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EagleDriver95

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  1. Really phenomenal campaign thus far. Appreciate the amazing attention to detail and immersion! One tactical question I had -- is there a reason why pre-push refuelings don't feature in some of the long-legs early missions, particularly where we have to take 3 bags? I can totally understand lowering the campaign's barrier to entry by not requiring refueling for the player on every mission - that makes sense. I just wondered if pre-vul refueling could be an option on some missions where you have to take that center tank to make it possible without tanking. But that's such a small nit -- your campaigns are among the best out there!
  2. There appears to be an issue that prevents AI F-14s from being able to drop precision munitions. This is breaking a number of triggers most notably perhaps in Baltic Dragon's Dominant Fury campaign (missions 6 and 12). Realizing HB and ED may already be aware of this as Baltic Dragon mentions he has brought it up, so forgive me if repeating -- but did not see a callout here in the bug list for the F14. Maybe this is an ED/DCS AI issue but wasn't sure -- just wanted to highlight since it impacts the playability of a DLC campaign. From BalticDragon's Dominant Fury "Current Bugs/Workarounds" page on his forum: "MISSION 6 problem (no comms after dropping bombs) During startup, player can get damaged by the adjacent F14 unfolding its wings. This is a DCS thing with the Tomcats and player's aircraft is set to invincible - however, the immortality does not work when the wheel chocks are on. Therefore make sure to remove the wheel chocks before the 5th minute of the mission. This is out of my hands and we need to wait for a fix. After the attack there are no more comms in M06. This is linked to DCS bug with AI Tomcats refusing to drop guided bombs (already reported to ED). Since half of the package do not drop, some of the triggers are not fired. This is out of my hands and we need to wait for a fix, although the mission can still be completed. MISSION 12 problem (no comms after main package attacks) This is the same reason as for M06, where AI Tomcats instead of dropping their GBU-24s just turn around and fly home. Again, This is out of my hands and we need to wait for a fix from ED. Needles to say, F-14s behaved normally in last tests just before the release."
  3. This is a shot in the dark....in certain other campaigns from my multiplayer group, we've had issues with cruise missiles impacting terrain/acting weirdly and freezing up people's DCS. I remembered there being something in the briefing about cruise missiles from the task force in this mission....haven't had a chance to look in Tacview but any chance the Tomahawks are whacking something out (and they just happen to impact right around the time we are rejoining with Red?)
  4. Having the same issue. Rejoining with Red over the mountains, just before feet wet, DCS freezes. I didn't manage to get a crash report, had to Task Manager end the program, but here is my DCS log from today. dcs.log
  5. I could be wrong but I don't think so. I tried this evening and it still looks like the F14's didn't drop. No explosions on the tarmac before the Raven hornet flight gets there and no comms after bomb drops
  6. Hi there, realize this totally may be a result of new Open Beta issues, but just wanted to flag as well. On mission 13 part 2, when given the first CAS assignment coords by Sentinel just after the tanker, Poodle just starts flying around in circles pulling 2-3G turns. He doesn't fly to the point at all. I ended up just burning gas to try to keep up with him. I got the dialog about "would be nice to have JDAMs", but after that he just keeps flying in circles. Thanks for your attentiveness on the forums to various bugs!
  7. Hi all, For the Crisis in PG Tomcat version from CEF -- I had the following error come up while using the First Mission generator after installing with the DCE installer and using OVGME to put in the mission scripting file. I don't know how to trace this error -- can anyone help? ATO Generating Sortie (873) - Complete C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\bin\luae.exe: ../. ./. ./ScriptsMod.20.43.65/ATO_Generator.lua:675: bad argument #1 to 'pairs' (table expected, got nil) stack traceback: [C]: in function 'pairs' ../. ./. ./ScriptsMod.20.43.65/ATO_Generator.lua:675: in main chunk [C]: in function 'dofile' ../. ./. ./ScriptsMod.20.43.65/MAIN_NextMission.lua:269: in main chunk [C]: in function 'dofile' ..\. .\. .\ScriptsMod.20.43.65\BAT_FirstMission.lua:313: in main chunk [C]: ? C:\Users\my name\Saved Games\DCS\Mods\tech\DCE\Missions\Campaigns\Crisis in PG-Tomcat-CVN-Light>
  8. Using several different weapons I have encountered an issue where the TPOD cue in the HUD is several miles off the designated point that the TPOD is actually pointing at. The videos I've provided are from a mission in the Persian Gulf map where I was using a JTAC to laser-designate for a GBU-12; the pod acquired his laser but the HUD cue and bomb fall line cue diverged by several miles. In the second video clip from the same mission I tried just using the pod to designate (TDC depress and point track on the vehicle target), but the HUD cue and fall line cue still are off of each other significantly, making it impossible to drop the bomb. If having used WPDSG to slew the pod near the target area coordinates is the problem in this instance - I can understand, but I was under the impression that LST lock and TDC depress updated the target location in the computer. https://www.youtube.com/watch?v=Fv804oLKtEo https://www.youtube.com/watch?v=Fv804oLKtEo I had another instance however that did not involve waypoints which makes me think this is a recurring issue. I unfortunately don't have a track/video but it re-occurred in several mission attempts and I can describe. Pointing the pod at the sub, acquiring an IR point track, and pressing TDC depress, the HUD cue was still several miles off to the right -- and even though the laser seeker in the maverick would slew to the sub's physical location, it wouldn't lock or allow a launch. I do have a track file but it is 15 MB and exceeds the size limit of 5MB here. Have flown the Hornet for quite some time without issues with the TPOD and was just curious if this is an issue that may have cropped up in recent updates. Several members of my virtual squadron also mentioned they have had TPOD alignment issues in recent weeks. Thanks for taking the time to read/investigate! -EagleDriver95
  9. Thanks for the suggestion -- just checked, for my current campaign yes, SC_UseTurnCarrier = false.
  10. On the Hornet over PG Supercarrier campaign, the carrier turns randomly all of the time. Doesn't matter if planes have called in on approach. It spins all sorts of directions. Makes trying to land almost impossible especially for Case III. Any ideas on how to get it to go straight and not make so many turns? Also when it turns the entire task force nearly crashes into each other XD
  11. Having issues with Carrier Ops on the new supercarrier Hornet over Persian Gulf. The TACAN gives corresponds to the Marine small carrier, not the Theodore Roosevelt, making CASE 3 just about impossible. :) Also, the Carrier group often decides to start turning randomly after I have initiated my approaches/comms. Can be very frustrating after long missions. Any help?
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