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Sabre-TLA

DLC Campaign Creators
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Everything posted by Sabre-TLA

  1. We debated on how challenging to make the missions. If it's too easy then the experienced players would be frustrated and too hard and the rookies would be frustrated. In the end we felt making it the most challenging would benefit all players as the rookies would improve over time (if they stuck with it) and the experienced players would still get a challenge and entertainment. As the AI improves (and ED is committed to this) it should make it easier to defeat them as they should reflect more human like traits. The F-5E doesn't have the power of many of it's competitors so you do have to think differently about how to approach the dogfights. In our testing most kills were deflection kills with getting the nose in front of the target and having them fly through the bullet stream (as opposed to a typical tail chase). Contrast that to the F-15 which has the power to get on a bandit's six. MrPilot has done a great job showcasing his dogfight experience with the F-5E. Studying his techniques can help you be successful too.
  2. Agreed. We have a solution that will allow the player to indicate Shutdown Completed via the F10 menu (or timeout after 5 minutes). We will ensure it gets included in our updated A-10C BFT campaign when we add the new voice overs (currently in progress).
  3. Good job! :thumbup:
  4. Compare your flight to this video to see if it's similar: If not try a DCS Repair and that might correct any trigger problems.
  5. Is your altimeter setting at 2992? An SME posted that A-10 pilots don't change their altimeter so the altitude trigger range is setup for that setting. I'll add a link if I can find the post where that was stated.
  6. We were able to reproduce the issue and provided a fix for ED to include in the next update. Both the practice and qualification missions were updated. Fly a straight in approach to Kobuleti and park in the spot indicated in the briefing and the mission will complete successfully.
  7. Yes we have looked into it and technically it's possible with some work (since the map skews all the waypoints and units to the far right). We have a few other campaigns ahead of it currently so I can't say when it would be ready.
  8. No it should stay at the last mission you played unless you select RESTART on the Campaign menu. You can manually edit your logbook to bypass missions or put the campaign at a certain mission if necessary.
  9. That does sound like the triggers are not working for you (especially if you are overlying the waypoints in the flight plan as the trigger zones are centered on those waypoints). I recommend a DCS Repair or uninstall and download and install a fresh copy of the campaign. Also you can compare your flight to to see what's different or post a trk file and we can take a look at it.
  10. :thumbup: Yes we will be updating the models in all our campaigns once more skins are available. Also, don't forget about the single player practice missions that you can open in the mission editor. They are located in the same folder as the campaign missions. It's good to get some experience with the bandits with the new improved AI before flying the campaign missions.
  11. We also just saw BIGNEWY's response today and will be updating the mission briefing and adding a new kneeboard page with the manual INS alignment instructions. We also have a few other minor updates to include. Should be ready for the next OpenBeta patch release. :thumbup:
  12. Good to know. Thanks BIGNEWY! We will add a note to the mission briefings with the instructions for manual alignment.
  13. I think that's a reported bug. I'll see if I can find the forum thread reference. I"m not aware of any mission editor hack we could use to get more lights on the tanker but I'll check the forums. You could use the NVIS goggles though its not ideal.
  14. Thanks for the info. Unfortunately the ME doesn't allow us to test for the illumination radius so we can only test where you drop the flares and at what height. We used to be able to use the bomb in zone trigger but they removed flares from that test. I checked the triggers and we test 3 things to consider a successful drop: 1. That are you are below 6000 feet. 2. That you are within 0.5 nm of the target (target zone). 3. That the release weapons button is pressed during the above two conditions. I suspect you are just missing out on the edge of the trigger zone (we probably should make it bigger since the illumination does now light up the target even if dropped further away). Try dropping when you are right on top of the waypoint (ignoring the CCRP indication). This should ensure you are within the target zone and if you are at the right altitude you should get a successful message from the FE saying 'Target in Sight". We have some updates planned so we will consider making the zones bigger to account for the improved illumination when dropping from farther away.
  15. It looks like you are doing everything correctly but without a trk file to watch it's hard to say. Have you tried dropping when directly over the target? The flares tend to drop straight down so dropping them earlier might put them outside the trigger zone. Do you hear the pilot say "2 away" when the flares drop? If not then try holding the pickle button down longer. You could also try a DCS Repair. That's corrected trigger issues for others in the past. Does it happen in both the campaign and practice missions or just one of the them? We will retest the missions and see if we can reproduce it.
  16. It's not a campaign issue but a game engine bug still under investigation. Appears to only be a problem when the Hornet is on the Red Forces side (as we have done with our Aggressor units). Work around is as Panther reported above or BigNewy's post here. Here is the thread where the issue is being tracked.
  17. The docs say to park in spot 42 which is the spot in the north west corner of the airfield. If another A-10 is already there then that could be a problem. Will retest and see if the AI has decided to take our "reserved" parking space.
  18. The join trigger that stops the orbit kicks in when you get real close so you could try and match speed from further away and then try and time it so that he is pointing North towards the next waypoint when you get close to him. That way you will only have to manage a speed change and not a break turn as well. It really depends on when the join trigger is activated that breaks the orbit and sends him on the rest of the flight plan.
  19. Necro post - that was 3 years ago. Are you having problems with the missions now?
  20. There is an old thread somewhere in the forums where some A-10 SMEs were talking about the altimeter setting and they indicated that real A-10 pilots do not change the setting but leave it at 2992. So all our A-10 missions are designed to be flown with the setting like that (which is the default the plane starts in). If you fly within the altitudes as indicated in the briefings with the 2992 setting you won't encounter any altitude block violations. I'll post a link to the thread if I can find it again.
  21. Hard to say without seeing a trk file of your flight. You can compare your attempt to Recon Stewart's video. If you killed the target and heard Chevy's FOXTROT message indicating the SOF team is ready for pickup then when you get to WP Alpha the FE should request clearance. Then you exit the MOA after that. If it continues and you are certain to be within the MOA boundaries then I suggest a DCS Repair or uninstall and reinstall the campaign. This has been known to correct trigger issues for most users.
  22. Did they drop flares when you launched? That's what we noticed and it appeared they were defensive and delayed their head on missile shot. Still an extremely tough mission with the current AI and game engine. Our update will reduce the skill for the AI from excellent to average and in testing so far we can defeat them now. The campaign will continue if you don't pass the mission so if you are getting frustrated try some of the others and come back to it later.
  23. Try holding the pickle button down longer when right over the targets. The game engine needs a few seconds to register the key presses. You should hear 'Two Away' to indicate 2 flares were dropped, then 'Well Done, Target in Sight" if you dropped according to the parameters when right over the target (and held the release button down long enough).
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