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Sedlo

DLC Campaign Creators
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    2019
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Everything posted by Sedlo

  1. That's some great work there! I think I'm going to force disable wake turbulence on this mission, just so no one else gets this issue. To be honest, I turned mine off shortly after it was introduced, and kind of forgot about it. Thank you for doing a report to ED about it, hopefully it's something they can look into.
  2. Yeah, I know that the devs put a lot of work into the wake turbulence, but I find enabling it results in a pretty significant performance hit (for my potato) so I never use it. I also think the effect is a little too dramatic in game. Perhaps I should force disable it in the mission?
  3. Yeah, it’s very good for helping build complex stuff in the ME!
  4. Yeah.. open up model viewer, and load the F-16.. It's the file in mods/aircraft/f-16/cockpit/shapes Then find argument 444 and move the slider. Note the position of the switch and the corresponding value. It'll be likely something like 1.0 = Plain, .80 = Cipher, etc * not the real values, use model viewer to note the precise values. Then in the ME, in your conditions X:COCKPIT ARGUEMENT IN RANGE. Put the values in like -0.5 to -.025 and then your action. null
  5. I think you'll need to use "cockpit argument in range" for those. Use clickabledata.lua in your mods/aircraft/cockpit/scripts folder and the model viewer to see the values. DCS-BIOS is what I use to get the parameters with.
  6. @JohnMclane, @Rudel_chw they are: OH58D_UHF_FREQ OH58D_VHF_FREQ OH58D_FM1_FREQ OH58D_FM2_FREQ
  7. That's how I do it, yeah. At the 8 mile call I get configured, gear, flaps down. I'll manually get it on-speed at @140 kts and then engage ATC. After that I'll select CPL.
  8. I think maybe your airspeed is too low? I tried to get 140 KIAS / on speed and gave me a pretty good descent rate.
  9. Very interesting! I usually use an approach sped of 145 140 KIAS, I’m wondering if that’s a possibility. There isn’t anything strange with the mission that I can think of, might be worth asking about on the Supercarrier sub forum.
  10. Sounds good. Yeah, it was mission 6. Tonight I’ll try again and see if I can replicate.
  11. You could try… I haven’t see this sort of behaviour on my machine. I don’t think the auto throttles are supposed to go to idle though, I’ve caught three and four wires consistently in the last couple days while testing. Is there anything on your computer mod – wise? That could be something going on there.
  12. Standby on that... I've got some changes to publish once the next DCS update drops.
  13. It should be ok to use ACLS for most cases. Was it normal until just before touchdown, or was it having trouble keeping control of the jet? There is a bit of an intentional windshear at around 1500 ft or so, I put that in for a bit of a challenge.
  14. @eFirehawknot sure about the other campaigns, but now in Bold Cheetah you can toggle immortality on and off with the radio menu, F10.
  15. Also, a link to my Twitter post on the same subject: https://x.com/SimSedlo/status/1857489928952627212
  16. Hey folks! Sorry, have been busy the last few weeks. I do have a fix for mission 6 but it’s going to have to wait until next week for… reasons. I don’t know if you saw my Twitter post the other day, but I have some good/bad news. For the next update onwards (hopefully temporary) the Supercarrier module is going to be needed to play this campaign. I’ve always strived for the best of immersion with this campaign, and I know that the upcoming deck crew will certainly add to that. BUT….. The deck crew will NOT be available on the USS Stennis at launch. As it stands right now, today, if you own the Supercarrier, on the Stennis you get all the catapult crews and enhanced comms. This will not be the case once the flight deck directors are added next patch. I’ve been told that DCS will be looking to address this, but as it stands now, deck crew on the Stennis not function for Supercarrier owners on release. This is a pretty major downgrade for those players, who from what I’ve been told, make up the majority of my campaign users. so, I’ve made the hard decision to change the carrier in Bold Cheetah to a Supercarrier ship, the USS George Washington. Yes, that means that going forward after the next update, Supercarrier will be required to play Bold Cheetah. At least for the time being…. If ED is able to bring functionality of flight deck directors to the Stennis, I will change it back. I know this news will suck for many of you. I really tried to give folks without the Supercarrier a chance to play Bold Cheetah, and until the next update, it worked very well. What can say is that right now, Supercarrier is 50% off. That’s $25.00 USD. I know that can be a lot of money for some folks, but I think this price is the best it’s ever going to be and I honestly think it is well worth the money, especially with the new carrier deck directors. They really add a new dimension to the immersion. Truly, they do. It was a tough decision to come to, believe me I have agonized over it for the last week, but I think going forward. It’s the best course of action for me and for the campaign. Again, if the flight deck crew will be functional for the USS Stennis in the future, I will switch it back. I hope that everyone is OK with this decision, and if you have any comments or questions about it, either way, please feel free to get a hold of me and I can discuss it further with you. Love to you all, Sedlo Screenshot from Baltic's campaign... Not mine, but you get the idea. It looks great.
  17. No, I'm trying to figure out why this is happening... I hope to have an answer for you soon.
  18. These are the notes that were meant to be in the changelog. Fear not, the changes above are in 2.9.9.2280.
  19. Thanks, @drizzt1700, I'm humbled by your kind words. I am currently making another campaign (albeit, slowly)... I think I will try to make the new one a paid DLC, so perhaps you might pick it up when/if it's released
  20. Hey, @drizzt1700! Very happy to hear you're enjoying the campaign so far! Yes, it's the fuse issue again. I just worked out a fix, but have to run out the door. I will post it tomorrow. In the meantime, you can "rearm" on the deck and make the nose fuze plugged. That should solve it as a temp. fix.
  21. Hey @Jasonmoofang! Thanks for the crash log. I've run the mission now through twice and could not produce the error. I do see that you are running several mods, please try disabling ALL of them and run the mission again. Unofficial mods are often the cause of crashes like this.
  22. There is a version of this mission for each terrain included inside the zip file.
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