LooseSeal Posted January 28, 2021 Posted January 28, 2021 Just thought I'd give some observations so far. Some I think are bugs. The Comms presets seem to be back to front in comparison to the kneeboard, which is a bit confusing at first. The fact there are no subtitles for much of the voiceovers during the mission is a bit of an issue. Not only for people who are hard of hearing, but also because the AI AWACS is constantly giving BRA reports over the top of the voiceovers (which seem to have a lower volume than the AWACS, making it ever harder to hear). I think I missed at least half of what was said until I switched the AWACS off. The flight lead of 'Trimmer's' flight was shot down. I attempted to order his wingman to RTB but there is no response and he just continued to try to fire HARMs at an SA-6 site that had already been destroyed. It appears only the flight lead can be ordered. And so his wingman died after needlessly flying over a Shilka... I ordered Fish to RTB. They proceeded to turn to the carrier, then dive from 30,000ft to the ground and fly over Iglas and Shilkas at 200kts. They both died. When I RTB'd, I switched to the carrier comms and the Marshal was just stuck on repeat ordering me, or whoever, to go to the marshal stack. I couldn't 'abort inbound', or 'established' or 'commencing'. It just kept repeating the orders to go to marshal stack. I don't know if this is a Supercarrier bug, but I did notice similar behaviour in the first mission. All in all, I think the potential is there to be very fun and replayable. However, until my allies stop flying directly over the top of AAA at low altitude for no apparent reason, then it's going to be hard to be immersed in it. - i7-7700k - 32GB DDR4 2400Mhz - GTX 1080 8GB - Installed on SSD - TM Warthog DCS Modules - A-10C; M-2000C; AV8B; F/A-18C; Ka-50; FC-3; UH-1H; F-5E; Mi-8; F-14; Persian Gulf; NTTR
gregzagk Posted January 28, 2021 Posted January 28, 2021 Thank you so much for your feedback. I am going through them and will update this thread with all the updates for bugs etc. Greg "ARGO" DCS UH-1H DLC SP Campaign 373vFS DCS World squadron (Greece) - www.buddyspike.net "ARGO 2.0 Project Phoenix" UH-1H DLC Campaign - WIP
ROBYMIG Posted January 29, 2021 Posted January 29, 2021 17 hours ago, LooseSeal said: Just thought I'd give some observations so far. Some I think are bugs. The Comms presets seem to be back to front in comparison to the kneeboard, which is a bit confusing at first. The fact there are no subtitles for much of the voiceovers during the mission is a bit of an issue. Not only for people who are hard of hearing, but also because the AI AWACS is constantly giving BRA reports over the top of the voiceovers (which seem to have a lower volume than the AWACS, making it ever harder to hear). I think I missed at least half of what was said until I switched the AWACS off. The flight lead of 'Trimmer's' flight was shot down. I attempted to order his wingman to RTB but there is no response and he just continued to try to fire HARMs at an SA-6 site that had already been destroyed. It appears only the flight lead can be ordered. And so his wingman died after needlessly flying over a Shilka... I ordered Fish to RTB. They proceeded to turn to the carrier, then dive from 30,000ft to the ground and fly over Iglas and Shilkas at 200kts. They both died. When I RTB'd, I switched to the carrier comms and the Marshal was just stuck on repeat ordering me, or whoever, to go to the marshal stack. I couldn't 'abort inbound', or 'established' or 'commencing'. It just kept repeating the orders to go to marshal stack. I don't know if this is a Supercarrier bug, but I did notice similar behaviour in the first mission. All in all, I think the potential is there to be very fun and replayable. However, until my allies stop flying directly over the top of AAA at low altitude for no apparent reason, then it's going to be hard to be immersed in it. Quote MIGNUS Setup: MSI MPG Z390 Gaming plus, Intel i7 8700k, Ram 2x16Gb Crucial Ballistix Sport CL15 DDR4 3000MhZ, GTX 1070ti, 500Gb SDD, 1Tb HDD, Oculus Rift S, TM Warthog, TM Hornet Grip, TM Rudder pedals, 2x TM MFDs, 44” Tv, Home SIMPIT F/a-18c 1:1 scale Fully functional Main Instruments Panel
Mostow Posted January 31, 2021 Posted January 31, 2021 Good afternoon, Pretty confusing the way how to command the mission. This is not a maintainable even for experience users. After taking off I did manage all radios to join the lazy flights (from fish to trimmer) let them joining up and then I realise they have been already shot down. My strategy is the first get rid off enemy jets and than AD. But what the stupid flights are doing? After several minutes I have noticed that I'm alone surrounded by herds of Migs. Not even understand how can I destroy some ground targets without proper aircover. AWACS is useless as is still reporting everything. So why the matrix? 1. supporting flights must stay above carrier until player command them. 2. AWACS matrix - useless 3. F-10 option have to be reworked - too complicated and complex. No need to tell to all flights what to do after winchester. 4. mission planner - bugs. It is time consuming before and after missions commencing, ( 20 mins checking mission F-10 is too much) Otherwise the idea in not bad.
gregzagk Posted January 31, 2021 Posted January 31, 2021 (edited) 1 hour ago, Mostow said: Good afternoon, Pretty confusing the way how to command the mission. This is not a maintainable even for experience users. After taking off I did manage all radios to join the lazy flights (from fish to trimmer) let them joining up and then I realise they have been already shot down. My strategy is the first get rid off enemy jets and than AD. But what the stupid flights are doing? After several minutes I have noticed that I'm alone surrounded by herds of Migs. Not even understand how can I destroy some ground targets without proper aircover. AWACS is useless as is still reporting everything. So why the matrix? 1. supporting flights must stay above carrier until player command them. 2. AWACS matrix - useless 3. F-10 option have to be reworked - too complicated and complex. No need to tell to all flights what to do after winchester. 4. mission planner - bugs. It is time consuming before and after missions commencing, ( 20 mins checking mission F-10 is too much) Otherwise the idea in not bad. Hey, thank you very much for your purchase. Here you can find tips and planning suggestions that work pretty well: Squadron flights behavior/ Survivability Your squadron flights, are not just supporting flights to your package, but are part of a COMAO (Combined Air Operations). As such, depending on their role, they adjust their ETA to their areas of responsibilities (Air to Air flights go first, SEAD follow and STRIKE,CAS are coming last). The time you submit your code, plays a role on when the other flights will start their offensive, so pls be sure you submit it once you are almost ready to take off. About the planning time that you spend in the Mission planner. Based on testers feedback we believe it's an easy to follow process and by the 2nd - 3rd time the player should get used of it. We believe the time needed is justified for a dynamic campaign (set up your waypoints, check the targets and manage your squadrons roles and payloads). It's quite the same process on other dynamic campaigns that we were dealing with in the past. Without this, it would be completely different gameplay not offering these features that make it a dynamic concept. For the survivability of yours and your squadron packages, you must ensure that you fly less risky sorties in the first missions in order to establish air superiority. The enemy is stronger in the beginning and you might even decide to send RTB some of your flights to return safe. You should move on Strike, SEAD tasks at a later point. * The strike target coordinates that are given by your XO on each mission end, are as mentioned in the manual, optional in case you believe you are in a position to perform safe Strike missions. If you see that the enemy is still operating in high numbers then you should skip them and continue executing only Air to Air and SEAD missions. AWACS Authentication This is a quite realistic procedure that is used to authenticate your package with AWACS before actually receiving calls. Otherwise it won't respond to you. So you need the matrix to respond correctly to the authentication process. F10 Menu The menu includes orders that are optional. They are serving also safe switch in case an AI package is not behaving the desired way and is risking to get shot down. So you have RTB Menus, Establish CAP etc. As mentioned in the manual, one of the RTB menu serves the role to prevent a likely DCS bug in which AI could attack targets with guns. If that doesn't happen then the better for the player Bugs Please let us know of any bugs that you face. If you are referring to the zones that are not showing up, yes this is reported and should be fixed soon. This issue though it's not a blocking bug but mostly a missing feature, as you are perfectly able to continue (check the planning tips above). Overall the campaign's goal is to use the current and future AI logic to create a nice dynamic environment. As such, we have to adapt to some limitations and find various solutions to be on the safe side. However the idea is to update/ upgrade it quite often as it's replayable. Hope that helps Greg Edited January 31, 2021 by gregzagk "ARGO" DCS UH-1H DLC SP Campaign 373vFS DCS World squadron (Greece) - www.buddyspike.net "ARGO 2.0 Project Phoenix" UH-1H DLC Campaign - WIP
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