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Nix Mills

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Everything posted by Nix Mills

  1. Yes, I made those updates just after the cutover. Enjoy.
  2. Here you go... image.jpgnullnullimage.jpg
  3. Thanks. This is really helpful. I can see that it is missing also giving you 5 points for being on station when the operation commences. I'll make sure to fix this.
  4. Scoring system seems right to me, but you’d need to get all the targets for a 100 result. As for your loadout, you’ll need to push that one up the chain to CAOC who issued the ATO.
  5. I can take a look. Do you have a screenshot or message log of the debriefing you can select at the end when you’ve landed?
  6. Hi guys I'd really like to ask for the lua task "refueling" to be made so that it can be used for a Unit also, like many of the other tasks do. The task works for a Group, but if you give it to a Unit (such as your wingman), the Unit will "RTB". Examples: Refueling = { id = 'Refueling', params = {} Group.getByName('Ram-2'):getController():setTask(Refueling) <-- this works fine for an AI group Unit.getByName('Ram-2-2'):getController():setTask(Refueling) <-- if used on player's wingman, wingman will RTB Keep up the good work - love it.
  7. Hmmm... that sounds a bit frustrating. I haven't heard of or experienced that problem before. It might not be caused by the mission. However, I have updated the failsafe now so that at least the bunker will be destroyed. I'll request for it to get pushed out with the next general update.
  8. I'd have thought that was an impossible bug to create. The error you got was because it was trying to calculate the bearing to the Gecko the moment it fires at the decoys, so that Shadow can call it out. It appears that you'd have somehow managed to destroy the Gecko at the same time it fired its first missile. Anyway, the script error you got should not have had any impact on your ability to complete the mission. I have however created a failsafe for this now.
  9. Thanks - I wasn't aware of this until you mentioned it. Nevertheless, someone else had already reported it to ED, so hopefully it'll be resolved soon.
  10. Thanks for reporting this. I was a bit surprised to see this as the Guard frequency was not actually controlled by the missions but a native DCS setting. It would seem that one of the recent DTC updates might have broken the Guard setting. For now, I suggest you simply put 243.000 into channel M (manual).
  11. Thanks for letting me know. Apparently it has not been updated although mentioned in the patch notes. I'll resubmit for next patch then.
  12. Yeah, the thing is, that message doesn't exist in any of the missions. Your standard message is: F-10 OPTION (I) TO CHECK IN WITH STRIKE (265AM)
  13. I can't really find anything. Would you mind sending me a screenshot of the message history or something?
  14. It seems to me that when the air pressure in the weather settings is increased, increasing the altimeter setting doesn't quite keep up. From what I've noticed, but I could be wrong, the difference between you what you see in your HUD and what is the 'true' altitude (which you can see on the F10 map) gets greater the higher the pressure. The script that talks out player's altitude (e.g. when checking in with Magic), is based on 'true' altitude and then rounded down to more or less match what you'll normally see in your HUD , which by default always seems to be 200-500 ft higher when you're up in the 20s. If you have also changed your altimeter settings, there could be an even bigger difference between what your HUD reads and what the true altitude is. You will also notice that this sometimes also affects your fuel state readings, which can be off with one or two decimal points - even when using the native DCS option to check in with Marshal. Don't worry too much about it. The missions are set up with enough tolerance and your altitude "in the CAS stack" or in the transit corridor doesn't need to completely accurate.
  15. Check in with Devil, then establish orbit over Deiz-ez-Zur at 20,000 ft (stay within 9 nm of target). Make sure you're monitoring Devil on PRI and wingman on AUX. You'll get a reminder after a while you haven't passed this step.
  16. I have "relaxed" the criteria for both a bit and added a failsafe to help detect impact on bunker, in case the others didn't work (it happens for some reason). Should be out with one of the next updates. Note that Player is reporting that they're on station when they start orbiting the target, not the moment they get visual on the target. The first task is to confirm civilian activity visually.
  17. Glad to hear. If you could tell me what mission it was and I double check the scores.
  18. Thanks. Will check. In the meantime, you can use normal wingman commands also on AUX.
  19. Let's see, I'm checking the settings in mission 1 and using true north from the map (not in-game magnetic north, which is +5 degrees). On the map you'll see that the carrier has a Z-shaped course. This is because it starts out going up against the wind for departures, heading SW, then turns NE so as not get too far away from the coast (to reduce your commute), and then turn on a SW heading again to its WP3. By the time you return, carrier should be on course for WP3. Yes, the wind is blowing in direction 044 degrees (coming from 224). The carrier has an angled deck of 9 degrees to port side, therefore to get as much of the wind blowing over the deck, the carrier is on course 233 as you say (224-9). The wind is only 11 knots (in some other missions only 5 kts), so you'll still have most of the wind coming from the direction of the carrier. I've linked to this image from Minsky's post dated September 15, 2022.
  20. The length of missions, the need to refuel and the use of music were some of the things we were a bit concerned about how they would be received. So this positive feedback has been really reassuring. Thanks.
  21. Thanks. And no, the intent was to have the carrier on an ideal course for recovery up against the wind. Are you experiencing this in all missions or in a particular one?
  22. All, I feel your frustration. It is however not a campaign mission bug, as we don't have any control over weapons effects and delivery. I am not aware of any DCS bugs related to the accuracy of JDAMs and LGBs for either player or wingman. If you're experiencing this across different types of missions, it might be a related to unlicensed mods installed. See General Advice in this post: If you're not already a super user on JDAMs and LGBs, check out the Tips and Tricks post here: Here are a few more points to the latter: - if you're targeting a tank or a moving target, use laser guided bombs (LGB) because you need it to hit perfectly (JDAMs might hit right next to the target, which is real enough, however IRL that would have damaged an old T-55 beyond repair) - for LGBs and JDAMs (in TOO) mode, make sure you have assigned/locked the target on your ATFLIR in A/G mode - for LGBs and JDAMs make sure EFUZ is set to INST (otherwise dud) and make sure delivery method is set to AUTO (not CCIP) - for LGBs make sure right panel switches are set: LTD/R up to ARM and LST/NFLR up to ON (we've all forgotten this at least once) - for LGBs make sure ATFLIR is set with the correct laser code - it's default is 1688 (training mode), but your LGBs are looking for a laze on 1711 - for LGBs make sure you are also lazing the target - either automatically by having boxed 'TRIGGER' on the ATFLIR screen ahead of release, or manually with your gun trigger - LGBs must be dropped with your crosshairs aligned when the countdown reaches zero - JDAMs must be dropped when you're IN ZONE and on an approximate heading to target Most of these things are also mentioned in your fence in checklists. Good luck and never give up
  23. Yes, you're right. Little errors snuck in as things got changed and a few spots were missed despite all the proofing and testing. Following departure, you will of course arc right towards the coast and your first waypoint. As for Marshal stack upon returning, Mother will always order you to orbit at 3,000 ft to stay clear of the other flight(s) that are already recovering (IRL they'd fill up the stack starting at 2,000ft). Neither of these would affect your score, though. And yes, please don't microwave the tanker crew.
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