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[SP] AH-64D Georgian Hammer Campaign


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13 minutes ago, Eight Ball said:

😬

That's something I haven't really paid attention to, I...I use easy radio :sad_2:

The briefing is inacurate, your flight is on 127.5 AM...will fix that too. Sorry for the inconvenience.

It's fine, it's an easy fix.

 

 

While at it, there's some German in the 2nd mission briefing.

"Einsatzgebied", or something like that (not at my pc right now)

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i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

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~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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55 minutes ago, Eight Ball said:

It's fine, it's an easy fix.

Yep, I know, but it costs a time :).

Btw. if you improve something for SP, do You do the same for coop version? Id like to start MP with my friend.


Edited by YoYo

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On 4/10/2022 at 2:13 PM, DCS.Fighter.Masi said:

But then is almost every thing cleaned up!?

On the mission 2 it happened to me, the CAS flight did almost everything. But on missions 3 and 4 it's a lot more difficult...

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17 hours ago, DCS.Fighter.Masi said:

Thats great news... cause I still stuck a Mission 2... 😞 No luck for me there.

In mission 2 if you hit the infantry with Hellfire it'll also take out the primary target.  Just don't get close, fire from far away near WP3, watch for AAA from the right hand side.

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I am stuck on mission 2 for another reason: I play just as the Pilot, I don’t want to jump back and forth between the 2 seats, and it is impossible to have George targeting or firing bridges.

I am wondering if to simply skip this mission, but then if in next missions there will be other stationary targets like buildings, same will happen and therefore no sense in keep playing for me.

Without spoilers, does anyone knows if later missions will have building or bridges as targets ?

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42 minutes ago, itarrow said:

I am stuck on mission 2 for another reason: I play just as the Pilot, I don’t want to jump back and forth between the 2 seats, and it is impossible to have George targeting or firing bridges.

I am wondering if to simply skip this mission, but then if in next missions there will be other stationary targets like buildings, same will happen and therefore no sense in keep playing for me.

Without spoilers, does anyone knows if later missions will have building or bridges as targets ?

I didn't know that a bridge needed to be destroyed in mission 2. At mission start I activated the CAP, SEAD and CAS flights (radio F10 menu) and once I got to the area of operations, I got the mission complete message.

So, basically, mission 2 can be completed without firing a single weapon.

 

While I do switch to the CPG seat, mission 3 and 4 can be played entirely from the PLT seat (no static targets). Haven't played #5 yet.

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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7 hours ago, sirrah said:

I didn't know that a bridge needed to be destroyed in mission 2. At mission start I activated the CAP, SEAD and CAS flights (radio F10 menu) and once I got to the area of operations, I got the mission complete message.

So, basically, mission 2 can be completed without firing a single weapon.

 

While I do switch to the CPG seat, mission 3 and 4 can be played entirely from the PLT seat (no static targets). Haven't played #5 yet.

Thanks for the insight, will try to do the same for Mission 2 and move in the Campaign.

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On 4/17/2022 at 1:14 AM, sirrah said:

I didn't know that a bridge needed to be destroyed in mission 2. At mission start I activated the CAP, SEAD and CAS flights (radio F10 menu) and once I got to the area of operations, I got the mission complete message.

So, basically, mission 2 can be completed without firing a single weapon.

 

While I do switch to the CPG seat, mission 3 and 4 can be played entirely from the PLT seat (no static targets). Haven't played #5 yet.

This campaign, like the A-10C Georgian Hammer campaign it's based on, is randomized. There are three possible missions that can happen as Mission 2. My Mission 2 was 1-3-0, where I had to destroy an arty position. Destroying a bridge is mission 1-2-0. Mission 1-1-0 has you supporting an allied armored advance. Which mission you get is totally random. 

Additionally, there is quite a lot of randomization in the mission itself. Most air defenses have a 50% chance of spawning, so how much resistance you need to deal with will be different every time you play the mission.

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13 hours ago, Jayhawk1971 said:

127.5 is the freq for the AI wingman

...as has been mentioned in this thread already 🙂 

 

I have tried 127.5, 124.0, 128.0 on the VHF band and 251.0 on the UHF and I couldn't make it work. I went back into settings and choosed "easy communication" when all the frequencys are set and then it worked. 

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Hey 8Ball,

  Thanks SO much for this campaign!! 

I"m really enjoying it although I am getting pasted quite often, it's been a really good way to familiarise myself with the Apache

  Well done sir!!

 

 

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On 4/21/2022 at 5:25 AM, Bunny Clark said:

This campaign, like the A-10C Georgian Hammer campaign it's based on, is randomized. There are three possible missions that can happen as Mission 2. My Mission 2 was 1-3-0, where I had to destroy an arty position. Destroying a bridge is mission 1-2-0. Mission 1-1-0 has you supporting an allied armored advance. Which mission you get is totally random. 

Additionally, there is quite a lot of randomization in the mission itself. Most air defenses have a 50% chance of spawning, so how much resistance you need to deal with will be different every time you play the mission.

Hmmm can’t get a successful 1-2-0 mission flying just as pilot… will skip it….

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Mission 4-1 is also impossible, because someone forgot to assign flags correctly and ordering the friendly units to advance does nothing. These escort friendly armor missions are a pain in the ass.

Mace and Pine need stop conditions assigned on their hold holders triggered by flags 601, 602, and 603.

@Eight Ball are you working on updates for the campaign? Do you want me to upload fixes as I make them?

 

On 4/21/2022 at 6:49 AM, Dozer1606688093 said:

I have tried 127.5, 124.0, 128.0 on the VHF band and 251.0 on the UHF and I couldn't make it work. I went back into settings and choosed "easy communication" when all the frequencys are set and then it worked. 

Assign your flight to 251 MHz in the Mission Editor or Mission Planner. I'm having trouble getting wingmen to work on VHF, but have had better luck UHF. 

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On 4/29/2022 at 4:30 PM, DCS.Fighter.Masi said:

How about to upload the fixed missions here? Later they can be added into the campaign. I don´t think that any "copy right" rules appear, since it is a free campaign by ED, which is a few days old and had many iterationes for different modules before.

The original campaign may be by ED, but Eight Ball put a fair amount of work into. I'm not willing to upload modified versions of his work without his permission. 

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Mission 5-1 is also buggy and extreme hard and long. Sometimes the Abrams get stuck on the first bridge. If they made it, the almost got killed, because way before WP2 is a heavy defense line. If you are able to clear them the way, the nearly need 90+ minutes to the finish at WP3.

These escort missions are really painful... Haven´t had bridge to destroy mission yet.

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20 hours ago, DCS.Fighter.Masi said:

nearly need 90+ minutes to the finish at WP3.

These escort missions are really painful... 

Agreed, they're far too long. Increasing the speed of the ground units in the Mission Editor helps. 

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You can control the ground units yourself, adjust their speed and give them new paths to take if they go a little berserk or refuse to do what they supposed to. Personally 90 minute missions is not a problem for me.


Edited by Nevyn
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Thanks Bunny I’ll tweak the speeds. What did you use?

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I was tweaking the speeds, but somehow they still drove with 11kn in snake lines trough the forest - but I am not that familiar with the mission editor either.

The Point is not that the mission is 90+min, but the time the units will take is that long. The idea afaik is that I "clear" the threats and send them THEN on the way. So basically I have 40-60min of my mission and then 90min waiting till the tanks are at their goal.

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If I am understanding you correctly, then you don't adjust their speeds and path in the mission editor, you do it on the F10 map while you are flying the mission. If you are unsure of how that is done, let me know and I will try and show you, if that's not what you meant then ignore me.

 

Although I do own combined arms so I am not sure if this feature is linked to that, I have had CA so long I don't remember what it's like without it.


Edited by Nevyn
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