 menu, but he did not circle overhead as I expected, but instead followed me in loose formation, getting close to the ground and getting shot at by the triple-A around the airfield as I made my gun runs. Is this how it is supposed to be, or is there a bug? Now when I decided to prosecute the target myself, the F10 option to command Dutch to engage also went away. Would it be possible to retain the option to switch roles if you empty your gun and do not score hits on target? Thanks again for the great campaign! I'm really having fun playing it!
  7. +1 F/A-18C refueling probe light is blindingly bright for me too. I fly in VR (Oculus Rift CV1). Happens with S-3B Viking, haven't tested night refueling with a KC-135.
  8. Thank you for the answer, you guys are the best! Keep up the good work.
  9. First I want to say a big thank you for Heatblur for bringing this detail F-14 into DCS, it has been my main aircraft since release! A couple of elements I'd like to ask about if they are going to get "fixed" at some point: F-14B AI taking of with full afterburner AI F-14 flights coming into CASE I break with wings spread (observed with Supercarrier module at least) I know these are more "eye candy" items than anything else, and as such, not a top priority. Thank you!
  10. All the best to you and your family, Cobra.
  11. I have just recently started to dive in to mission designing more deeply, and I've run into some mission editor / lua-scripting engine limitations concerning naval air wing ops. Now this may be more of a mission editor functionality wishlist than a Supercarrier wishlist, but from a carrier air mission design point of view, I would really like to see these functionalities added: The carrier turning into the wind automatically during launch / recovery windows (there already are some user made scripts with this functionality) Ability to set launch and recovery windows manually or automatically Ability to set a recovery tanker to orbit the carrier To have AI units returning to boat automatically refuel only 1 or 2 thousand pounds of fuel from the recovery tanker, if they are below minimum fuel to trap safely (the current AI refueling behavior drains the S-3 tanker completely empty on one go, if they return from a mission almost empty..) And/or to be able to set an amount of fuel to refuel or set a fuel level where to stop refueling For the conclusion, I want to thank the ED big time for their efforts. It is amazing what we are already able to do and experience in DCS. Launching and trapping and air refueling and fighting in F-18 and F-14, especially in VR, truly blow my mind. Thank you for making this possible!
  12. Thank you Hello, I guess this is as good a time as any to stop my long time lurking... I want to thank MBot for this and the other amazing dynamic campaign, these are the best fun I've had in F-14 so far. Played both single player and CO-OP with my friend as my RIO. Only tweak I had to make to get the pilot-RIO CO-OP working properly, was to open the mission in mission editor and change the player aircraft spawn time to one second before the mission start time. Without this tweak, for some reason, the AI flights did not get proper callsigns and weren't able to be communicated with by radio (tankers, AWACS) and also it seemed that the enemy flights did not spawn correctly. Again, thanks a lot for these campaigns to MBot, one can tell that insane amount of work must have been put in. Playing this campaign inspired me to put together a small wallpaper the other night: Edit: should probably mention that the images / screenshots are not my own but put together from different sources (Reddit, Navy photos, google image search...)
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