Jump to content

theIRIEone

Members
  • Posts

    132
  • Joined

  • Last visited

Everything posted by theIRIEone

  1. Oh damn, i feel "not smart" now.. Apologies, makes total sense now after looking at it again during day time. Thanks a ton for clarifying.
  2. First off, thanks for your efforts and uploading of this campaign. Judging by the first 90 seconds of mission 1 it's clear you put quite some work into it (the airfield props and fly-bys etc), however there is a problem when i try to play it: After 90seconds, the mission simply is completed while my engine is still warming up. Pretty sure it has something to do with the very first message popping up when spawning in, screenshot attached. Hope this issue can be solved, i'm surely interested in seeing more of this.
  3. Hello, When the red cover for the on/off switch of the rocket control unit is closed with the underlying switch in the ON position, we'd expect the switch to be flipped into the OFF position by the cover pushing it down and to disappear below it. Well, either that or the red cover would be blocked by the switch in ON position, unable to be closed. What happens in the sim right now is that the switch stays in the ON position, sticking through the closed cover. See screenshot for details.
  4. As titled, i'm aware the hook itself is inop with gear up, but i think should still be able to click and interact with the lever inside the cockpit, even if that does not lead to any changes regarding the hook itself. However it only becomes clickable with gear down and goes back to being unclickable with gear up. Attached is a short track file highlighting the issue. F4U hook lever.trk
  5. That's indeed very interesting because ever since the update i only receive the identifier followed by the letter L (Code ". . _ .", 0-30degrees ) over the AAR-2 regardless of my position from the boat. Bought the aircraft an hr or so before the update went live and flown it all night, only downloaded / installed the DCS update a day later - radio homing worked as expected on day 1, but ever since i installed the update only the identifier followed by the letter L is received... Same mission as before, same frequencies etc, regardless of what i do to the AAR-2 (CW/Voice, and even on "wrong" channels same result), with ARC-5 switched on / off, no difference. Chance is i might be doing something wrong still so not opening a bug report, but would love to have more experienced ppl chime in on this for sure.
  6. @Jakes Mission was apparently fixed today, thanks for your assistance.
  7. Thank you, i really thought NTTR range targets should be fine as well because like SRS, kinda everybody used it. I guess my "knowledge" is outdated and therefor lacking heavily.. I don't mind getting rid of that mod tbh, i'd say consider it gone if there wasn't the tacview thing. I will not de-install tacview. Paid for the advanced version and i think it's way too valuable to get rid of. Also, i always was under the impression that Taciview, like SRS, would be properly supported because of the Tacivew tab in-game Options --> Special window (basically same level as Supercarrier, Hornet and other official modules, along with more 3rd party stuff i don't own like CaptoGlove etc).. Thank you for the assistance, i surely learned something very valuable from this: I will not buy campaigns anymore because Tacview is paramount to my experience with combat flight simming, and apparently it breaks campaigns. I'll make sure to let my ppl know. Also, not that it matters much now: i got the yellow shirt picture pop up long before as well, by the time i took that screenshot it disappeared already - i just didn't start taxi-ing directly on the pop up because of previously mentioned Hint #1 and me needing the time.. But i guess the culprits are "range targets" and "Tacview". Thanks again.
  8. I don't know, 2 years ago a F-35 was known as a pretty unreasonable ask (ppl got laughed at pretty heavy for mentioning "F-35 for DCS"), so i guess nothing is (un)reasonable anymore..? But i agree: i might have gotten ahead of myself a little bit and we could at least wait til the Chinese Military announces the aircrafts official designation - imagine it's not gonna be the J-36 but somethign else.. We wanna get things correct, don't we?
  9. Hi @Jakes, Yea, i'm aware of designer's notes point 1, hence i wrote "That's also not the biggest of issues thx to the hint #1 in mission maker's notes." Also yes, of course i waited for the yellow shirt "picture" to appear before saluting the 2nd time. Same procedure as described in my initial post about Olive not being found airborne (minus differences where explicitly mentioned like R/T check), which you confirmed was a bug supposed to be fixed with this current update. Just to clarify: the issues described in my reply after the update rolled out is a completely different one than Olive not getting airborne. I cannot even get to that state anymore. And as initially mentioned as well, i also flew the mission successfully at one point a while before the SC deck crew updates, so i am pretty certain it's not an unsupported mod issue. Besides, i'm not really using any besides some of the "all time favs" like srs and nttr range tgts. However the issue i'm seeing now is something that arrived exactly with the SC deck crew update, which then was said to be fixed. So, respectfully, i think assuming the recent mission fix by BD somehow re-introduced the apparently fixed issue introduced with the SC deck crew update by ED, specially with the deck being as heavily populated as it is now, is kind of fair. To be fully transparent: I coincidentally ran a "dcs_updater repair" (full/deep repair) a day or 2 prior to testing the "fixed" mission because i was indeed testing a mod for once. I thought it was interesting but it turned out to be absolutely not my cup of tea, and after deleting it some residue was left, which appears to be fixed by the repair i ran subsequently. I guess i can still delete fxo and metashaders2 but honestly: i'm pretty sure that never really helped me with anything up to now. I consider it one of those "can't hurt" things, so yea... It's sad, because in theory (when they work) these R1 campaigns are awesome and almost magical at times, but as it stands i cannot recommend any campaigns at all. Feels like for every 1 hr of fun, it takes 2 or 3 hrs of frustration regularly - at least that's what i experienced with campaigns ever since i first started buying them, almost through the board.. I think Red Flags are the only exception and they always worked fine, but they're very simple and boring compared to what BD is cooking, obviously.
  10. Hi BD, indeed the latest update changed a few things, but now when we get taxi clearance, the yellow shirt never arrives and we're stuck in wheel chocks.. I assume it is nothing you can do anything about because that's an issue plaguing DCS ever since SC Ground Crew update... Pls see my recent post / answer here for details:
  11. Hi @Jakes, thanks for your reply and confirming my procedures where correct. I love how the deck is populated now and i cannot see a single flight spawn in, but there are a few other issues now, with one of them being indeed mission breaking: First, and that's no big deal: The mission could use a hint in mission maker's notes that the red shirt takes a while to arrive now - the uncertainty of not knowing if he'll eventually arrive is kinda nerve wrecking. Then, when he arrives the time between cleared startup and taxi clearance is rather short. It feels like it's directly tied to "INS align --> OK", but i only tested twice culminating to almost 1hr in total so i wouldn't say i'm certain. That's also not the biggest of issues thx to the hint #1 in mission maker's notes. Also the R/T check that was previously necessary upon startup is now gone. However, here's the big one - and i am kinda certain that this one is not on BD because we're used to that mission/game breaking issue ever since SC ground crew update: After getting taxi clearance and saluting, my yellow shirt never arrives. Pretty sure it's because of the S3B to the right of me. He has a yellow shirt waving for him, but the S3B never moves, resulting in the usual "player getting stuck with wheel chocks" issue. Screenshot was taken after 21mins after mission start with the S3B receiving taxi instructions for a few minutes already, showing S3B with yellow shirt.
  12. Hi, i have been flying this one before and know this wasn't always the case, but after launching from CAT i cannot see anything airborne other than an E2 and S3B. I followed the notes as good as i could, and saluted once to get startup clearance, then started up and waited for the "you can start taxi" yellow shirt picture to appear. At that point, i hit salute again and followed the ground crew's taxi orders, then launched as usual. As nothing was in front of me after launch (and i couldn't spot 406 on deck earlier, that's probably on me being half-blind), i climbed to angles 11 after 7DME and started to orbit en route W1, as that's how i understood the instructions about what to do when waiting for Olive. Olive never appeared, no calls or instructions to switch radio ever have been made at 7DME or for the rest of my time airborne (iirc that was the case previously long before hitting up wall socket?) so i double checked that D/L was enabled and started searching for airborne rdr contacts.. Found one E2 (which also appeared on S/A) and one friendly, turned out to be a S3B, that's it.. as if everybody launching before and after me was vanished, though i only looked around W1 and didn't push to wall socket on my own. While i cannot provide a track file i do have a recording of the whole thing i could upload somewhere if needed. It's 14GB so i spared that for now. Did i mess something up, miss a step or did something else break the mission?
  13. What other post?
  14. Fam, this is the DCS Forums... Do you really wanna start arguing about climate change here, or rather focus on the rest i (and other ppl) wrote? While i feel compelled to answer to those claims, i think it's better to not escalate any further. Discretion is the wiser part of valor, or whatever they say...
  15. +1 for sure.. Honestly if the lights would switch on a little more early than they currently do would help a lot already, also preventing the tanker crew from getting fried by radio waves from getting close range TWS'd all night.
  16. I kinda agree with everything said here, minus the "some jerk decreed that we want to be more environmental friendly." line... I don't like to discuss politics in this sphere and i think it's not allowed anyways, but yea, i strongly have to disagree with that one. Besides, i think there is "evidence" speaking for and against a "proper" simulation in DCS, however with the arrival of the F-35 there's not much room for doubt anymore: DCS never was as realistic as ED claimed it to be and the whole "there is no documentation so we're not gonna do it" was a convenient excuse for not altering their development plans in favor for "module fixes" or wishlist items.. I mean even if DCS always was "realistic", it surely is not anymore.. and i'd think certain things always been guesswork: radar acquisition ranges, missile performance etc etc. However, with the 5th gen of things, there will be a WHOLE LOT MORE guesswork and relying on pilot's quotes (eg: "when press asks you know what to say") than ever before, and i fear we're slowly moving into WT "what if" territory here, leaving the realms of "as real as it gets on a PC".
  17. In the vein of F-35 development i have to ask: J-36 next? There's public footage of a demo flight from December last year which should give sufficient data, it's kinda like an airshow.... I guess ED can ask some pilots and eyeball the rest?
  18. I'm owning only a fraction of the campaign listed, but instead of listing them easy to hard, i list them for fun factor - least fun to most. You have 4500hrs in the sim and i guess you'll be able to handle yourself just fine in these anyways: 4th: OP Pontus - just doesn't work as expected. It's cumbersome and frustrating, really.. That's not so much the flying part but messing with all the planning and the "progression codes".. I gave up at one point 3rd: Aggressors BFM - it's fine, but gets repetitive and boring real quick. Basically it's simple 1v1 guns only vs AI, with a controlled route to the playground / controlled egress.. After completing the first 2 missions, you basically have done them all. 2nd: R1 - now we're talking.. If it's not riddled with bugs (depending on the state of DCS a little bit as well of course) , it's a fun campaign. Appears to be very realistic in terms of tasking, briefing etc - i also like the voice acting and the overall package is pretty damn great imho 1st: R1 DF - just like R1, but it's the sequel so it gets 1st place for me. I like that one as well, for sure.
  19. To be fair: The carrier tells me to switch frequency, not the other way around.... Give it 5 more years, i'd suspect for Supercarrier's 10th anniversary we'll get the promised ATC, then 1 year later there'll be a paid upgrade "Supercarrier 2.0".
  20. Honestly i feel like they're existing just so an item could be checked off the "missing features" list before the clock strikes 5 years of age.. Besides the bugs ("awaiting ATC Status", anyone?) i feel cyclic ops aren't represented properly: 2 Hornets, nothing else around, both get assigned CAT 1... Why? Also while i never seen an aircraft carrier irl, leave alone being deployed on one, i feel the deck crew has some sort of psychic ability: There is 0 reaction time at all, as soon as the "point at next handler animation" hits, the next handler's animation starts rolling already, making it all look very mechanic and not really human... To further decrease our immersion (that's all we have and why a lot of us sim in the first place), we get bright yellow text in the center of our screen that cannot be disabled or at least moved to somewhere less intrusive, like the corner of the screen.. No it has to be right in our faces with no means of being disabled. And then, after everything is done and we returned to the boat, the abrupt 180 auto-turn / respawn thing kills it all off one last time.... Where's the passion? There is no passion, it's business.. and the deck crew demonstrates that to me more than everything before.
  21. Given the new deck crew feels like an item produced just to "finally put a checkmark on a missing feature" that has been there for almost half a decade, i'd say "probably not"... Hey, at least we can all get in a row to use CAT 1 exclusively from now, i guess... That is, when we're not stuck due to "awaiting ATC status".
  22. At this point i'd take the "free for all" over the "not being able to fly at all" any day.....
  23. I see.. That surely sounds like a great option. Just to be clear: If i switch on "INVISIBLE" in the unit's options, the threat ring would still be generated? Funny how my brain bends itself thinking if i set a unit to "Late Activation" the ring would be visible from the start but somehow that wouldn't be the case when the unit is set to "invisible". I'll just test these things out, thanks again. Much appreciated for sure.
  24. Thank you for this detailed explanation, i think these are exactly the points / hints i didn't know i needed. I really like what you are describing here. Obviously nothing will ever be completely random as we still place the defenses manually as you mentioned, but combining everything you wrote should be more than sufficient to help me achieve what i realistically want to achieve. Sounds like it's a quite a bit of extra work initially tbh, but given the replayability of such a .miz i feel it's surely worth it. I'll probably keep some of the threat rings for stationary defenses active on the AMPCD because imho it helps increase the immersion (given partially correct INTEL) and i tend to keep everything regarding F10 map / labels etc switched off anyways, but other than these few threat rings i'll stick to following your advice closely for now. While i stumbled over "random flags" a few times, i never tried using them - to be fair i'm not the most experienced with the ME but at least know how to spawn stuff via F10 menu etc, which is great for training purpose, not so much for missions themselves. Instead of learning Moose and potentially various other scripts, i might as well take a look into random flags first, 100%. Still need to wrap my head around the concept of how to determine 1/X active randomly via triggers/Flags, but i think (hope) with a piece of paper and some basic math i'll be able to figure that one out. Thanks again, i'll dive into random flags and then start building a fresh .miz.
  25. Hi, I took a timeout from DCS and after returning a few weeks ago i immediately got reminded on one of the main reasons i stopped playing (simming, flying, call it whatever) in the first place: I love the sim, but i hate the game... Specially the fact that whenever i build a mission, i know 100% of the things that will happen during the flight. There are 0 surprises going on, the only surprise i'll get once in a while is "great, now xyz doesn't even work".. I know some people are working with Moose etc to make interceptors spawn dynamically, my question is: Would there be something similar for ground units / AA and such as well? At this point i got the hunch that it's faster for me to learn all this stuff rather than waiting for the "dynamic campaign" any longer.... Hints, tips and pointers are much appreciated, other than "just join a squad" (still have some ppl to fly with from old squad and not wanting the huge commitment of joining an active one rn) thx.
×
×
  • Create New...