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Oil In The Water SP & CO Campaign


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3 minutes ago, Silver_100 said:

Hi, I really like the campaign so for but just had the same issue on Mission 3.  I killed the Eastern attack by myself (my wingman, as usual, flies face first into the first missile from the escorts).  Taking out 2 mig29s  and 4 SU24s leaves me with just gun ammo.  Looking at the Tacview, the 4 Northern Mig 29s take out all 4 CAP hornets easily for the loss of 2 Migs (Something isn't right with the AI - the 4 hornets only fire 2 AMRAAMS between before being taken out), so then it is me v 2 Mig 29s and  12 SU24s with just some gun ammo.

 

I wonder if the problem is something to do with Hornet /AMRAAM effectiveness having changed in the last OB patch?  I am no BVR expert but the hit ratio seems much lower than it used to be.

 

Mission 3 seems to be random: someone complete it piece of cake at the first attempt, other need to bump their head on it several times. In the end I've completed it successfully  at the n-th attempt (I lost the count) but just thanks to a concatenation of positive effects: my wingman that do his job against the first strike group, the CAP that shot down many attackers and my AMRAAMs achieving an 1:1 shot/kill score (wow!)

 

I think the problem is not related to AMRAAMs effectiveness: If shoot under the correct parameters the chances to hit are quite high, just avoid to shoot from too far away  or the enemy will notch the missile.

 

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I'm completely stuck on mission 4 (night attack on small moving speed boats). I cannot get a lock on any of those little bastards. The first wave is not the problem, they are taken out by my wingman. But then there are three boats coming in fast and shooting at the dry ships.

How do I manage to get a lock on those boats. I cannot find a single one when searching with the targeting pod. I there a trick or something like that? I use the TPOD in FLIR mode but I simply cannot find the boats in the dark. This is so frustrating!   

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13 minutes ago, Cornflex said:

I'm completely stuck on mission 4 (night attack on small moving speed boats). I cannot get a lock on any of those little bastards. The first wave is not the problem, they are taken out by my wingman. But then there are three boats coming in fast and shooting at the dry ships.

How do I manage to get a lock on those boats. I cannot find a single one when searching with the targeting pod. I there a trick or something like that? I use the TPOD in FLIR mode but I simply cannot find the boats in the dark. This is so frustrating!   

Maybe it is not a perfect advise, I usually try to pass the mission as an author designed it, but:

- you may rearm Mavericks E to F in 'mission planner' or just on the carrier deck before launch

- then forget about the TPOD and use the A/G radar in SEA mode. It finds the boats quite easly (additionally shows, which of them are moving or not) 

 


Edited by Padre Pio
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14 hours ago, Padre Pio said:

Maybe it is not a perfect advise, I usually try to pass the mission as an author designed it, but:

- you may rearm Mavericks E to F in 'mission planner' or just on the carrier deck before launch

- then forget about the TPOD and use the A/G radar in SEA mode. It finds the boats quite easly (additionally shows, which of them are moving or not) 

 

 

That's what I did. Hit 'R' on the deck to rearm and chose Fs instead of Es. But I think I just used the normal MavF screen helped w/ some use of active pause.

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Same here: switch layout from Laser to IR mavericks coupled with SEA radar mode.

Hope ED will fix the TGP contrast some day

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On 3/7/2021 at 5:40 PM, LordOrion said:

 

Mission 3 seems to be random: someone complete it piece of cake at the first attempt, other need to bump their head on it several times. In the end I've completed it successfully  at the n-th attempt (I lost the count) but just thanks to a concatenation of positive effects: my wingman that do his job against the first strike group, the CAP that shot down many attackers and my AMRAAMs achieving an 1:1 shot/kill score (wow!)

 

I think the problem is not related to AMRAAMs effectiveness: If shoot under the correct parameters the chances to hit are quite high, just avoid to shoot from too far away  or the enemy will notch the missile.

 

Thanks for the advice.  I just tried it again.  This time the Northern mig escorts took out all 4 CAP hornets for one loss.  They very easily notch all the AMRAAMS from the AI Hornets, while their own R27s have a very high hit rate. On TACVIEW the only kills the Hornets have got are AIM9x.  Maybe the AI settings of the Hornets are low v the Migs.  I am happy to fail missions based upon my own skill, but this is a bit random!

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Launchers position is random: AWACS will tell you once all flights are in their hold points.

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I waited until I was next to last FA-18 to leave the carrier which seemed to overcome the problem of not getting all planes into their hold positions. So AWACs said target is C. The pic above is C. But I don't know which of the various shaped objects are the launchers. None look like launchers to me. Maybe the garage looking structures hide them?

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2 hours ago, CBStu said:

I waited until I was next to last FA-18 to leave the carrier which seemed to overcome the problem of not getting all planes into their hold positions. So AWACs said target is C. The pic above is C. But I don't know which of the various shaped objects are the launchers. None look like launchers to me. Maybe the garage looking structures hide them?

 

AFAIR launchers are outside (in my case tharget was A), use the FLIR zoom to seach for them around: they should be easy to find, just look for a long truck with a missile over it:

 

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@Bunny ClarkJust completed mission 14 "Praying Mantis". I've never used the AGM-84E SLAM before so I had to train on it a bit before fly the mission.

I've successfully completed it at the first attempt, but:

 

Spoiler

this seems to be another random-outcome mission: my group need to strike 3 targets  (one of which need to be hit 2 times) carrying 2 missiles on each plane.

My wingman successfully hit the Krivak, as I did, but then he was shoot down leaving me with just 1 SLAM for 2 Grishas... 😱

 

Guessing how you probably wrote the mission triggers I've hit the east Grisha with my last SLAM, then flown low level to the west Grisha and hit it with the gun... 0% of damage but still enough to fire the trigger and  having a nice "MISSION COMPLETE"  while I was turning cold to egress, flying nap of the earth, full afterburner, striving to evade SAM's and AAA 😛

 

Overall It was really fun indeed, but IMHO you should do something to avoid the mission go (almost)SNAFU like in my case.

 

Now, it seems I have to get some training in GBU-24 employment... 🤓


Edited by LordOrion

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On 3/9/2021 at 2:21 AM, Cornflex said:

I cannot get a lock on any of those little bastards.

 

This mission has gone through several evolutions. Even when I initially designed it I did so with the idea of using the Radar SEA mode to complete it. For a long time everyone was playing this mission on hard mode 😛 When first released I did give the player F Mavs because using the triangle on the HUD was the best way to do it. This was before the FLIR was even released for the Hornet at all. Now, I think there are two methods which are most effective:

 

Using the Radar in SEA Mode and using that to handoff to either the FLIR for a Mav E attack, or directly to a Mav F. 

 

Finding the boats with NVGs and using VVSLV to fly the FLIR onto them. This was the best method pre-SEA Mode, but it's no longer the easiest way to do it I don't think, especially since boats seem to be more difficult to spot in NVGs now. 

 

11 hours ago, CBStu said:

In Mission 13 where are the launchers. This is what we are looking for.

 

As others have said, this mission is random and will be different every time you play it, be sure to pay attention to which target is called out by Wizard. The launchers will be at the called out target location, and generally will be parked out in the open in front of the large hanger-like buildings. Designate the target waypoint, and you should be able to find them in the FLIR pretty easily. This is what you're looking for:

Screen_210310_203254.png

 

3 hours ago, LordOrion said:

@Bunny ClarkJust completed mission 14 "Praying Mantis". I've never used the AGM-84E SLAM before so I had to train on it a bit before fly the mission.

This is a combo of stupid DCS AI and me fucking up. The AI doesn't really know how to use standoff weapons, so they'll launch a SLAM and then follow it right into the target and get shot down. You need to tell your wingman to attack, then tell him to rejoin right after he launches, then repeat. I wrote up a note about this in the mission briefing, but then apparently never copied it out of my master document and into the mission 🤦‍♂️

 

Spoiler

To complete the mission you only need to hit each ship once, so technically if your wingman makes one successful hit and you score both of yours on different ships you'll be good. 

 

They'll be an update coming later tonight with fixes and the Cold Start version. 


Edited by Bunny Clark
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Version 2.6 is now live. There are a handful of changes:

-Mission 3: Lowered Enemy AI skill level. Changed MiG-29 loadout to 2x R-27R and 4x R-60.
-Mission 13: More reliable triggers for starting the strike. 
-Mission 14: Corrected briefing to add instructions for utilizing AI wingman. 

 

Unfortunately adding the Cold Start version of the campaign made the file size exceed the maximum allowed on DCS User Files, so it'll need to be a different download. Once that gets approved and is live I will post an update.

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Still on Mission 13. I figured out how to find the launchers and have flown 4-5 times getting launchers targeted Ok. Then I screw up and forget to re-arm the laser LTDR(?). So I have been hitting 1 or 2 launchers w/ my 4 bombs. But I just flew it again, had the laser count down, the LTDR count down, dropped 4 82LGs on the same launcher and never saw a single hit. On one drop I zoomed out so I could see most of the area the launchers are in hoping to see it hit somewhere. Nothing. Is there a problem w/ these weapons now in DCS or am I messing up again.

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Ok,  in the end, using GBU-24 is  the same as GBU-12 (they  just add just a couple of fancy menu options) so I've completed the last mission and end the campaign.

The overall experience was really good: it just need the author to go on ironing out the "randomness" we (all) already reported himm

Nice job, well done!

 

 

22 minutes ago, CBStu said:

Still on Mission 13. I figured out how to find the launchers and have flown 4-5 times getting launchers targeted Ok. Then I screw up and forget to re-arm the laser LTDR(?). So I have been hitting 1 or 2 launchers w/ my 4 bombs. But I just flew it again, had the laser count down, the LTDR count down, dropped 4 82LGs on the same launcher and never saw a single hit. On one drop I zoomed out so I could see most of the area the launchers are in hoping to see it hit somewhere. Nothing. Is there a problem w/ these weapons now in DCS or am I messing up again.

 

I've notice a couple of strange things with laser pointer of TPOD: usually it should reset the LD master switch to safe after the bomb impact(it uses the impact timer counter) but with  GBU-24 this does not seems to occur.

To be sure, I have  reset and set it again manually prior of every launch and all went ok.


Edited by LordOrion

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Lord I will check again later today. BTW, in real life is this how this is done? I know I could be better for sure but using this combo of TPOD and 82LG, dropping one bomb per pass, needing to go minimum 8 miles beyond target to have time after turning around to find the next target seems like a real slow and expensive way (even forgetting the possibility of getting shot down) to take out these launchers. Seems there might be a way to use the TPOD create a way point or something for 4 launchers on one pass and then drop 4 bombs on the 4 points on a return pass.

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1 hour ago, CBStu said:

Lord I will check again later today. BTW, in real life is this how this is done? I know I could be better for sure but using this combo of TPOD and 82LG, dropping one bomb per pass, needing to go minimum 8 miles beyond target to have time after turning around to find the next target seems like a real slow and expensive way (even forgetting the possibility of getting shot down) to take out these launchers. Seems there might be a way to use the TPOD create a way point or something for 4 launchers on one pass and then drop 4 bombs on the 4 points on a return pass.

But even if you could create the 4 points, how would you LASE the 4 points since the laser can only designate one at a time, and if you're going to delay releases long enough for the laser to switch between impacts and still give the bomb time to guide you're probably back to the original situation 🤔

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1 hour ago, CBStu said:

Lord I will check again later today. BTW, in real life is this how this is done? I know I could be better for sure but using this combo of TPOD and 82LG, dropping one bomb per pass, needing to go minimum 8 miles beyond target to have time after turning around to find the next target seems like a real slow and expensive way (even forgetting the possibility of getting shot down) to take out these launchers. Seems there might be a way to use the TPOD create a way point or something for 4 launchers on one pass and then drop 4 bombs on the 4 points on a return pass.

 

Dunno how thing goes in real life exactly, maybe you have just one target per plane or maybe wingman can lase one target for you, hence you can setup and launch 2 bombs per pass (just set 2 different laser codes).

 

In any cases, if you are at high altitude (angels 20/25+) you should have enough time to see one bomb hit and move the TPOD to the next target before it goes off FOV. At that point you  just need to go more or less 10nm away then turn inbound of the next pass.

This is how I use to do in case of multiple targets in the same area.


Edited by LordOrion

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In mission 8 I always launch the bombs from 30000ft at max range and they miss. They fly to the target and when they come close they turn right and miss.

Am I doing something wrong here or is it a bug with the JSOWs?

Thanks in advance.


Edited by Cornflex

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1 hour ago, Cornflex said:

In mission 8 I always launch the bombs from 30000ft at max range and they miss. They fly to the target and when they come close they turn right and miss.

Am I doing something wrong here or is it a bug with the JSOWs?

Thanks in advance.

 

 

I flew  that mission some  day ago and all went fine: did you manually set-up targets coordinates? If so, do you have correctly set the target altitude?

I saw the same effect when I've used waypoint target designation and WP altitude was not the same of the target, but the idea is the same: weapons compute a fall trajectory  using the specified coords and altitude. If altitude is not correct they will miss.

I.e.:

- If target is a 100ft MSL and you left height to 0 in weapon setup, the JSOW will fall short.

- If target is at 100ft MSL and you use the WP altitude (WP TGT designation), with a waypoint set at 15000 ft, the JSOW will fall long.

 

If I'm right your should be the second case.


Edited by LordOrion
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A curiosity in Mission 13. So I haven't won this one but still working on it. Early on I thought maybe I wasn't actually flying close enough to Bullseye and that is why I never was told which target to hit by Wizard. That has been solved by waiting so I am last or next to last to launch from the carrier. But I watch my progress sometimes on the HSI page, (but I think it is the same on the SA page) so I can easily set the new heading if I want to, and here is the weirdness. I have the AP set flying me up to bullseye and plan to fly through it and then start an orbit. Just before the plane symbol  touches the bullseye, the bullseye moves sideways and then down, and then back under the plane. You can see this bullseye movement by watching it vs the dotted sequence track lines. It's as if it gets out of the way of the plane, and then as the plane passes it, it moves back.   Anyone else notice this?

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4 hours ago, LordOrion said:

 

I flew  that mission some  day ago and all went fine: did you manually set-up targets coordinates? If so, do you have correctly set the target altitude?

I saw the same effect when I've used waypoint target designation and WP altitude was not the same of the target, but the idea is the same: weapons compute a fall trajectory  using the specified coords and altitude. If altitude is not correct they will miss.

I.e.:

- If target is a 100ft MSL and you left height to 0 in weapon setup, the JSOW will fall short.

- If target is at 100ft MSL and you use the WP altitude (WP TGT designation), with a waypoint set at 15000 ft, the JSOW will fall long.

 

If I'm right your should be the second case.

 

 

Thank you for your reply. I will have to test this again. I used the PP mode (coordinates given in the briefing) in my first and second attempts but both JSOWs missed. Will try again and double check the target elevation. 

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6 hours ago, CBStu said:

Just before the plane symbol  touches the bullseye, the bullseye moves sideways and then down, and then back under the plane. You can see this bullseye movement by watching it vs the dotted sequence track lines. It's as if it gets out of the way of the plane, and then as the plane passes it, it moves back.   Anyone else notice this?

That's actually a UI feature of the Hornet, meant to keep the Bullseye symbol visible and not become hidden under the aircraft symbol. 

 

For the purposes of the mission, the trigger will fire so long as you fly within a few miles of the hold point. Also, make sure you've downloaded the newest version of the campaign, which makes this trigger more reliable. 

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  • Bunny Clark changed the title to Oil In The Water SP & CO Campaign
18 hours ago, Bunny Clark said:

That's actually a UI feature of the Hornet, meant to keep the Bullseye symbol visible and not become hidden under the aircraft symbol. 

 

For the purposes of the mission, the trigger will fire so long as you fly within a few miles of the hold point. Also, make sure you've downloaded the newest version of the campaign, which makes this trigger more reliable. 

Thanks Bunny. I never would have thought about a UI feature. I was thinking about getting the latest version. If I do that will I lose all my progress so far?

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