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Hangar200

ED Beta Testers
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Everything posted by Hangar200

  1. I'm the mission developer. Yes, the radios appear to be functioning. The "TACTICAL" frequency is 251 MHz - the default H-64D freq for the mission - and everybody seems to be "up" on it. I've used those wingman commands with 3 other wingmen on another mission (SCUD Busters in Syria) and didn't have this problem in testing. So this is strange. Has anybody tried running this from ME and changed the start to "Takeoff from parking hot" and gotten the same result?
  2. The "magical disappearing" enemy. The Trigger Action "Group Deactivate" removes the group; i.e. it disappears. Typically I like to use that since you are sure the group is gone/not going to interact…it shouldn't but…ehhh. However, you saw the BMP disappear and that breaks the illusion. So I changed the trigger actions to Group AI OFF. The BMP should just stop working as if its crew decided to run away in terror.
  3. The AH-64D s a 2-seat aircraft for a reason. Your question number 2 is the germane point. One person flies and the other focuses on finding and shooting the bad guys. I recommend taking a bit of the learning how to use George form both seats.
  4. Good Catch on the "Jump FARP Supp Zone" - Fixed Also the 3 vs 4 catch - Fixed I know I have tested it and have received the RTB call. It is a simple trigger so…I'm not sure what the issues is except the radio call s coming from the initial FARP - between 35 to 40 km away in mountainous terrain. It could be that the signal is not strong enough although I bumped it to 100 watts. I may need to add a Pred as comms relay, but that introduces a bunch of distracting comms. The fixes will be resubmitted. I typically do not add a scoring system. Some training missions have a graded end - PASS/FAIL or the like, but that is typical for military training. Others have requested a more meaningful end mission segment. I am looking at adding a debrief graphic. Thanks again.
  5. There are some vehicle issues with this mission. I am working on it. Please do not upload a fix. I'll take a look at the other issues you mentioned. Because this mission randomly spawns units, it was difficult to test every possible instance. Thank you for your comments and insights. Much appreciated.
  6. For the life of me I cannot figure to what happened. I suspect I uploaded an incomplete backup copy by mistake - so many things are mission although I have the trigger zones. Thanks for your patience and stay tuned.
  7. Will correct the coordinates. Re Insurgent location not showing - did you have the correct SHOW-->COORD SHOW highlighted? ENEMY UNITS needs to be highlighted.
  8. All SP missions were designed to be flown from one seat or the other depending on the current action. Typically the user starts in the back seat takes off, flies to the BP and gets into a good location to attack the enemy. Then the player swaps to the front seat and does that TEDAC stuff. More flying? Back seat. More shooting? CPG. There are times (Kodori Gambit comes to mind) when the player may want to stay back seat and "fly through" a hostile area while George does the shooting. This will likely become more complicated when the radar Hellfire is added and the pilot can shoot them…which is why this mod is so cool.
  9. I'll clear out some obstacles to see if that helps…shouldn't matter…I've see helps crash right into trees.
  10. I see the problems - the Convoy starts without the AH-64D in the zone - something got deleted. The other issues stem from an attempt to "make it real" with a bunch of activity not dependent on the player's position on the battlefield…so a big part takes place while your are still inbound. Not good. EDIT: This ran afoul of some other issues - Needs a bit of a rewrite. Not sure about the instant death / Black screen issue - I will try to recreate it…but it may stem from something else…yes, I am being very ambiguous, but only because I don't some of what happened. I'll rewrite it the way I though it was and try again.
  11. OK…Take off from parking and your wingman will follow you. I'm currently looking into the other issues.
  12. Yep, I could do that…I'll probably make it a bit defined…scale from 0 kills to all 8 killed - different responses for 0-2, 3-5, 6-8 . And make I somewhat "official looking". This has given me an idea for a "Debrief Graphic" that would serve the purpose and provide you some semi-detailed feedback.
  13. I'll take another look at this. My idea behind this and a few other missions is that, like in the real world, the air crew determines if they have been successful. If you think you have achieved the goal, then you decide that it is time to RTB. That said, I realize that having some kind of confirmation once you get back would be a good idea. After all, in the real world there would be an intel guy reviewing the gun camera footage and counting the destroyed TELs.
  14. Yes, the AH-64D weight is supposed to be an "issue" regarding hovering OGE in the target area - I worked with actual AH-64D pilots to get the figures in the ball park but just barely. It is the Hot and High challenge. My solution is usually to drop some gas and hope I have enough. The first time I played through this, I didn't get all the MRBMs and landed on fumes. The "wait" - I assume for the USAF to do their job and take out the SAM? You must be a better pilot than I! I seem to get to the Hold Point just as they are shooting. I'll take a look at that if/when I reedit the mission at a later date. Thanks for the feedback. Extremely helpful.
  15. As luck would have it, with the initial release, there is an AH-64D unit participating in a RED FLAG exercise. 3 x IA missions and a SP mission. Who knew?…
  16. You have read my mind. . Most (if not all) of the Instant Action missions take TSD entry time into account in some fashion, usually not starting the "Action" until the Player is flying; sometimes it is pressing the SPACEBAR to clear the introduction message that tells the other units to start. The Single Player missions also take TSD time into account as part of the aircraft start up/set up process - not always as a function of the player's action (flying or SPACEBAR press) - sometimes a function of time.
  17. Hi @RafaPolit - I'm the mission creator. Will fix the kneeboard today - look for it in an upcoming patch. (This was created when I was typing the coordinates onto the card; since I figured out a copy/paste system which avoids transcription error) Yes, the bottom two TG points were "left overs" from recycling the kneeboard template - already deleted. For @frostycab, to add on to Raptor9,TYPE does matter. The example is the Assembly Area CM vs the AAA TG. Both IDENTS are AA. So you have to enter CM or TG…or you might find yourself "Assembling" over enemy AAA EU, the IDENT for Enemy - Unidentified, is a useful code in that it will put the FREE inside the icon.
  18. Thanks. I'm focused on developing SP missions and am looking for ways that an AI wingman can call an A2G shot as a heads up/SA to the player, as well as the player making a call (purely for "environment"). The standard AI does a pretty good job with simple "Missile Away", etc. That said, I am looking to program in a bit more. For example, having an allied SEAD flight call Magnum to let you know that the enemy SAM should be going down soon. Likewise another flight calling a JDAM or LGB drop, partially as "ear candy" and partially to build some SA in the mission. Thanks again.
  19. A semi-old topic but germane to me in some mission building I'm working on. From the conversation I understand that certain shots require a brevity call - FOX 1, 2, 3; MAGNUM, RIFFLE and maybe PIG. I understand that there is no need for a LGB or JDAM call in many circumstances and in fact "Multi Service Brevity Codes, NTTP 6-02.1, did FEB 2002, does not let any (does anybody know if that is the latest edition?). However, as watch YT video of soldiers/marines in combat, and try to listen to the radio chatter, they seem to be getting some type of calls - from the aircraft? a JTAC? Specifically, they seem to know type / number of bombs inbound, time to impact (1:30 then 30). My question: in certain circumstances–like letting ground pounders know what is inbound–are there usual "semi-standard" calls for JDAM and/or LGB drops?
  20. It was a dark overcast day but you can easily land atop.
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