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Oil In The Water SP & CO Campaign


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Really have enjoyed this campaign so far and you can definitely tell a lot of work was put into it. Thank you for creating it. 

 

Some minor feedback.

 

Mission 2. The armed speedboats are very difficult to lock with the AGM-65Fs. This is obviously not your fault but it does make the mission very frustrating. I created a quick mission with just the armed speed boats and a single hornet with AGM-65Fs and with multiple runs/practice I still found it nearly impossible to lock the AGM-65Fs. {erhaps a different load out might be better given the game limitations.

 

Mission 3. Overall a good mission but the Blue AI makes this difficult. For example, here is my recount of flying this mission (pieced together watching the TACVIEW). 

 

First set of bandits (2 x Mig-29 and 4 x Su-24) my wingman is killed by a R-27ER after firing zero missiles. I am left kill the remaining 6 bandits and end the engagement with 0 x 120s and 2 x 9X. I get the call about the other big group approach from the North and proceed over to intercept and help out the four Blue AI Hornets. The four Blue F/A-18s all get killed by the four RED AI Mig-29 and they only managed to down 1 Mig-29, though they do force the Migs to fire most of there missiles. I intercept the group, splash one Mig-29 with a 9x, a Su-24 with a 9x and then get another Su-24. This right is  when they are launching their Anti-Ship missiles. While attempting to lock another Su-24 I get blind sided by a Su-24 firing a R-60 and it ends my mission. All told 6 Hornets face 16 x Su-24 and 6 Mig-29s. Blue loses all six hornets and Red loses 4 x Mig-29s, 6 x Su-24s. I feel this is a little stacked against the player. Perhaps this mission could be a little better balanced either with more Hornets (particularly facing the large group), reducing the Mig-29 loadout or skill, and reducing the Su-24 A2A loadout. It is very frustrating that the AI Su-24s have perfect SA and can very quickly engage hornets with R-60s despite moments before them being focused on getting the ASMs away. Again none of this is your fault but IMHO this setup could use some tweaking for better balance playability. 

 

 

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I'm glad you're enjoying it, and thanks for the feedback! 

 

Yah, attacking those little boats is hard right now unless you have labels on. It should get a lot easier when we get SEA radar mode. Your wingman should reliably take out 4 of the boats, so you've only got 2 to deal with. 

 

Your experience on mission 3 is interesting, I've not seen it that crazy in dozens of times flying that mission. What orders did you give your wingman? Most of the time I fly it the northern fight is all over except for the Hornets mopping up stragglers by the time I get there. DCS AI sometimes just does some weird shit though, hopefully it'll work better if you give the mission another go.

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I am playing on the latest Open Beta and it feels like there has been some tweaks to the enemy AI and missile performance that are driving the results I saw in Mission 3. I only ran it once so I guess I shouldn't draw too many conclusions. My Wingman was ordered to Engage - Bandits at about 25nm from the first group of Escort Mig-29s but he never actually got a missile away before being killed by a R-27ER. 

 

Thanks again and I will definitely give it another shot. 

 

 

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Mission 8.

Whenever I drop a JSOW (AGM-154A) it either: Drops clusters / explodes 200-300 m off the target, drops to the ground without doing anything

The issue appears to be related to the AGM-154A... bug


Edited by SMN

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8 hours ago, SMN said:

The issue appears to be related to the AGM-154A... bug

 

Yup, and I also reported here: 

This is unfortunately a problem in Open Beta right now. The only way to get it to work that I'm aware of is to run in to about half the launch distance, which is not an easy thing to do with the other SAM sites in the area. Hopefully we'll see a fix in the December update. 

 

The mission does work fine on the current Stable build. 

 

 

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  • 3 weeks later...

I have started the campaign and yes...with an AI wingman, it isn't easy...there are so useless...

 

I am in mission 2, destroyed 4 boats, 3 helicopters, I had a score of more than 120 but a mission score of 30. I got out of the mission and ended up reverting to the first mission. 

1) although I hit all the objectives, i am sent back to mission one. Is there a way to stop this happening. I find it very frustrating as if it was to use the same weapons, then if you fail, you have to go back to the previous mission, I would find a logic, but going to a different mission and weapon and sent back doesn't make sense. 

 

 

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The AI wingmen should be pretty useful now. Especially in Mission 2. 

 

There are 6 boats and 4 helicopters total, plus a pair of MiG-29s which have a random chance of appearing (but aren't mission objectives). So you certainly missed a few. The campaign also should let you progress without a perfect score. 

 

Are you playing the most up to date version?

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Alright, I am back working on this after the holidays and getting distracted by Cyberpunk 2077. Just uploaded another update.

 

Version 2.3:
-Added Mission 0, a prologue at the start of the campaign. 
-Changed all JDAMs carried by Hornets to the Navy versions. 
-Fixed a mistake in Mission 11 scoring that prevented the campaign from progressing. 

 

I've written another 3 missions for this campaign which I hope to get finished in the next week or so. After that I will build a Cold Start version of the campaign, and then some 4-player coop versions of missions. 

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On 1/4/2021 at 6:57 AM, Bunny Clark said:

The AI wingmen should be pretty useful now. Especially in Mission 2. 

 

There are 6 boats and 4 helicopters total, plus a pair of MiG-29s which have a random chance of appearing (but aren't mission objectives). So you certainly missed a few. The campaign also should let you progress without a perfect score. 

 

Are you playing the most up to date version?

i updated to the latest version. I revert to the previous mission in mission 4 (from 4 to 3) and in mission3 (from 3 to 2)

 

Is there a way to change to change that behaviour as I personnaly found it really bad (only my own opinion but as dcs is very scripted and the AI is not reliable so your wingman is mostly useless), you flown 4 times a mission, you finally pass it, the next one you get shot and revert to back to the one you already flown several time makes it really boring.

 

Could you let me know how I could tweak your files so that it doesn revert back i will change it only for myself. 

 

 best,

cobra

 

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As long as you click on "CLOSE" (I think that's what it is labelled, button on the bottom left) vs "END MISSION" it should let you refly the current mission rather than going back to the previous mission.  Just make sure you click "END MISSION" after you succeed in the mission to move on to the next one.

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4 hours ago, rob10 said:

As long as you click on "CLOSE" (I think that's what it is labelled, button on the bottom left) vs "END MISSION" it should let you refly the current mission rather than going back to the previous mission.  Just make sure you click "END MISSION" after you succeed in the mission to move on to the next one.

Alright, I have this figured out. There's some interesting nuances to the Campaign Builder I didn't understand before but scoring should be tweaked now so you should never get kicked back to a previous mission. 

 

In the meantime, you can cancel out of any mission you don't complete and your failure won't be recorded. You can also change your scores on previously played missions in a campaign by editing the file {User}\SavedGames\DCS(openbeta)\MissionEditor\logbook.lua and reset your progress to where you would like to be in the campaign. 

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2 hours ago, rob10 said:

Interesting.  I had always assumed that was just nature of the beast and not "fixable".

I'm still learning the specifics of the DCS "staged campaign system" which is designed to create a non-linear campaign where you can step forwards and backwards in a flexible set of missions. It's a pretty cool system that isn't often leveraged for campaigns. But by setting up the mission scoring correctly, you can prevent the campaign from ever stepping backwards. 

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thanks rob10 for the tips on close vs end. I didn't know that and this is super useful !!! 

thanks Bunny Clark for the one on editing the file. I will use it to revert to the stage I was 

 

BTW: just to make it clear, I love the campaign and now that I learn from both of you the tricks, I will enjoy it more 🙂

 

best,

cobra

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Update 2.4 is released! 

 

-Added Mission 13

-Fixed scoring in all missions so a failure will reset to that mission rather than sending you to the previous one. 

-Added ZSU-57-2 to areas around Bandar Abbas.

-Fixed game options enforcement in Mission 0.

-Added scenery destruction around Bandar Abbas so you’ll see the results of previous missions as the campaign progresses.
 

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Awesome, I enjoy this campaign very much!

What I love the most?

-the rather realistic scenario

-well built missions, immersive, challenging at times but very enjoyable

-good briefing material

-placement of SAMs at real-world locations

-continued and tireless support including updates

-voiceovers

 

...that‘s quite the pedigree for an outstanding DCS campaign! Thanks for your great work, Bunny Clark.

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Hats off! Very nice campaign. Even FPS are fine in VR.

 

Just finished prolog and mission 1 and 2. Mission 2 was bit funny, after we destroyed speed boats and turned into copters I trashed both my winders into ocean and when run out of gun there was still 2 copters flying although damaged and smoking. AI wingman refused to attack them, probably winchester as well at that time. 

 

Damaged copters turned into their home base at island and I was about to refly mission when I realized I still have two mavericks. I just waited for both copters to land and then mavericks did rest. Mission successful 🙂

 

Maybe lets try set copter triggers for any damage and in that case switch their route for final landing waypoint and take this subtask as completed. I is very frustrating how copters manage to get hell of damage and still able to fly smoking. This looks to me as better solution. 

 

Anyway thanks a lot for nice and really flyable campaign even in VR!

 

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I'm glad you're enjoying it! 

20 hours ago, ataribaby said:

Maybe lets try set copter triggers for any damage and in that case switch their route for final landing waypoint and take this subtask as completed. I is very frustrating how copters manage to get hell of damage and still able to fly smoking. This looks to me as better solution. 

That's curious, there is a trigger that should let you win the mission if the helos flee. Any of the islands around there are out of the zone. There isn't a message to the player when the helos leave the area, which would probably be a good idea to add, but with all 6 boats dead and the helos gone you should get the mission complete message. 

 

I'll need to mess with this a bit more. Unfortunately it's a rather difficult scenario to playtest ...

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On 1/21/2021 at 4:28 PM, ataribaby said:

Yeah I though it will be cool if mission can detect fleeing choppers unfortunately it wasn't case. Mission complete appeared when I destroyed last landed chopper on the ground with maverick.

 

Alright, I managed to shoot down two helicopters and get two to flee tonight, and the triggers all worked as expected and triggered a mission success when they flew away. So, I'm not certain what caused your problem. I did add a new voice line for when the helicopters have fled the area so the player knows. Before it was a blind trigger that just tripped the mission complete message, now the helicopters fleeing is treated the same way as the helicopters being destroyed. 

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And all 16 missions are done!! 

 

This campaign is now concluded and you can play the full story start to finish. That hardly means I'm done working on it though. As of right now the campaign is a full 16 hot-start missions with 2-player co-op versions of each. I'm now working on the cold start versions of both the single player campaign and 2-player co-op. At some point I also hope to build a few 4-player co-op missions as well, but I don't think every mission in the campaign will warrant a 4-player version. 

 

Version 2.5 is live now and includes:
-Missions 14 and 15 added, which concludes the campaign.
-A lot of tweaking and cleanup of airbase faction assignments, hiding objects on the map, AI flight radio frequencies, and generally correcting earlier missions to be consistent with later ones.
-Added a voice line in Mission 2 if the helicopters flee the area to let you know that objective is complete.


Edited by Bunny Clark
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