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SpikeGondorff

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Posts posted by SpikeGondorff

  1. Flew the first 2 missions and really enjoying it so far.

     

    I also encountered an issue with not getting credited for my "landing" on mission 2. I successfully completed the CAP and was cleared back to the carrier. I then proceeded to ignore a wave-off and got a snide remark from Jester once I came to a halt. Didn't get a grade at all from the LSO. I quit the mission and had a score of 50. I fixed the issue by editing my pilot log so I can move on but next time I'll check the score before I exit and fly a quick Cat and Trap to get credit if I don't have 100 points.

     

    Also Haven't seen any chatter from GasCan. I've got my pilot radio set to 1 and he takes orders but no messages from him. Am I missing something?

     

    Flying SC version in stable release.

     

    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).

     

    I landed on the Roosevelt, didn't get a landing rating though as the landing was failed for not doing any comms. Could that be the issue?

     

    Running latest OB.

     

    Yep, intercepted F5s and got confirmation from Overlord. Yep, flew formation with the F4 and got confirmation they were bugging out.

     

    Guessing there's some kinda bug with landing on the SC. Note that I tuned my radio back to 127.500 to radio inbound to the carrier at approx 60nm range, no response.

     

    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.

  2. Aaand, 2.5 hours of flying later, I've failed mission 2 after landing on the Roosevelt. I'm guessing it's because my landing wasn't given a grade due to no comms. Sigh. Think I'll stick with official campaigns for the time being, even though I loved the structure of this mission.

     

    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.

  3. Can someone tell me where the optional IRIAF Blue-Grey folder goes. There isn't any install instructions on that folder, nor is any instructions on the main thread for that download.

     

    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.

     

    Please send my deepest regards to the families of the crew of Overlord/Magic. My training failed me at the most urgent time, and I have since grounded myself until I can learn proper radio doctrine.

     

    Haha, it's ok. I never liked Overlord anyway. Always too bossy and sending me into areas with a Weapons Hold ROE. :music_whistling:

  4. Looks great. If I switch from cold start to "takeoff from parking hot" in the mission editor, will that screw up the timing of events in the missions?

     

    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!

  5. So I'm on mission 2, the BARCAP next to AWACS. After about 75 minutes of flying back and forth between waypoint 2 and 3, wingman called Bingo fuel, so I called him home.

     

    To be honest, I got pretty bored so quit out - I'm guessing I didn't do something right, as there was probably meant to be something going on while I was there? I think I may have called on station before I initially reached WP2 - could that have broken the trigger? Was I meant to do anything with my radios to hear Overlord, as I also just left them on default settings (did the cold start version of the mission).

     

    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.

  6. Like this campaign. I agree, it is the best one so far. Will you be making this for the -14A?

     

    On the mission where you bomb the oil rigs at night, I can’t get the rest of the flight to drop anything. Any suggestion?

     

    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. :)

  7. For mission 3 the mission suddenly exits after I arrive at the tanker after a while. The score is 0 and I cannot advance. Is there any solution to that?

     

    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.

  8. 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.

  9. You can assume you got another RIO assigned after the mission.

    To check go to Jester Menu and it says "incapacitated".

     

    Twist the handle for emergency drop or it didn't work too?

     

    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.

  10. Hey Spike,

     

    I'm having as blast playing your campaign, it flows well, is well researched and scripted, and I love Jester's and GasCan's quips (especially about USS Forrestal :megalol:). Well done!

     

    I just completed the "Boring CAP" mission, the one with the singleton escort (trying not to spoil), what a cool mission!! I copped an AIM9 in the face which knocked out Jester, electronics, radios, nav, radar and hydraulics, but managed to limp back, land at the alternate, and complete the mission. I have attached a couple of screenshots (I changed the Player livery: Livery by 59th_Jack).

     

    Cheers!

    Scotch

     

    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!

  11. No complaint at all, so far I'm loving it! Just wasn't sure if I'd stuffed the install. If you need a sexy Aussie voice however...

     

     

    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.

  12. Thanks for this - so far it's terrific! We really needed another good PG campaign, especially for SP.

     

     

    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. :)

     

     

    Quick question - is Jester's dialogue voiced, or just text as I'm seeing at the moment?

     

     

    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:

  13. Thank you, great job!

     

    I've added the thread to the stickied campaign list.

     

    Well done!

     

    Thanks, IronMike!

     

    First mission down...just very grateful for a new Tomcat campaign rooted in realism, but keeping in mind the player's realistic limitations. Thanks so much!

     

    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.

     

    Thanks a lot for the campaign; I'll give it a try as soon as I can and let you know if I'll find any problem.

    I was really looking forward for a F14's campaign to be played solo; great work!!!!

    Gibo

     

    Great! Let me know if you have any issues and I hope you enjoy.

  14. sry if this is off topic, if you hosted a single player single aircraft mission on a server would that allow a rio to join you?

     

     

    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.

  15. Good afternoon, Tomcat pilots! I wanted to post about a new campaign I just (finally) finished for the F-14B. It's a story based campaign that takes place in 1987-1988 during Operation Earnest Will. My understanding is that the F-14 had a minimal role during the operation, so I've taken great liberties with history to give the Tomcat (and the player, specifically) a greater role. There will be some intercepts, A-A combat, A-G bombing, and AI that constantly run out of fuel, but hopefully it will entertain as well.

     

    Originally it only had the old Stennis, but it has been updated to include a second campaign for people with the Super Carrier.

     

    https://www.digitalcombatsimulator.com/en/files/3310481/

     

    One thing I wanted to highlight and hopefully clarify is that I attempted to create a basic single checkpoint system. Here is the description straight from the user files section:

     

    I have attempted to create a very basic save system for the campaign. I haven't seen this done before, but if it has, I apologize for the incoming lengthy description of how it works.

     

    For those of you not aware how the DCS campaign builder works, the Results (not Score) at the summary screen after a mission determines what happens next. If the Results are between 0-49, you move back. If it's 51-100, you move forward. If it's an even 50, you remain in the same stage and (generally) replay the same mission.

     

    What I've done is create 2 missions per stage. The first is the cold start, have-to-do-everything mission. The second is a variation of that same mission that starts you airborne and closer to the action. The first time you start a new mission, your Results will be 0. As you fly the mission, your Results will move up to 50. Completing the mission (objectives completed and landed) will net you Results of 100. If you die, wingman shoots you down, wife/kids scream at you in exasperation of your simming hobby, you can continue from a specific checkpoint in the mission provided your Results = 50.

     

    For example, in the 3rd mission of the campaign, you are required to defend a ship. Flying there with afterburners will drain your fuel, and you are required to AAR from a nearby tanker. Getting close to the tanker will trigger the Results = 50, so if you hate refueling, or just need to quit, you can exit the mission. When you play the “next” mission in the campaign, you will be flying close to the tanker with full fuel, ready to complete the rest of the mission.

     

    The caveat to this is that you can move back in the campaign. Which means if you crash, die, girlfriend screams at you, etc. before you trigger the Results = 50, then your Results will be 0. If this happens and you don't want to replay the previous mission, you MUST click “Close” on the summary screen (button in the bottom left). If you click the green “End Mission” button on the bottom right, you will fail the mission and move back in the campaign.

     

    Using the example from the 3rd mission above, if you die before getting close to the tanker, your Results = 0 and you will move back to the previous mission in the campaign if you hit the “End Mission” button in the summary screen. So, please, only hit the “End Mission” button when your Results are 50 – 100. Otherwise, hit “Close.”

     

    Hopefully that makes sense. If not, please let me know.

     

    This is my first campaign, so if anything is amiss, or you have any tips, recommendations, critiques, etc. please share.

     

    Thanks!

    • Thanks 2
  16. That's fair, I'm looking for a time frame for when that might be. Are we talking a few weeks or months? I'm trying to understand what it actually is that I've bought into by pre-purchasing Super Carrier. I was under the impression I'd bought early access to the module being released on a stable game. It's looking like I've accidentally bought into beta testing which I don't have the time to be a part of.

     

    Considering that the last Stable release was nearly 4 months ago, and that the JF-17 is still limited to Open Beta, I would guess it's going to be months rather than weeks. I hope I'm wrong, because I prefer Stable, but who knows. I'm expecting the worst and hoping for the best, but ED usually confirms my expectations.

  17. I don't know much about the MiG21 (I don't own the module), but if they have any kind radar warning system, they'll pick up your radar from a long distance. You don't have to lock them; any kind of radar emissions from you is enough to set off the RWR. Again...assuming the MiG21 has something like that.

     

    Try it again with your radar off and I would expect a different outcome. Of course, this is DCS AI, so I have no idea what they do. If this isn't some dynamic mission, then I would keep a tight rein on the AI and force them not to react until you want them to.

  18. If you set them to Start At Ramp, you have the option to make them Uncontrolled (one of the check boxes next to Late Activation). The planes will be there but with no pilots in them, and they won't move. Create a Task for them to "Start" (the tab next to where you set their skins and loadout) and set a Trigger with AI Task Push to that Start task.

     

    Hopefully that makes sense. There are some other ways to do it, but that's the easiest that I've found.

    • Thanks 1
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