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CptTangerine

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Everything posted by CptTangerine

  1. Well, that was incredibly stressful. Managed to complete the mission on the second go. The first time I missed the command about following the road East as I was too busy panicking that I couldn't see anything (I took the scenic route to Batumi and arrived after dark). The searchlight could definitely do with being a bit brighter. I'm not sure how bright they are in real life but that doesn't seem very bright at all. There seems to be a bit of a trend for Huey missions that call for you to fly below 200' when the trees are about 220' and the power pylons are about 250'. At least you can fly under wires. I really like the feature where you can use F10 to find your current mission objective. It would be even better if it replayed/displayed the entire conversation for that part of the mission.
  2. I could never work out how to get the ovals to be round. Mostly, using it, I felt like I was tripping my tits off.
  3. Just about to do that mission. Feeling a bit nervous about it :)
  4. Hi I managed this (just by flying back along the bearing I flew out on) and then picked the Billy-no-mates ship some way from the main fleet. It worked. I am a bit puzzled by the ASW mission though. Like a chump, I couldn't figure out what to do with the Morse code transmission and it was only later that it occurred to me that this was a homing signal (slap forehead). What I don't understand is, is it possible to home outbound to the ASW area? I thought that FM only allowed to you follow a signal to its source. I enjoyed the mission but I can't be bothered to go and do it again (flying round and round Batumi harbour gets old very quickly) and was wondering if anyone could tell me how this works. I completed the mission by flying to where the waypoint appeared to be on the map. It worked but I hate to think that I am missing out on a really useful feature and I can't find anything about it by Googling. All the guides I have seen only talk about homing in on a signal. Cheers! CptT
  5. Hi This isn't really a problem with the mission as such. The problem I have is that the in VR, using NVGs means that the gun-sight is just a blinding disc in the middle of the flex sight and also, when I fire the guns, the light from them pretty much whites-out the NVGs so I'm completely blind. I watched a video of this mission on YouTube by Micha and the NVGs in that just had circle in the middle of the screen, the gunsight was visible, and the rockets didn't seem to overwhelm the NVGs. I'm assuming that he wasn't using VR. Does anyone have a solution for this? I tried using a mod that was supposed to turn the NVGs into a circle in the middle of the screen but it actually just made them into two vertical elipses that didn't quite overlap and made it horrible to fly with. I was just wondering if there was anything else out there that I don't know about. Cheers! CptT
  6. I would just love to see the troops sitting the back of the Huey when I pick them up. I was watching a video the other day and it took me a good 20 seconds to realise that it wasn't real-life footage. Turns out it was from X-Plane with SAR mods. It had medics being winched down to a casualty and then being winched back up with the casualty and all of them then visible in the back of the helo. I haven't played X-Plane but I was impressed. I would love to see that functionality in DCS.
  7. 1 - 4, don't really care. 5. YES PLEASE! We really need some SAR choppers.
  8. Something has gone wrong there. That helicopter should just land, you shoot it, and leave Sluggy to zap the two vehicles. I have been finding that there are quite a few bugs in Worlds Apart on the Huey which seem to have been introduced by changes to DCS over the last year or so. The guys that made the campaign have been running around busily fixing bugs as they are pointed out to them, I think the makers of Op Dixmude might need to do the same.
  9. Hi What do you mean by "has a failure"? Do you mean that it crashes and is destroyed, or is simply damaged? If it is simply damaged, it may be that the trigger is not triggered. I am fairly sure that when I played this (although it was a long time ago) that Sluggy did destroy the other two vehicles. I can't remember how many missiles you start with in this mission. I am pretty certain that you should have some left over (as I made the mistake of shooting the downed helicopter to destroy it with one of my left-over missiles when I was trying to work out why the mission wouldn't end).
  10. Definite +1 on the 3D troops on board.
  11. I found the same problem when I went to do a basic carrier-launched flight (I think in Red Kite's training mission). It's not ideal, but my solution was to push the nozzles all the way to 90 degrees and reverse the Harrier all the way back to the starting point. I wiped out a couple of ground crew on the first attempt but it's not too bad when you get the hang of it. Strangely enough, I have modified the Pin-Point Strike (Day) mission to make it co-op and the start position was exactly where I wanted it for each client slot.
  12. Hi I am playing Mission 7 at the moment and the triggers all seem to be messed up, at least as far as the dialogue is concerned. As soon as I start the mission I get a load of dialogue relating to a cargo ship, which I now know relates to a section a short time later. I then get another piece of dialogue relating to the cargo ship when I'm landing at the hospital. Something, somewhere got screwed up. The issues aren't game-breaking but they make the mission pretty confusing. Cpt T
  13. I think that it's probably the altitude and the crappy weather, to be honest. It certainly is a challenging campaign. I am enjoying it, though.
  14. I'm curious if the flight model was changed with the last update. Having now managed to complete the slingload part of the mission, my ability to fly well seems to have gone out the window. I'm playing Mission 5-1 and 5-2 and I have a hell of a time keeping the helo under smooth control. Before I didn't seem to have any issues (although the Huey is less stable than the Mi-8 ). Small inputs in the collective seem to have an excessive effect on the climb and descent rates at speed and trying to keep the Huey stable while trying to rescue the guy in the forest is far more challenging than I remember it. I'm not sure if some change has been made, whether there is a huge amount of turbulence in these missions, whether it is the high altitudes involved, or whether I have just suddenly lost the ability to fly well but I am struggling.
  15. Got a massive stable branch update. I wasn't expecting that! Mission 4 seems to be fixed and I was able to play it through last night, even though I was flying horrendously. Cheers guys!
  16. I have only had the issue of the Mavericks not firing twice and on both occasions the IRMV select was missing from below it's button on the MPCD. Other than that, they've always worked fine. It's what made this situation so frustrating.
  17. Thanks for that. I did some experimenting and it seems to be a nozzle position issue. I flew three missions, one from the carrier and two from Batumi in Redkite's Harrier activity blanket. I found that if the nozzles are beyond 20 degrees the Mavs generally wouldn't fire although it didn't seem to be a hard and fast rule, sometimes they did and sometimes they didn't. They always fired with the nozzles at 0 degrees except for on one mission where the Stores page bugged out and the IRMV option disappeared from below the button. In this case, I could still select the Mavs using the stores position buttons but they wouldn't fire. I hope this is of use to others. CptT
  18. Hi I have been teaching a friend how to use the Mavs via multiplayer and have a problem that we just can't get around: we're getting to the point where he has the Mav locked on target, the cross-hairs have closed and, as far as I can tell, all is good to go. Unfortunately, on pressing the pickle button the missile does not release. I am in a second Harrier, flying on his wing, duplicating what he does and I have no issues locking up and firing on the targets. I am using the latest stable branch. I have talked it through and checked: - Master Arm is on (switch up) - A/G is selected - Mavs have timed out - IRMV mode visible in both MFDs - Mavs uncaged - Crosshair closed - Using the pickle button, not the gun trigger - Checked all the buttons are actually set to what they should be - Checked that the missile is an AGM65G and not a TGM65G (I'm not even sure if the TGM version has a sensor suite). I am seriously scratching head over this one. I have never had a problem with Mavs (once I got used to them). At one point, the nozzles weren't at zero degrees and he was coming in quite low and slow with flaps set to Auto. I noticed that there was a comment a while back about the Mavs not firing if the nozzles were non-zero but then another comment to say that this is no longer a thing. Are there any safety features around nozzles or flaps that might be causing this issue? It would be really handy to get past this issue so that we can start doing co-op missions. Cheers! CptT
  19. Hi Are there any plans to move away from Li-Po batteries? I'm not keen on a battery that needs a fireproof container but I would really like one of these units. Cheers! CptT
  20. I'm going to have to think about whether I can be bothered with that. Did all the missions work okay with that build? As an aside, I have noticed that I am a lot more successful with sling-loading at the moment. Since starting playing the Oilfield Campaign with the Mi-8 I've only failed one sling-loading mission whereas before I was crashing the cargo half the time. Have I improved or have they made the cargo a lot more resilient since the patch? If it's the latter, I think I'll go and play Argo or finish the Oilfield Campaign until it's fixed.
  21. I'm guessing that this will be on Beta branch? Unfortunately, I don't have enough drive space for a stable branch install and a Beta branch install.
  22. Same here. Stable 2.5.6.
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