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Everything posted by SpikeGondorff
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SP Campaign: Operation Earnest Will
SpikeGondorff replied to SpikeGondorff's topic in DCS: F-14A & B
Thanks for the heads up. I didn't realize you could have an improper set up. That is the loadout for the first few missions, I think. I'll change it once I get some more feedback on anything else that's borked. Thanks! -
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!
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Smaller ships, perhaps. But not a carrier and its inevitable escort. https://en.wikipedia.org/wiki/Montreux_Convention_Regarding_the_Regime_of_the_Straits Regardless, it's a game with only 2 maps that have water. Put whatever you want in the Black Sea. :)
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Update 2.5.6 for Supercarrier requirement
SpikeGondorff replied to hawa0835's topic in DCS: Supercarrier
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. -
AI vs player Detection ? what makes them tick ?
SpikeGondorff replied to Phantom_Mark's topic in Mission Editor
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. -
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.
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My understanding is that you can't spawn static objects after mission start. Someone please correct me if I'm wrong, because I would love that option.
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You can do it through the ME if you want. If you want to change the ROE on a waypoint (Ingress Point, for example), you can use the Advanced Waypoint Actions (I think it's under Set Option). Otherwise, you can use the AI Task Push. For that, you'll have to create the actual AI Task for that Group (one of the tabs next to where you set the weapons for the group), and then reference that action in the dropdown of the AI Task Push in the trigger menu. If that's confusing, let me know, and I can try to post some pictures when I'm in front of my computer.
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You can also set their reaction to threats in the Advanced Waypoint screen shown above. Everything from them ignoring threats, to passive defenses (firing flares while still going in a straight line), to fighting back, to actual aborting the mission and returning home. If you want them to fly straight and level while you shoot at them, set them to ignore threats and Weapons Hold.
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I think it's more realistic to have all the options there. You can make calls on the wrong channels and not realize it at first, which I have never done in real life at all.... In game I've called up the Tanker while still on the Flight channel, and cussed out the Tanker when he wouldn't respond. To answer your actual question, I don't know of a way to do it. Sorry. :(
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GROUP ACTIVATE not working for carrier start?
SpikeGondorff replied to Nealius's topic in Mission Editor
Attached is the .miz, although it's literally just the simple test from your original post. There is 1 trigger set to run Once, when Time More than 10 seconds, to spawn a group on the Stennis to take off. The group consists of 1 plane, so I'm not sure if that matters. I also tested it in my 2.5.5 OB install, and it worked there (at least the Takeoff from Runway did, I didn't check anything else). SpawnTest.miz -
GROUP ACTIVATE not working for carrier start?
SpikeGondorff replied to Nealius's topic in Mission Editor
I just tried your simple trigger, and it worked fine for me. I had the aircraft spawn from the ramp cold, hot, and from the runway and each time it spawned and launched. I'm on stable, though, which is still 2.5.5. Maybe that's the culprit. -
Mirage Red Flag Skip Campaign Mission
SpikeGondorff replied to redmantab's topic in User Created Missions General
I think you just need to find the current mission that you "failed" in your logbook and set the results field to 100. Save a copy before you mess with it, though. To play the campaigns as individual missions, I go to My Missions and then navigate to the campaign folder and play them one at a time. -
Mirage Red Flag Skip Campaign Mission
SpikeGondorff replied to redmantab's topic in User Created Missions General
You'll need to edit your Logbook file in logbook.lua, which is usually found in C:\Users\*UserNameHere*\Saved Games\DCS\MissionEditor. You might have to download Notepad++ to open it (if I recall, it's an unformatted mess without it), but make a copy (or 3) before you try anything. I don't remember the specifics, but you should be able to see successful missions from the same campaign to see what you need to add and change. Add the relevant information, save it, load up the campaign and see if you've advanced. If not, copy one of your backups over and try it again. It wasn't too complicated to figure it out. If I did it, you'll be able to. If you really don't want to mess with it, you should be able to play the campaign missions as individual missions. I love that campaign, by the way. -
M-2000C Red Flag FEEDBACK
SpikeGondorff replied to baltic_dragon's topic in M-2000C Red Flag Campaign
Great campaign. Between this one and the default Mirage 2k campaign, this is my new favorite module. I picked up your A-10 campaign at the same time, but I'm having too much fun in the Mirage to try it (I will eventually). I even created an account on the forums just to post this feedback. The only issues were the same as others have reported, mainly AI stupidity, but it was never enough to pose a problem. And those f$ing Gazelles. Poor Max. :thumbup: