

jmarso
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Everything posted by jmarso
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Noooooo. Best case: HB makes your campaign part of the product, like they did with Cage the Bear. Worst case: (although not even bad in reality): there are two campaigns based on Earnest Will, yours and theirs. The onus would then be on HB to make their paid product better than your freeware mod. Freeware mods are just what they are: labors of love by those of us who build them and share them with the community. Not just in DCS but in other games as well, some freeware mods manage to surpass the quality and content of the original game. Skyrim is the most classic example of this. Many people think the Bruma mod is better than the stock game. Another example is the X-wing Alliance upgrade project, which has completely rejuvenated a 20-year old game engine. Don't ever worry about what someone else is putting out, paid or otherwise. You just do your thing, and share what you want with the community. The players can judge which contributions are worthy of their time, and which aren't. If someone is building a campaign and they expect people to pay for it, the burden is THEIRS to make it a product worthy of purchase as opposed to a freeware download.
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Correct. If you want them all to go at once, try this: Select Weapon Select Station (include all stations with snakeeyes on them) Set fuze nose/tail Set Ripple Quantity X (where X is the number you are carrying) Set Ripple Distance Y (where Y is the interval between bomb hits that you want) Try that and see how it works. You may still need to hold down the pickle until they all release. I tried it that way one time, and I either set it up wrong or didn't mash the pickle hard enough or long enough, because I dropped only two bombs on that pass instead of fourteen. So the next time I set it the way I mentioned in the prior post and it worked well.
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Are you setting the fuze nose/tail? I think you need to do that with snakeyes. Just used them a couple days ago in the Earnest Will campaign, and they worked pretty well dropped from about 500' and doing 550-600 kts. IIRC correctly, my setup process was something like this: Select weapon Select stations Set fuze noze/tail Set release pairs And that was it. Worked like a champ. With the pairs release, I just held the pickle down over the target (a runway in one case, and a battery of silkworms in another), and counted the thumps as each pair of bombs left the plane. Since I was carrying 14 bombs set to release in pairs, after I counted 7 thumps I released the pickle and hauled ass. One important thing is to make sure you keep your speed up so as not to frag yourself- The threshold will vary with altitude, but the lower you are when you drop, the faster you need to be going.
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I like 'wrap up' missions like the last one- war's over, gives a chance to bring some closure through dialog and gameplay, and just some easy flying back to the boat with a beautiful gulf sunset. Perfect!
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I've noticed my HUD screwed up all sorts of ways after overstressing the A/C on a couple of occasions. Velocity vector out to lunch, no velocity vector at all, you name it. Ususally with 10+ G showing on the meter. So I guess it's not inconceivable that you broke something on your jet with that pull. I guess the test would be to load up another mission and see if everything goes back to normal when the jet isn't overstressed. But to answer your question, yes, I have seen this before, but only when I've taken battle damage or seriously over-g'd the jet as mentioned above. Everything always works as advertised 'the next time', so I've never assumed it to be a game glitch- just being ham-fisted on my part.
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Game freezes and unfreezes every 10-20 seconds
jmarso replied to PSYKOnz's topic in Game Performance Bugs
I've been struggling with this as well. It appears for me, the issue may have been Malwarebytes. I excluded DCS from that program, and the game has been running smoothly this morning. I'm cautiously optimistic and hope it keeps up; I got up this morning planning to roll back to 2.5.5, but decided to try this first. Glad I did. I swear I tried just about every other fix I've read about. -
Finished the campaign. Very immersive, very enjoyable. 5/5. Bravo Zulu! Looking forward to further ventures, if you plan on doing any.
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With the Tomcat, you still need to hit Shift-U to launch, not the salute option in the comms menu. You may already know that, but just in case. ;)
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Rolled 2.5.6 back to 2.5.5 - now metashaders can't create
jmarso replied to ACME_WIdgets's topic in General Bugs
Thanks. (I play SP only anyway.) -
Rolled 2.5.6 back to 2.5.5 - now metashaders can't create
jmarso replied to ACME_WIdgets's topic in General Bugs
I'm a SP guy anyway. Thanks for the link! :thumbup: -
I'd like to see the ranks start at the O-2 to O-3 level (or their warrant equivalents). It's the most minor of minor things, but nobody is out 'in the world' flying combat missions as an ensign or 2nd lieutenant. Most aviators don't hit the operational world until O-2 if they are very lucky and cycled through the training pipeline pretty fast, but more likely they are an O-3. Ranks should start at O-3 and progress from there, racking up enough hours to eventually cap out at O-6, which in the USN/USAF are the rank held by wing commanders. As for medals, you don't get stuff like the NAM or NCM for combat. Rather, you get stuff like air medals, DFC's, bronze stars, and so on. Maybe when you finish a campaign, you should get some sort of unit commendation. The NAM is something you get as an end-of-tour award, or for re-wiring your squadron's LAN when nobody else knew how to do it, or achieving 150% of the command's goal on the Navy relief fund drive, and so on. The medal system in most games seems to be jacked up, probably because most people don't actually know what the medals are typically given for.
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Rolled 2.5.6 back to 2.5.5 - now metashaders can't create
jmarso replied to ACME_WIdgets's topic in General Bugs
How did you get it to roll back to 2.5.5? This last update has made the game almost unplayable for me. Stutters and freezes like crazy. -
Finished Mission 7. Had to try a few times before it would accept that I'd cratered the runway. Must not have hit the damage threshold on the first couple of tries. One little detail I loved was Jester getting in my grill when I 'popped up' about 7 miles out to get my bearings, and make sure my lineup was good for the run down the runway before getting back down on the deck. I love how he bitched me out about it! Little stuff like that really makes a difference when it comes to immersion. Only one gripe with the mission planning here: the runway alignment is 06/24, and it's an early morning mission with the package striking to the east- into the sun. I think the strike planners would have engineered it to either come at the runway on the 260 heading, with the sun at their back, or planned the mission for dusk along the 060 heading, which would have achieved the same thing. Anyway, loving the whole thing so far. After not doing enough damage to the runway on the first try, I got tangled up with a couple Phantoms and splashed them, which meant I made it back to the boat on vapor. Two bolters later, I caught a 4-wire with 700 lbs on the totalizer. Jester cheered me up, though: "Bombcat we are not! Let's go face the music!" LOVE IT! :thumbup:
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You can, but you don't need to. If you do use it in STT, you can only engage a single locked target at a time. The Phoenix / AWG-9 system was designed to engage up to 6 targets simultaneously at long range. In order to do that, you need to be in TWS mode. Using it like a Sparrow is about the least efficient / effective way of using it. I'm not telling anyone how to play the game, though. You do you! :thumbup:
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Raven One: upcoming DLC campaign for F/A-18 Hornet
jmarso replied to baltic_dragon's topic in Missions and Campaigns
Any update on when this bad boy may actually hit the street? -
Did you give the "See you at 10" call? I think that's what triggers the switch to tower and the Charlie signal.
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Possibly, but I doubt it. Get outside of communities like this and VR is still so niche that it barely registers, I think. Then again, outside of communities like this, TrackIR is pretty niche too, so maybe you're onto something.
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That did the trick. RTFM, eh? :music_whistling: Thanks, Hollywood.
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Actually, I misspoke- I do use the nozzle dials, not fuel flow.
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Purchased, validated the key, was able to check 'on' the box in the EX tab. In game, no joy. None of the new SC voice commands work. I feel like I might be missing a step or two here, but I'm not sure what. Is there something else I need to import somewhere? (And if so, how?) It's been over a year since I originally installed VAICOM/AIRIO and got them working, and I remember it felt like pulling teeth back then. When it works as advertised, it's great. When it doesn't, well... Any tips or tricks to get the supercarrier comms working? It'd be nice to kiss off and call the ball without having to assign MORE hotkeys.
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I know; sometimes I have trouble with AIRIO, where you use VAICOM and voice commands for the radial menu functions. Sometimes I forget the proper voice command, and sometimes the proper voice command doesn't work right, probably due to voice recognition difficulties. Nothing to do with your campaign. Man, when that AIRIO works right, it's the bomb. When it doesn't, suckage goes up to level 20.
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I thought about doing that, but with the kneeboard card provided it's easy enough to jump in Jester's seat for a couple seconds and change the radios. 3 missions in so far; I'm enjoying having to make decisions like divert or try to make it back to the ship, and referencing the kneeboard cards for TACAN channels, frequencies, and such. My only moment of puzzlement for mission 3 was why TPTB wouldn't have the Tomcats launch and cover the AWACS while using its escorting Eagles for the initial show of force, since they are a couple hundred miles closer at mission start. I get it, though- the 'logical' way doesn't make for much of a mission. On mission 2, I actually landed at the divert, used the ground crew refuel function, and then flew back to the ship. Made for a long mission, but I got the field landing and the trap. Unfortunately, my wingman didn't want to switch over to landing configuration and ate dirt trying to stay in formation with me in the landing pattern at the divert. That's totally on the sub-par AI, however. Good stuff!
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Update: switching off easy comms did the trick.
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Ahh! I use easy comms habitually, along with VAICOM and AIRIO. I'll try switching off easy comms for the next mission and see how that works . Thanks!
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Just flew the first mission of the campaign. (Really nice work, so far!) As I think some others have mentioned, I can't initiate comms with the SC on my return. Hit every waypoint, and 'passed' the mission after landing, just no carrier comms or LSO grade.