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SpikeGondorff

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Everything posted by SpikeGondorff

  1. Can you just have a separate flag that triggers when entering the zone? Flag 1 is off at missions start. Unit enters zone, Flag 1 is on. Unit is outside of zone and Flag 1 is on = Unit is outside of zone after killing SAMs. Hope that helps.
  2. This should be all 11 Mission Summaries and Blue Tasks. Let me know if something is awry with the PDFs. :) I'm actually working (very slowly) on updating it with the -A version with voice overs as a paid campaign. And at least 4 new missions. :) I've noticed a few missions don't work as well with the -A, as some of the speeds stated in the kneeboard aren't ideal with a max loadout for the less powerful TF30s. Some of the triggers are time sensitive, which need updating with the -A. EarnestWillPDFs.rar
  3. There isn't. If I have some time tonight I can copy them out of my Word document into a txt/pdf and attach them here.
  4. I set the player's plane to Late Activation to ensure where it spawns, which might be the problem. Remove that while adding Client, and it might work. I haven't tested it, but just giving ideas.
  5. Greetings all, Got snowed in with intermittent power outages, so I couldn't test/tweak like I wanted to this past week. Finally got it done and updated the Campaign in User Files. Mission 4 - completely overhauled the way the laser targeting works (i.e. - got rid of the duct tape solution), and it should now correctly target the rigs. Also tweaked the AI and they should (hopefully) drop their bombs. Mission 7 - The Airbase name in the Mission Editor was changed, which broke the scripting for determining the runway health. Fixed the script by updating it with the new name. Also added a radio item to show the health of the runway at any time in the mission, will allow you to see how much damage you did. Mission 8 - The name of the Silkworm missile was changed in the Mission Editor, which broke multiple triggers for this mission. I updated the triggers with the new missile name, and it works as it should. Please let me know if you see any other bugs or issues, and hope you all are staying safe!
  6. Thanks, glad you're enjoying it! To let everyone know, I've fixed the 3 missions with issues (missions 4, 7, and 8). I need to fully test them this week, but hopefully by this weekend or early next week they should be ready for upload. For Mission 7 (the infamous runway bombing mission) I've also added a radio option to immediately tell the health of the runway at any point in the mission. This will allow you to see what effect, if any, your bombing run had. I need to update the mission briefing to explain that new feature and specify the necessary HP level to advance the mission. Stay safe all!
  7. I'm glad you like the campaign! I'm not sure if I'll convert it to the -A. I'd either have to drop the -B completely (and I don't know if people would like that), or I'd have to support 4 campaigns (the -A with Super Carrier, the -A without SC, the -B with SC, and the -B without SC...and I know I wouldn't like that ). I kind of wish I'd split out the SC and non-SC uploads so I could if one had significantly more than the other. I feel like most people have the SC, but I don't know for sure. On a separate topic, I think I figured out solutions for all the issues I mentioned earlier. I just need to implement the various solutions in all the missions and then test them.
  8. Hahah, that's good to know. I love it when stuff starts working again. I'll still look at the mission again, as I know the AI wingmen are a little wonky, and I'd like to see if my new plan for the laser actually works. Thanks for letting me know!
  9. Hello guys and gals, sorry for the long delay, but I'm reading through the issues now. I found the problem in Mission 7 when dropping bombs. The official name of the airbase in the Mission Editor apparently changed at some point. I tweaked the script, and it seems to be working fine in my test. I still need to play through the entire mission to make sure it's working. I'll also reduce the amount of damage needed to trigger the success, since that seemed to be a problem, too. I haven't looked at Mission 8, but I'll take a gander and see what's up with the launching parameters. I had issues originally with them not finding the target, even with radars included, and had to use an An-50 to get them to spot the ships. Maybe something is broken there. I'll also take a look at mission 4 and the LGB drops. I had to do a workaround to laser the rig correctly (I placed an APC on the rig so the FAC had a target), so maybe that duct tape solution broke. I might have found a more elegant solution, but I haven't tested it. Thanks to everyone who enjoyed the campaign and their kind words. I'll start working on those missions and see if I can get them working again. Thanks for the patience, and apologies for the lack of responses!
  10. Glad it helped! I don't think I tried it with an SA-6, but when I played with the Hawk batteries, they had a tough time hitting all 4. I think in one of my tests one of the decoys actually hit the ground despite multiple launches against it. So (at least several months ago), the Hawk SAM system would thoroughly engage. Good luck with it!
  11. Sorry for the delayed response (real life kept me busy this past week), but are you still having trouble? As Draconus said, your wingmates' actions have no bearing on the mission success. Even if they are shot down, you can still succeed as long as you bomb your target. Are you seeing the automatic message about the lasing? If you're not seeing it, then the laser isn't firing (and as others have said, you can also see it through the NVGs). I'll try the mission tonight and see if one of the recent updates messed it up.
  12. Ahh, I understand. I should be able to work the triggers with some redundancies in case that happens. Or at the very least make sure the directions are clearer that you're not supposed to intercept the first time they pop up. Thanks for the feedback, let me know if you have any other issues.
  13. That's great; glad you completed it. I just ran through it again and it worked, so I'm glad it worked for you as well. Spoiler for the logic: Hopefully the rest of the missions won't be as frustrating. And I'll also look into changing the fuel when you Continue. I never thought of that and it's a good point, thanks!
  14. I just ran through the mission in OB, and it worked fine. I only tried the Continued version of the mission, but I'll try the full mission tomorrow. Were you on the full mission or the Continued one? I assume the latter based on your tip about fuel tanks, but wanted to confirm. There should be another intercept of F4s after the F5s, but I don't know why that didn't happen. They should be heading south to you when you're intercepting the F5s, and it should just be several minutes after you chase off the Tigers that you're requested to intercept the F4s. That's what happened when I just ran through it, but I'll look around some more tomorrow. The E-2 isn't technically operating as an AWACS, which is why you don't hear anything from him. I am running the excellent Random Air Traffic script, which, when I tested it initially, made the AWACS go crazy from random contacts. There was also the issue of asking for bogey dope would return the "wrong" contacts, hence the F10 menu option for BRA. Later missions have the AWACS working properly for data link information, but there is a Mission Controller that filters out the E-2 chatter. Sorry for the difficulties with it. I'll poke around tomorrow and see if I can't figure out what's up with that 2nd group.
  15. 1. I don't know of one. I noticed the same thing: the setting doesn't actually do anything and I still have to hit the Backspace key. No big deal, but the setting is there, so.... :) 2. There are some mods that clean up the cockpit. A quick search found this one: https://www.digitalcombatsimulator.com/en/files/3303911/?sphrase_id=3438495 I have no idea if it's any good or not, as I haven't used it, but check the comments and in the User Files section for others. 3. I have no idea because I don't use that program.
  16. Ahh, I bet that's it. There are no voiceovers in the campaign, so everything is text. The only sound you hear when AWACS "talks" is the radio crackle. When you turn on subtitles, you'll see that all subtitled messages that come in by radio appear on the upper left part of the screen, even the default wingmen AI messages like, "rolling," "wheels up," "mud spike 9 o'clock," etc. I used Jester's custom speech as a message sent to the player so you don't need to have anything tuned. For custom radio messages, there is no voice over (like with Jester), but there are subtitles. I didn't even realize that was a setting, to be honest. Sorry for the misunderstanding, and I hope that was the issue and the rest of it works well! On a separate topic, I did come across this bug for the -159: https://forums.eagle.ru/showthread.php?t=272071 The Preset setting on the -159 doesn't work as a preset setting. I think I had to flip to Guard before I could turn the knob to select preset channels. I don't think there is any custom chatter from your wingman in mission 2, but there will be in other missions. Let me know if you run across any other issues! Thanks.
  17. I tried Mission 2 in OB (2.5.6.54046) and I was able to see the Overlord's chatter on the upper left part of the screen with the radio noise. Channel 3 on the -182. Did you call Overlord through the F10 menu shortly after Fujairah? If so, were you able to see your chatter in the upper left? That shouldn't impact other radio triggers, but I'm curious if you could see your own radio call. Thanks.
  18. Thanks for all the info on what you've done. I uninstalled OB a few weeks back due to disk space, so I'm only running Stable at the moment. I tried it last night and it worked fine (on Stable). When I get some time I'll swap to OB and try it again. To ask the obvious question: were you looking on the left part of the screen for the communication from the E-2? Jester's speech is on the right to differentiate the ICS communication, while everyone else will be through the radio which appears on the left part of the screen. I'm asking only because the radio sounds you heard are the exact same trigger for the text. I don't know why the sound would fire without the corresponding text. Of course, stranger things have happened with the ME... Sorry for the hassle, and I'll update to OB in a bit and see if I can reproduce.
  19. I didn't find the mission, but I created a new one and it's pretty simple. I haven't played with it too much, but I got 1 AI F-14 to drop all 4 TALDs. Set the Task to Ground Attack, and set up an Advanced Waypoint Action with a Bombing Task. Weapon: -ASM REL QTY: All Attack QTY: 1 Altitude Above: 19,000 (I set the initial altitude of the Tomcat at 20k). I set up a few Hawk batteries, placed the F-14 a few miles outside their range, and set WP 1 at the border of Hawks' range. The Bombing Action was for WP 1. He dropped all 4 TALDs at WP 1 and started evading immediately after dropping them. As I mentioned, I haven't played with it much, so I haven't tried to release a decoy at separate times/waypoints, or drop when farther out or closer in, or anything like that. And again, this is on Stable, so I have no idea how it behaves in OB. Hopefully that helps a bit.
  20. I did it recently (2 or 3 weeks ago) just to see if I could, and I think I even got the AI to drop all 4. I don't remember the specifics, but I recall having to specify which "bomb types" they would drop (and if I recall, it was technically an AGM). This was on the most recent Stable version, so I don't know if something changed with one of the recent OBs. Play around with the different roles and tasks and it should work. I'll see if I saved the mission where I got it to work (but I don't think I did).
  21. I haven't tried the Red Flag campaign, but I thoroughly enjoyed the Mjolnir and Wrath ones. I like how many missions introduce you to subtle parts of the Viggen (Time on Target, speed to waypoint, etc.). Good stuff.
  22. Set the trigger to Repeatable, add the Condition Time Since Flag > 3, and in the Actions add Flag Increase (whatever your Flag was in the Time Since Flag Condition), and make your message last for 3 seconds. It will constantly refresh the message until the player leaves the zone. Or you can create a Trigger with the message set for a really long time (I don't know what the max is, maybe 999 seconds?), and when they leave have another trigger with a blank message but also check the Clear Messages checkbox. That will wipe any currently displayed messages. Or a combination of the 2 if you think they'll be in the zone longer than the max message time. Hope that helps.
  23. That's a good point. Ideally, it would be as said: you'd broadcast out and when you didn't hear anything back, you could check the frequency and rebroadcast. As it is now, once you hit the F10 menu option, everything flows based on timing after that trigger (and not just communications, but sometimes triggers for other events). The easiest thing (so I don't break any current triggers) might be to just add a check that the correct radio is tuned. If you hit F10 and you're not on the correct frequency, nothing happens. Not the most realistic thing, but probably the safest without redoing all the triggers and potentially breaking more stuff. I'll play with it this weekend and see if I can create a trigger based on the radio frequency. Glad you liked it!!! And thanks for all the different feedback on it. I've got a (growing) list of things to update when I get some time. I'm thinking about making it a paid campaign with 4 or 5 more missions and voice actors. I've never done anything like that, so I'm playing around with various sound filters and all that fun stuff. Thanks again for the kind words!
  24. I've seen the same missing logbook kills with Kaba's Cage the Bear for the F14, and even the Viggen campaigns. Last time this happened I remember it was if you landed the plane then the logbook didn't give you credit. If you didn't land the plane, then you were credited in the logbook. I'm going to guess this a DCS issue, but I'll play around with it too and see if I can narrow down what causes it. I'm glad you like the immersion and build up. I always like when campaigns/missions have chatter between pilots on the way to/from the mission area. With Jester a few feet behind you, there's no way he's going to be quiet. :) That Meg Ryan quote killed me the first time I heard it. I need to create a mission that has you bombing a volleyball court... Nice change in your signature, too. :thumbup: Got rid of that ugly Viper. :D
  25. Thanks for heads up on the multiple triggers. I'll also tweak the tanker speed. I first learned to AAR with the A-10, so I always default to that speed without thinking. :) Hah, yeah, sometimes you just need to do what works. It should be in the briefing and the pages on the kneeboard. What mission were you on that was missing it? Yeah, I finished the campaign the week the SC came out, and I was burned out on mission editing. If I recall, Jester mentions the Stennis somewhat often, so my plan is to just insert the Stennis carrier in the SC missions when it finally comes out. Although I'm getting the itch to create missions again...
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