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SpikeGondorff

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Everything posted by SpikeGondorff

  1. Updated the campaign files to fix the weird issue with the CH-53 immediately landing after takeoff, which would cause GasCan to not take off on Mission 2 (thanks for Castor Troy for pointing it out). Also aligned the kneeboard/briefing TACAN information with what the carrier is actually broadcasting in Mission 1 (thanks for MAD-MM for bringing it up). I'm glad you enjoyed it, and thank you for the kind words! :)
  2. Does it work in other missions with Easy Communications off? What button are you pressing to open the comms menu? It will be a different button than the easy comms menu, and will be a different button depending on if you're talking on the pilot's radio or RIO radio. In the key bindings menu look for keybinds for the 2 ARC radio items (ARC 159 for the pilot and ARC 182 for the RIO). Hope that helps.
  3. I tried the mission again after the most recent Stable update (which is currently the same as OB), and I now see the same issue. The problem appears to be the CH-53. It's supposed to take off and fly to Dubai, but instead it takes off, circles to the back of the carrier, and lands. When the helo is on the landing area, GasCan won't take off. I have no idea why the CH-53 is ignoring its flight plan and just immediately landing. I tried changing the flight's speed, altitude, length, etc., and he just laughs at me and then lands on the carrier. I swapped him out with an SH-60, and everything went well. I'll check through the rest of the missions tomorrow and see if are other helos ignoring my orders. Once they're all fixed, I'll update the campaign.
  4. Are you on OB or Stable? SC or plain ol' Stennis? I just ran through both the Super Carrier and vanilla versions of the mission in Stable, and GasCan launched just fine. He actually launched before me, which is annoying, but he did it just fine.
  5. Ugh, that's annoying. It should be 74X. I originally created that mission with 76X before realizing the Stennis' number was 74. I changed it in the mission editor, but forgot to update the documentation. I checked the next few missions and they're all correct, so they should all be good. I'll update the first mission when I get some time. Sorry for the incorrect briefing and kneeboard pages. Hope you enjoy the rest of the missions! Unfortunately, I don't think I'll do an EC build. There's already 11 missions in the campaign, with another 9 missions that are checkpoints. Then there's another 20 missions for the Super Carrier version. Adding an EC version to both the non-SC and SC would be 80 missions that's I have to update if (when) something goes wrong. Sorry. :(
  6. I poked around at some of the free text-to-speech engines out there and I thought they were pretty bad. I even uploaded the first half of the Mission 1 with it, and hated it. I heard some better voices on a few engines, but you had to pay for those, which sucks. Glad you like the writing. Aside from learning how to script, that was the longest part of mission making, but hopefully makes some of the boring transits a bit more enjoyable. The checkpoints were something I always wanted in missions, too, so I'm happy to see I'm not alone. :) I'm not sure, as I've never really used Voice Attack. I think it would just work normally if it's as good as the reviews say, but I can't say for certain. Did it work fine in the first mission? It's the same radio frequency and everything. Only difference is the time of day for Mission 2 is close to dusk when landing and it might be a CASE III. Or it might just be a weird bug. I have the 2 radio buttons bound to my HOTAS, and I think they're just called ARC-182 and ARC-159 in the bindings if you want to slum it like us normal people. :) And to be honest, I don't know how Easy Radios would work with F10 radio calls in the missions. I updated the campaign with a better speed check for the landings. I specifically tested the whole 2nd mission with the Super Carrier and landed without calling the carrier, and it triggered just fine. You should see some Jester chatter about 5 seconds after you land, which means the trigger fired. If you really don't want to fly that mission again, shoot me a PM and I can tell you how to edit the mission so you can bypass it.
  7. Glad you liked it! It was my first, which is probably why there are no voice overs. I really have no clue how to record the voice, and with learning all the mission editor stuff and minor scripting, it wasn't something I wanted to add to the list of things. Not sure if I'll do any more campaigns, at least anytime soon. I'm kind of burned out on creating missions, but I'll probably get the itch again. Thanks again! I'm happy you're enjoying it so far! For your mission 7 question: success is only determined if you destroy the runway. It doesn't matter what your wingmen do. More spoiler info below:
  8. Not sure about GasCan. Unless you're communicating with him through the F10 menu, I can't control what he says. He's part of your group, and I double checked and Channel 1 is the correct one. EDIT: I completely forgot about the Silent setting. GasCan was going a little goofy calling out every “civilian“ aircraft from RAT, so I set him on Silent for the first half. I'll look at it again and see about tweaking it. Sorry about that...just forgot I told him to shut up. :) I think I found the issue with the landings (check below). The lack of comms wouldn't be a problem for triggering the landing/completion (see next paragraph). I just tried it and communicated with the carrier just fine. Are you using the ARC-182 (RIO's radio) to talk? That's the only Radio that can tune to the carrier, while the ARC-159 (Pilot's Radio) can't. Even if Jester tunes to it, you have to push the correct button to talk to the carrier. Getting the correct carrier comms isn't something I can control, provided you're tuned to the correct frequency (127.500). I think I found the issue with the landing trigger. The speed trigger I mentioned earlier is set lower than normal (9 kts instead of the 30 kts listed). With the carrier moving, if you don't get pulled back by the wires after landing, you might not trigger it. I'll tweak the value and test it tomorrow, and after checking all the other missions for any lower values, upload the changes. You should be able to land at the alternate field to complete the mission, if you don't want to wait for the upload. Just make sure you stop completely (which apparently you can't do on a moving carrier, according to the mission editor). Sorry for the hassle. I'll upload the changes once I get all the versions of that mission sorted. Thanks for the patience.
  9. Sorry it's not. working for you. I'll take a look later today, but you should be able to land anywhere and complete the mission (assuming all the other objectives were completed). The only thing the mission should check is if your AGL altitude is under 50 feet or so, your speed is under 30 knots, and your vertical speed is between - 3 and +3. It doesn't matter where that happens, which should allow you to land at the alternate AB or belly land in the desert if you lose a wing or something. The Roosevelt carrier is on the same frequency as the Stennis was, but I didn't update all the chatter references to the Stennis. Whenever they release the Stennis SC, I'll update the campaign to that model. I didn't have any issues when testing with the Teddy on 127.500, but that was on Stable. Are you on OB or Stable? Minor spoilers: Did you intercept the F5s, turn on your radar, and get confirmation from Overlord that they're bugging out? Did you fly within 500' of the F4s and get confirmation form Overlord that they're running away? I'll confirm later, but those are really the only 2 things needed to finish the mission. Once you do both of those, you should be able to land anywhere and get a score of 100. This is all assuming nothing's borked with the mission, which is entirely possible and I'll check tonight.
  10. I put it in my Saved Games folder: C:\Users\*UserName*\Saved Games\DCS\Liveries\f-14b UserName is whatever your user account is on your computer. Just put the "IRIAF Blue-Gray" folder in the path above, and you should be good. If not, let me know and we can figure it out. Haha, it's ok. I never liked Overlord anyway. Always too bossy and sending me into areas with a Weapons Hold ROE. :music_whistling:
  11. It shouldn't. There's only one mission where the timing is critical, and that mission starts you already hooked up to the catapult. There are a few missions where there are other flights of your package taking off when you spawn. I'd allow them to launch first just to avoid any weirdness, as the expectation is they're waiting for you at the form up point. I hope you enjoy it!
  12. Hah, yeah, you let the AWACS get shot down! I think that's what happens if you do nothing. :lol: When Jester tells you to check in with Overlord he should also tell you to tune 133.000 (which is on Jester's radio, so you'll have to order him to change it). Overlord is on that channel and all the instructions from him are only heard if you're on the correct channel. It's one of the preset radios, so you should be able to just order him to swap to Channel X (I think it's Channel 3, but I could be wrong, but the correct one is on the kneeboard). I couldn't figure out how to script Jester swapping radio frequencies, so you'll have to order him to swap channels. If your next mission is the mid-air start one for mission 2, you'll still need to tell Jester to tune 133.000. There isn't a way to get Jester to start the mission on a different frequency than the Group frequency. When you communicate with anyone through the F10 menu, you should always see chatter within the next 3-5 seconds. If you don't, make sure you're tuned to the correct frequency.
  13. Unfortunately, getting the wingmen to actually drop bombs was completely hit or miss for me and all my hours of testing it (mostly miss). I tried putting the IP closer, farther, different altitudes, same group, different groups, etc. I couldn't get them to consistently drop their bombs, if at all. The best I got was 2 of them would drop the bomb, but only after flying 50 miles away before turning inbound to do it, and you were feet dry by the time they dropped. Next mission, I tried putting the IP 50 miles back, but then they just didn't drop them (again). I'm pretty sure there are a couple of grey hairs in my head from the AI in this mission. To complete the mission, it doesn't matter what the wingmen do, only that you destroy your rig. I don't know if there's something screwy because of the LGBs and having a separate JTAC instead of their own TGP. Next time I look at the mission I can load up the wingmen with TGPs to see if that helps. It should be pretty painless to swap the -B with the -A when it comes out. Glad you're enjoying it so far. :)
  14. That's weird (and annoying). I've never seen that. A bunch of questions incoming: Does the mission/game crash, or are you getting the End Mission results screen? How close to the tanker are you? Did you get the reminder about calling Overlord when you're done refuelling? Just to make sure we're on the same page, I think there's 2 tankers in the mission. Are you going to the tanker near Waypoint 3? And final question...are you on Stable or OB? I've never seen that issue in Stable, but I've never tested it in OB. If you don't want to mess with it and don't mind a little mission editing, you can create a trigger at Mission Start to turn on Flag 50, then start the mission, ensure the results are 50, and exit the mission. That should start your "next" mission next to the tanker with full tanks.
  15. Glad you liked it! :thumbup:
  16. Playing on Stable (2.5.6.49798) and found that this mission was still messed up. It looks like ED changed the trigger logic at some point. This combination for Triggers no longer works: Trigger Type = Once and Event = Mission Start The Russian Group AI Off trigger never fired (nor does the flag for setting Results = 50), so they start sailing off immediately. I changed all of those triggers to Trigger Type = Mission Start and it worked fine. I can upload the saved file if anyone doesn't want to mess with editing the mission. Or you can just drop the bombs at B3, as Bolek originally stated (which is still unsatisfying). :) Edit: Mission 4 also has a used-to-work-but-now-doesn't Once/Mission Start trigger, but it appears to be for cinematics which shouldn't impact the mission itself.
  17. Yeah, I was thinking more how to check for Jester being dead as a Mission Trigger. He does a lot of talking on the return flight, and if he's dead, that would be weird. Unless the player is doing a seance, which I'm not going to deny would be very cool. :) I tried to activate the Emergency Gear drop but it didn't work. I will admit to never practicing emergency procedures, so I assumed I was doing something wrong. The belly landing was nice, though. Empty drop tanks were a nice cushion.
  18. Hah, that's great. I don't think I planned for a contingency where Jester died but you lived. I don't even know if you can check for Jester being dead. I ran out of fuel one time when testing that mission (I'm so embarrassed). Managed to coast to the divert airfield and do a belly landing (couldn't drop the gear). It's much cooler to say you took a missile to the face instead of running out of gas, though. :) I'm glad you're enjoying the campaign. Thanks for the kind words!
  19. Hah, if you have the recording software and skills, I can send you the dialogue. Try not to be too sexy, though, we need the pilots concentrating on the missions.
  20. Thanks for the kind words! Let me know if anything doesn't work or anything like that. It's tough to test how clear the directions are when I already know what I'm supposed to do. :) Just text, unfortunately. I don't know how to record voice overs, so it's all just strictly text. If HB want to lend me Jester's voice and their recording equipment, I'll gladly insert the files into the campaign. :thumbup:
  21. Thanks, IronMike! It's annoying how often real life interferes with my hobbies. :) Hopefully the checkpoint system helps people enjoy the sim more. It's not perfect, and there are a few missions where it's still a long sortie even when starting in mid air. Maybe one day we'll get a save system for us poor single players. Great! Let me know if you have any issues and I hope you enjoy.
  22. Updated the campaign with the Super Carrier. There are now 2 campaigns in the zipped file: "SC" and "NonSC." Descriptive, if unoriginal. I also tweaked the loadouts in the early missions based on RaisedByWolves' observation. Thanks all!
  23. Working on it, slowly but surely. Hopefully sometime this week, assuming life doesn't get in the way.
  24. My understanding is that you'd need to go into the Mission Editor and change the Skill level from "Player" to "Client." I think that's all that is needed to make it MP and allow you to fly with a human RIO.
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