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I've encountered an error in mission 8 of the campaign where my wingmen are all unable to take off due to the Humvees placed in front of them that are supposed to move after the initial briefing at Taxi. I have tried to restart the mission multiple times with the same problem every single time. I'm unable to complete the mission as the AAA that are supposed to be dealt with keep shooting me down. P.S. i love the campaign so far it's really fun but this issue is causing me a huge headache
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- inherent resolve
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Firstly we just wanted to get in touch to say thanks to all of the flyers who purchased the INHERENT RESOLVE CAMPAIGN for the F/A-18C Hornet recently. Also our apologies, some of the campaign elements were missed out of the initial release. This has now been fixed. Also thanks to everyone for the constructive feedback. We have addressed EACH and every issue and are proud to announce the following. Inherent Resolve has now been upgraded to V2 - subject to update from ED as of April 26th 2023 All bugs and errors reported on Steam Store and Eagle Dynamics Forum have now been logged and fixed. General updates: ADDED DOCS FOLDER - previously missing. Contains Campaign PDF, Mission Briefing PDFs, Info on skins, notes, credits COLD STARTS - added for all missions Players can now Launch Mission via SPACEBAR when ready allowing for more prep time Added ability to use LABELS Added SCORE SYSTEM system to each mission Fixed / added EPLRS for all aircraft with datalink New KNEEBOARDS for all missions with detailed flight plans, mission details including load out, flight plan, maps, orders, roll call and more Embedded improved ground unit infantry skins from US Infantry Insurgent skins - see Campaign PDF for links Player WAYPOINTS renamed for consistency TACAN for tankers now use 72/74/75Y on all missions due to inconsistent TACAN issues Added optional IMMORTAL MODE to several longer missions, dangerous missions DCS Campaign - Inherent Resolve V2 FULL Change-log: April 25th 2023 Mission1: - Steered C-130 higher and wider to avoid confusing player to follow them on take off Mission 2: - corrected waypoint for target apron at menakh - corrected transit speeds of package - added additional ground units in firefight - target destroyed by allied aircraft, now fixed Mission 4 - The Damned: - Improved in-game instructions and briefing - improved Ai behaviours all-round - Improved target sets and positions - Added improved secondaries and airfield attack - dozens of other upgrades/improvements Mission 5 - Barrel Bombs - adjusted helo heights - after reports of hovering around pad and too low for shoot downs around city - new audio added for weapons firing, BDA and other items - Mission improved playability / Flow / Timings Mission 7 - The Oil Business Updated Ai behaviour for egress/recovery/landings Updated Completion music Updated Sabre20 audio/dialogue for improved accuracy (location, instructions) Updated Oil Derrick explosions Updated Flypast Artillery strike/timings Updated flight audio/comms to avoid audio clashes Updated Banshee targeting and BDA Many more updates that improve flow/experience Lots of other fixes and improvements not listed. Thank you for playing Inherent Resolve and for your valued feedback Looking Glass
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First let me start by saying this is a fun campaign. It's a good time. But I did find a few bugs and problems in a otherwise great campaign. First, and this isn't nessarly a bug, just a question of briefing. There is no time / place set aside for the player to go and hit the tanker. The messages make it pretty clear that you need to follow the waypoints. Personally, I like to tank before hitting the target, and after. From the books I've read of combat pilots, and my own military experiences, you get fuel and chow whenever you can, no matter how much you have already. Furthermore, in mission two the player is told the tanker is a KC130. It's not, it's a MPRS KC135, and the tacan for it doesn't work. Second. My wingman won't ever go hit the tanker or reattack. I tanked on mission 1 on the way back to Incirlik, but no matter what I did, my wingman wouldn't. It's fine he didn't run out of gas, but it was annoying to try and figure out why he wouldn't. Okay, mission 2 (hitting the airfield with delta) could have gone better. I trigged the "Mission Fail" message because some of delta got killed, but then I got "Mission Sucess" when I killed the last REDFOR guy with my gun. I make missions for my squadron and myself so I know how frustrating it can be to try and get the AI to do anything. So here's a request, make "Delta" invisible. That way the supper accurate AI who isn't bleeding from the ears after all the bombs hit around them, don't kill delta. Oh, I also chuckled when I saw the Bradly. Kinda hard to airlift those with a CH-47, but I get why they were used. If the Delta was just infantry, they'd get smoked. My suggestion would be make delta invisible and just use HUMVE's and infantry. Also the M4 infantry looks like garbage. (I know not the developer's fault.) would it be possible to change the delta guys to M4 GRG infantry? lower the polygon count a bit. Okay so I just finished playing Mission 3, and I died. How you ask? Well I went for the convoy and took a few rounds. It killed my entire electric system. I still had engine power so I used my backup compass and headed north. I found Hatay and made possibly one of the best approaches I've ever made. Guess what? There were fuel trucks I didn't see on the runway, and I crashed. Great landing, great approach, and big fireball. Next there is the A10's in mission 3. OMG! um, this is DCS. Hogs don't carry tanks in combat. They're only rated for ferry flights. and from Incirlik, why would they need them? Please, please, please take those tanks off the A10's. In the book "Hogs in the sand" the author talks about common payloads for the A10. (First gulf war, but it would be a good starting place.) In that book, on Gulf war day one the author was carrying 6 x MK82 and 2x AGM 65, an ECM pod, and 2X AIM-9 which he was worried he would remember how to use because they didn't train with them. Bottom line, no fuel tanks on Hogs please. If you need it, put up a tanker and tell the AI to go refuel. Next, can the briefing get fixed on the missions? It tells me to land and park on Apron, which in my American mind means somewhere on the ramp. But I found out, it means bring the jet back to the original parking spot. Can this be fixed so people instead get a message of "Nice landing, return your jet to parking spot 19 (or whatever) for debriefing" that way it's clear to everyone where you're supposed to go. Alternatively, a "follow me" car could be made to spawn when the player returns and such and guides them to the correct spot. Okay lastly, (so far) and this is just a pet peeve of mine, OMG I hate the CUB99 and MK20 on the hornet. In rea life cluster bombs are extremely deadly. But ground units don't have anything close to a proper damage model in DCS. A CBU99 does mostly nothing to a BTR. Furthermore, at the time the campaign is set, the U.S. military very rarely used cluster bombs against ISIL/ DAESH. Preferring LGB's, JDAM's and Laser guided rockets and stuff. Personally, I'm always hesitant to switch my payload in case the bombs are hooked to a "Bomb in zone" trigger or something. Sometimes I do anyway and such, but I'm always nervous about breaking the mission. When I do switch, I try and stay with the spirit of the mission by brining unguided bombs like the MK83 (accurate and has some actual splash damage). Mk82's don't really have splash in DCS. I love the unguided stuff, well and the guided stuff, but I digress. Overall Inherent Resolve is great fun, and while I consider myself fairly experienced in the Hornet, i don't think new players would have too much trouble getting warheads on foreheads in this campaign. Oh I almost forgot. What skin am I supposed to be using? First time loading the mission is was clear there was some skin I was supposed to be using, but either I don't have it, or it wasn't showing up. So I change the skin's now, so it doesn't look silly. (Overlapping tail numbers, I'm sure everyone who plays multiplayer has seen it at some point.) Thanks for the Campaign, it's great fun. Now I'm going to re-fly mission 3 and try and avoid fire/ fuel trucks, lol.
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With DCS Open Beta update - Feb 22nd 2024 there are a large batch of bugs fixed and improved gameplay features to the campaign that are available right now - simply update OPEN BETA to access. Changelog - error fixes, bugs and updates: 2.41 Update - Feb 23rd 2024 - Updated skins for PLAYER and WINGMAN Ai aircraft due to incorrect bort number display issue - PLAYER now wears VMFA-232 Red Devils liveries (Squadron actually deployed to Inherent Resolve - Updated Missions 10 - Rail yards - fixed target 3 smoke FX error, Added SEAD success notification 2.4 Update - Dec 23rd 2023 - campaign file has been completely rebuilt - Users now have option to select hot start or cold start versions of the missions in the campaign menu (see screenshot) - Mission file names and briefing names have been changed to accommodate campaign changes - Also includes all fixes from V2.3 update - Please see below Mission 13 - Kayla Mueller - Improvements to game flow and instructions for clarity - Balanced red forces - Overhaul Mission Brief PDF/Kneeboard and player instructions - Various mission elements tweaked/changed - Changed load-out to X4 Mk-82, rockets - adjusted formation to avoid collisions - Added Tanker on 72Y 251 AM (not required) V2.3 -Sep 27th 2023 - Hot and Cold Stars Versions Now Available - Missions 1-12 now have Hot Start versions available General tweaks/fixes: - Various tweaks and fixes to most missions plus: Mission 2: Task Force Zeus - adjusted WP1 to 18K for all aircraft - updated kneeboard - saddle order fixed - Fixed tanker Texaco11 Mission 4: The Damned: - Tanker (Texaco11) stays on station longer over dam area and will RTB 4 mins after mission success Mission 7: The Oil Business - part 1 - B1 strike refined - Formation for flypast adjusted due to collisions Mission 9 - Raqqa Convoys - Tanker will RTB 4 mins after mission success Mission 11: Chemical Alley - Tanker to stays on station until egress then RTB with player rejoin - Changed Players air to air load-out to include x2 AIM-120C (AMRAAMS) - Added extra dialogue / audio / bda calls for above - falcon21/22 to RTB on player success - RED24 will go weapon hold and RTB on reaching coastline - RED24 launched later Mission 12: High Value Targets - Target Coordinates now pop up on screen + via F10 COMMS menu on request - Red Air now launch when last target has been destroyed - Changed Players air to air load-out to include x2 AIM-120C (AMRAAMS) - Added extra dialogue / audio / bda calls for above - Tanker orbit until mission success then rtbs with player - AWACS fixed. Orbit until mission success - Added NVG to loadout - Reduced AAA threat near HVT 4 - adjusted time to allow for more daylight
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Hi friends, Bought this campaign recently and at my first mission , the base camp targets near WP 8 are already destroyed ( message) while i am still at the beginning inside the hangar.... See the messages in the upper right corner of the images provided. What am i doing wrong or is it a bug or anything i need to change or do ? Kind regards, RWC.
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After 10 min in orbit over Raqqa I don't get authorization to move into the convoy box. The Strike Eagles have already reported winchester and RTBd. I proceed into the convoy box and the convoys aren't there. Some trigger is not hitting.