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Oil In The Water SP & CO Campaign


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23 hours ago, CBStu said:

I am stuck on mission 8. Have flown it 6 times and can't get whatever I need to be moved to the next mission. I no longer care. Is there a way I can take my zero and move on? 

You need to cause at least 50% damage to the SA-10 site to pass the mission. 

 

Are you on Stable or Open Beta? I've had issues with bugged JSOWs making this mission really difficult before. In theory all you should need to do is throw all your JSOWs at the target points at max range (Angles 30 and as fast as you can go helps here). But there was a bug that was causing them to all miss when launched at greater than about half of max range, and it may still be hanging around, I haven't checked in a while. 

 

As Ziptie suggested there is way to skip pasted the mission. Progress for all your campaigns is saved in your Logbook LUA file, which you can find here: {User}\SavedGames\DCS(openbeta)\MissionEditor\logbook.lua 

 

Editing this file will let you retroactively change your score for any mission in the campaign, and set what mission will be next. 

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10 hours ago, Bunny Clark said:

Are you on Stable or Open Beta? I've had issues with bugged JSOWs making this mission really difficult before. In theory all you should need to do is throw all your JSOWs at the target points at max range (Angles 30 and as fast as you can go helps here). But there was a bug that was causing them to all miss when launched at greater than about half of max range, and it may still be hanging around, I haven't checked in a while. 

I have just finished this one yesterday (after 4 times). Yes, the calculated target distance is definetly bugged. What was finally working in my case?: Angels 35, range 30-35nm, speed - do not remember, but it's always poor at this deck.

Important: HT set to 800 as you sugessted in some post before. it's better to check HT on all stations just before attack. It sometimes returns to default setting if you change system to A/A in the meantime.

 


Edited by Padre Pio
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Bunny and padre I will try your suggestions. I am on the stable version. I could learn how to work w/ lua files but not sure I want to. In one of my attempts I changed the height to 500 ft because I had previously watched an F6 view and it seemed they exploded at 1500 (the default setting I think) and it looked like they rained down tiny fireworks. A general question. We have 4 planes w/ 4 JSOWS (or maybe they have dumb bombs) each, so 16 bombs for 4 targets. How can they survive? Do I only get credit for my own 4 bombs?  I notice that my wingmen usually fly right into the target area. Why do they do that? There is some comment in the 'briefing' (?) about helping to protect the wingmen since they need to get closer. So a couple of times I tried taking on the two enemy fighters. Of course my missiles miss and theirs don't. Does the wingmen's fate affect my score? If not, I will release weapons and bug out.

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7 hours ago, CBStu said:

A general question. We have 4 planes w/ 4 JSOWS (or maybe they have dumb bombs) each, so 16 bombs for 4 targets. How can they survive? Do I only get credit for my own 4 bombs?

Your wingman are all carrying the same load as you. The win criteria is simply 50% damage to the SA-10 battery, it doesn't matter if it's your JSOWs or a wingman's that do the damage. In my testing, the 50% damage mark is one that was reliably achievable with hits from only my JSOWs, so the wingmen were not required to pass the mission. The DCS AI right now does not fully understand how to use a standoff glide weapon, they tend to treat them more like an AGM and won't give the weapon as much energy as possible, and they'll frequently follow the weapons in after release. You can have good luck with them by giving them the attack order, making sure the enemy CAP doesn't interfere with their attack run, and then order them to rejoin once they've released all their weapons. 

 

But, the JSOW-A bug seems to effect both human and AI launched weapons, so if that's the problem, everything may be off. I think this is currently fixed in Open Beta, but I haven't tested it in a while. 

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Tried again and no luck. 32,000ft, a little < 30kn away from target. So decided to try to learn about editing lua files. Got it opened in wordpad. Didn't know what I was looking at but found this which, judging by the date and times, is the mission I just flew. The 'AGKills' line had an '=0' so I changed it to '=3'. Saved it, closed it, went to DCS and closed and re-opened it. Went to my Oil in the Water campaign and it wants me to fly mission 8 again.  Sorry to be such a pain but this is over my head. I searched on this forum for info on how to edit lua files w/  no luck. Is there a tutorial for editing lua?  

 

lua.png

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What you want to change is the "Result" line for the last mission in the campaign you flew. Change it from 50 to 100. 

 

Then after that will be the current on-deck mission for the campaign. You'll want to increment the Stage line by one, and change the mission to "FA-18_OitW_09_Minhad CAP.miz"

Capture.PNG

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One other minor point: you if you're going to be doing much messing around with .lau or other config type files it's worth downloading Notepad++ (it's free).  It deals with these type of files better than the standard Wordpad (which in some cases may do funky things with end of line markers that can mess up the file).

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Thanks to both Bunny and ROB. Yesterday I realized I should have changed the result and tried going back in. Did something wrong and now instead of the above style layout it is a huge solid paragraph of some other language. Tried both notepad and wordpad but no luck. I will download Notepad++ and see if that helps. First I will try to fly it to see if it just looks real funky or if it is damaged.

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So I flew once more and it works fine so glad I didn't hurt the campaign. Then went back to the lua.

 

You can see near the top the flight on 2/21 where I changed the agkills from 0-3. Below is today's flight 2/22 which I then changed 'result' to 100 and 'stage' from 9 to 10 and 'mission to the 'minhad'. I closed everything and did a restart of the PC, fired up DCS, and went to the campaign. It still wants me to fly the mission 8 again.

 

3rd try.png

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The campaign seems good but there are some issue with mission 3:

 

  1. There are too many enemy (22) and too few allied units (just  4!). Enemy always wipe out the allied CAP on the east, leaving me alone to face 12~16 planes with just few Aim-9 and Aim-120, which is, (how to say it?)... a little complicated! IMHO you should add at least two more units to allied CAP (5/6 vs 16 is still complex, but yet better than 3/4 vs 16!) and/or scramble some more interceptors form the Washington, which would make the whole thing more realistic than having just 2 planes defending a full carrier group.
  2. Double check allied CAP: I found them flying at 800ft some times!
  3. Double check your triggers: at least one time I wept out the east attack group and the west group do not activate.

Edited by LordOrion

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Great first mission.  Some questions:
I play open beta. Does it work with that?
Do I have to do air refuelling because I'm not good in that.
It says mission complete during the flight.  Do I have to land after the message for campaign progress?

Can I use easy comms?
 

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On 2/23/2021 at 5:53 AM, LordOrion said:

There are too many enemy (22) and too few allied units (just  4!). Enemy always wipe out the allied CAP on the east, leaving me alone to face 12~16 planes with just few Aim-9 and Aim-120, which is, (how to say it?)... a little complicated! IMHO you should add at least two more units to allied CAP (5/6 vs 16 is still complex, but yet better than 3/4 vs 16!) and/or scramble some more interceptors form the Washington, which would make the whole thing more realistic than having just 2 planes defending a full carrier group.

 

You're not the first person to have a problem with this aspect of this mission. Every time I've played it myself (dozens, at least) the AI handles the northern group just fine and I need to buster over there to even have a chance at shooting anything down. Some of this is just going to be up to the randomness of the AI, but I want to keep it so that player feels they may actually be needed to help stem off the second attack, rather than being able to just ignore it. There is an "alert 5" group of Hornets that launch from the CVBG and join the CAP fighting the northern attack. Overall there's a 1:1 ratio of Hornets to MiG-29As in the fight, which should easily go to the Hornets, and the strikers shouldn't pose a threat unless they get behind you without you noticing. 

 

Quote

Double check your triggers: at least one time I wept out the east attack group and the west group do not activate.

Curious, I'll take a look. IIRC the second attack should begin when you shoot down the first of the Su-24s in the eastern package. I've not heard of this being a problem before, but there may be a more reliable way to trigger it. 

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12 hours ago, oho said:

I play open beta. Does it work with that?

Yup! Should be fully functional on either distro. I primarily play test on Stable, so it's possible there's a few weird bugs in Open Beta, but it's unlikely. 

 

Quote

Do I have to do air refuelling because I'm not good in that.

Nope! There are tankers in the air in every mission in case you want to, but it is not necessary for any of the missions if you have good fuel management. 

 

Quote

It says mission complete during the flight.  Do I have to land after the message for campaign progress?

Once you get the "MISSION COMPLETE" message you may end the mission at any time. You can always fly back and land if you want to, but I don't force you to in any of the missions. This can also help you avoid needing to use a tanker if you've burned too much gas to make it home. 

 

Quote

Can I use easy comms?

That's a good question, I think so? I have not tested it at all, but there isn't anything in the campaign that's linked to radio triggers, and all my scripted comms use the Message function rather than the radios. I believe it should work fine. 

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Just finished mission 8 (9!) and I simply love it:

Spoiler

A "simple" high altitude JSOW attack inside an S-300 engagement area followed by the order to intercept a couple of Su-24 over UAE just after I've turned on TACAN and said "dafuq, I have enough gas to reach the carrier without need refueling!"

 

One of the things I like most in this campaign is that you must be always "on garde" 😛

 

One suggestion/desiderata (if I may): could be really useful to have all the briefings and knee-boards of the missions into a single/set of PDF document(s): reading it from the in-game menu is a pain (the font is really small).

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RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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On 2/24/2021 at 9:53 PM, Bunny Clark said:

 Overall there's a 1:1 ratio of Hornets to MiG-29As in the fight, which should easily go to the Hornets, and the strikers shouldn't pose a threat unless they get behind you without you noticing.

 

Sorry just seen this.

True problem is the high number of Su-24: they are too many for the player being able to shoot down enough of them prior that the mission go SNAFU since the carrier group is hit too many time.

The first engagement reduces the amount of AMRAAMs available hence I need to merge at some point and go for the Gun, but at that time Fencers do engage me.

Never seen any allied scrambled unit from the carrier, just some RIM-7 missiles easily notched by Fencers.

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RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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About Mission 12 - FA-18_OitW_12_Silkworm

What is my task? Destroy SAM-6 or Silkworms (WP 10), or CAP ?


Edited by SMN

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I am back again, stuck on mission 11 now. Have flown it 8 times and can't win. Yesterday I tried editing the lua file like this.

    
                            ["result"] = 50,
                            ["mission"] = "FA-18_OitW_11_Desert Cats.miz",
                        }, -- end of [33]
                        [41] = 
                        {
                            ["datetime"] = "Tue Mar  2 10:15:37 2021",
                            ["agKills"] = 0,
                            ["aaKills"] = 0,
                            ["stage"] = 13,
                            ["deathsCount"] = 0,
                            ["result"] = 100,
                            ["mission"] = "FA-18_OitW_12_Silkworm.miz",
                        }, -- end of [41]
                        [17] = 
                        {
                            ["datetime"] = "Sat Feb 13 18:13:33 2021",
                            ["agKills"] = 3,
                            ["aaKills"] = 0,

 

In the Mar 2 10:15 log entry I changed stage 12 to 13, result 50 to 100, and mission to  'FA-18_OitW_12_Silkworm.miz'. Closed DCS, restarted the PC, back into DCS, and tried the campaign and it wanted me to fly mission 11 again. So I flew it again and cheated like crazy doing active pause so I could find the plane, lase it, kill it. Killed three planes. Saw each blow up on the FLIR screen and got the popup messages acknowledging each kill. Is there something else I need to do? I fly all the waypoints on the way in. I did skip the bullseye waypoint after killing the planes and got the tacan bearing directly to the boat. I did tell the other pilot to 'attack the mission and rejoin'.

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On 3/2/2021 at 9:35 PM, SMN said:

About Mission 12 - FA-18_OitW_12_Silkworm

What is my task? Destroy SAM-6 or Silkworms (WP 10), or CAP ?

 

 

You have to escort the strike package and hence deal with SAM  and enemy interceptors.

You also have a couple of MK-20 rockeye, use  them  wisely.

Black+Knights_Small.jpg

RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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On 3/3/2021 at 4:31 PM, CBStu said:

I am back again, stuck on mission 11 now. Have flown it 8 times and can't win. Yesterday I tried editing the lua file like this.

The part you need to edit is the "stage" and "mission" headings at the end of the campaign list.

 

To pass the mission 5 aircraft need to be hit. The three out in the open, which are your targets, and the two in the hanger which are your wingman's targets. Make sure you're telling your wingman to attack his targets on the right radio channel, and that he acknowledges it and attacks. Sometimes you need to tell him multiple times, but once he gets the instruction he's usually pretty good at hitting his targets.

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Double check triggers in mission 13: I've kept "waiting for Godot" (https://en.wikipedia.org/wiki/Waiting_for_Godot) for 20 minutes but Wizard never contact me to notify the target position.

Not an editor expert, but I guess the trigger area might be too small for many groups holding over 2 different WP.


Edited by LordOrion

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RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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@Bunny Clark

Yes, I was right: the trigger zone used in mission 13 to check that all units are in their hold position was too small for 2 separate anchor points. I've fixed this (I hope you don't mind... 😛) by adding a separate trigger zone (same size) for Dodge flights and modifying the triggers accordingly. That way all worked fine.

 

Here is the modified mission (if you like):

https://drive.google.com/file/d/1SX5IkqTjr_F1WiBabgFuf6SNxgGxyb1e/view?usp=sharing

 

Another issue: there are a lot of planes waiting to launch from the carrier at begin. Since the departure order is not specified (or at least I didn't find it) it is possible that player wingman might crash into another AI plane while taxiing (I've seen this a couple of times).

This is obviously not your fault (sometime I think we should replace the "I" of "AI" with "S" and call it "Artificial Stupidity" 🤣 )

To solve this is enough o wait for the bridge to be free from other planes (a couple of messages from the tower might help) but you might also consider to place Dodge flights already en-route to reduce the number of planes taxing on the bridge at the begin.

 

Black+Knights_Small.jpg

RDF 3rd Fighter Squadron - "Black Knights": "Ar Cavajere Nero nun je devi cacà er cazzo!"

My Blog (Italian): Notti a (Video)Giocare

~~~~~~~~~~~~~~~~~~~~~~~~~

CPU: i7-11700K@5GHz|GPU: RTX-4070 Super|RAM: 64GB DDR4@3200MHz|SSD: 2x 970EVO Plus + 980 EVO Plus|HOTAS Warthog|TrackIR 5|

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3 hours ago, LordOrion said:

Yes, I was right: the trigger zone used in mission 13 to check that all units are in their hold position was too small for 2 separate anchor points.

Yup, I came up with a better way of accomplishing the same thing in another mission and need to change this one over to the new system (setting a flag as each flight arrives at the hold point, rather than drawing a circle and waiting for everyone to be in it). I hope to release an update soon which will solve a few issues like this, and include the cold start version. 

 

Quote

Another issue: there are a lot of planes waiting to launch from the carrier at begin. Since the departure order is not specified (or at least I didn't find it) it is possible that player wingman might crash into another AI plane while taxiing (I've seen this a couple of times).

It's typically best to let all or most of the other flights take off before you do. It sounds like desk crew plane directors are high on the priority list for the Super Carrier, so I'm hopeful that will solve this problem. 

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On 2/23/2021 at 11:53 AM, LordOrion said:

The campaign seems good but there are some issue with mission 3:

 

  1. There are too many enemy (22) and too few allied units (just  4!). Enemy always wipe out the allied CAP on the east, leaving me alone to face 12~16 planes with just few Aim-9 and Aim-120, which is, (how to say it?)... a little complicated! IMHO you should add at least two more units to allied CAP (5/6 vs 16 is still complex, but yet better than 3/4 vs 16!) and/or scramble some more interceptors form the Washington, which would make the whole thing more realistic than having just 2 planes defending a full carrier group.
  2. Double check allied CAP: I found them flying at 800ft some times!
  3. Double check your triggers: at least one time I wept out the east attack group and the west group do not activate.

 

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.

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