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Posted

After encountering the two fast attack boats and landing back at Castle Leeds, CL open fire, while I'm asked to stand by. CL engage the ship until it runs out of ammunition (it seems). Nothing happens thereafter. Both CL, and the attacked ship is just sitting there, and no further tasking is given.

Posted

Hi, 

Ok sounds like the CL did not complete it's task to destroy the small boats. That never happend before in x amount of tests, sorry. But I need to check the fallback trigger here, that should fire in such case. So you did nothing wrong and completed your task to land back on CL. To move on with the campaign you need to skip the mission meanwhile or try again and hope for better luck with the AI. 🙈

I am on it and will give you further Feedback. 

 

Posted

Just to clearify. CL destroys the two attack boats, while I sit on it's helipad. But the destruction of the two attack boats, doesn't trigger anything.

Then CL continues to engage the "mothership" that the attack boats where launched from. It continues to fire until it (I presume) run out of ammunition. But it doesn't do any (visual) damage to the large boat, and nothing seem to trigger. I waited it out a good 10 minutes after CL stopped firing, then I quit and skipped the mission.

Except from that, I enjoy the campaign, and hope this issue will be sorted out 🙂

Posted

Let me check that tmr, nearlly bed time here. But the mission should count as completed as soon as you land on the CL and wait until the small boats are destroyed. Then the Mission Complete Trigger should fire. 

There have been a couple of changes in AI and AI tasking in DCS lately, not sure if that screwed sth up. But no worries I while sort it out. 🫡

  • Solution
Posted (edited)

Ok, I have replicated the issue and fixed it in my build. 

 

Workaround Instructions:

- If landed on the Castle Leeds again and once the ship has destroyed the 2 speed boats, the mission counts as complete.

- Exit the mission at that point and use the SKIP MISSION function in the campaign menu to proceed with the next mission. 

or

- Shutdown the helicoptoer. 

I apologize for the inconvenience. A fix should be released with next patch. 
 

Edited by Cyking
  • Like 1
  • Thanks 1
Posted (edited)

I had the issue where I got the message to land on CL and standby. The patrol boats were destroyed without further messages, on the third attempt I tried shutting down once landed on CL, which triggers the mission complete messgae. Other than this little issue I am loving the campaign so far. Keep up the good work!

Edited by rough_edges
Posted
9 hours ago, rough_edges said:

I had the issue where I got the message to land on CL and standby. The patrol boats were destroyed without further messages, on the third attempt I tried shutting down once landed on CL, which triggers the mission complete messgae. Other than this little issue I am loving the campaign so far. Keep up the good work!

 

Thank you very much for your feedback. Yeah, but there is a missing message to let the player know that. I changed the whole trigger setup for this in the next version to make it work for fluent. 

 

  • 2 weeks later...
Posted

Hello again.  I had a peculiar experience with mission 4 tonight.  The first time I approached the Castle Leeds the trigger fired for having landed on the ship to pick up the specialist before I had a chance to land.  Here is a video of it inlcuding the known issue with the end of mission trigger.  Out of curiousity I took off from Castle Leeds again and  examined the target ship,  There were UNIFIL crewmen aboard, I didn't find out they were going to board the ship at any point, so that was a surprise.  https://www.youtube.com/watch?v=pbk3JsWpRsc

 

VR rig - 

Posted (edited)

Interesting, how does this trigger fire even before you are landed? I do not understand and need to check that. I am only checking 2 values to know if you are landed or not. First being insinde a specific zone and the position of your collective. Assuming when user is landed the collective is below 20%. May I ask what Hotas you are using, you adjusted the curves of the collective? Maybe you have track file of the mission. I really need to dive into that, because makes no sense for me ... But yes I have seen it on the video. 

Did the castle leeds shot at the speed boats? I also just realized a bug in DCS while testing right now, the gun of the castle leeds has no more sound. I will report it. 
 

Edited by Cyking
Posted
6 hours ago, Cyking said:

Interesting, how does this trigger fire even before you are landed? I do not understand and need to check that. I am only checking 2 values to know if you are landed or not. First being insinde a specific zone and the position of your collective. Assuming when user is landed the collective is below 20%. May I ask what Hotas you are using, you adjusted the curves of the collective? Maybe you have track file of the mission. I really need to dive into that, because makes no sense for me ... But yes I have seen it on the video. 

Did the castle leeds shot at the speed boats? I also just realized a bug in DCS while testing right now, the gun of the castle leeds has no more sound. I will report it. 
 

 

 

So when I descend and circle around to land I usually lower my collective to zero and pitch up and just let the momentum carry me down and bleed airspeed, combined with my player being near the ship that must've set off the trigger 😆

Yes, in my playthrough the castle leeds did fire at the speedboats and destroyed them.

VR rig - 

Posted (edited)
27 minutes ago, Talvid said:

 

So when I descend and circle around to land I usually lower my collective to zero and pitch up and just let the momentum carry me down and bleed airspeed, combined with my player being near the ship that must've set off the trigger 😆

Yes, in my playthrough the castle leeds did fire at the speedboats and destroyed them.

Ok thank you, I did not have this technique on scope. 😄I think I need to adjust that trigger then. Thank you for your Feedback. 

Edited by Cyking
Posted (edited)
On 8/25/2024 at 8:43 AM, Cyking said:

Ok thank you, I did not have this technique on scope. 😄I think I need to adjust that trigger then. Thank you for your Feedback. 

 

And an AI chat bot told me this is a really unrealistic practice and a real pilot would never lower the collective to zero in-flight. So I'm committing virtual helicopter heresy with thar technique but I appreciate if you can adjust the triggers for my gaming style. Maybe with velocity, agl altitude, and collective percentage conditions 

I followed your advice and shut down my helicopter after landing on the Castle Leeds following contact with the armed speedboats.  The mission then ended in success.

Edited by Talvid
  • Like 1

VR rig - 

Posted
On 8/25/2024 at 6:46 PM, Talvid said:

And an AI chat bot told me this is a really unrealistic practice and a real pilot would never lower the collective to zero in-flight. So I'm committing virtual helicopter heresy with thar technique but I appreciate if you can adjust the triggers for my gaming style. Maybe with velocity, agl altitude, and collective percentage conditions 

 

That is kind of the learning curve for me, to have also this kind of behavoirs on scope when a building a mission. I cannot expact that everyone is flying it like a real pilot. And you where not the first one encountering this. I adjusted the trigger in the mission with a addional check and limited the zone only to the helipad, so it should not happen anymore. I think in future I will take the DCS landing Event for such checks. But as I said, that is part of my learning curve in creating missions for the public and I am very happy for all your feedback. 😎

  • Thanks 1
Posted (edited)
On 8/12/2024 at 1:35 PM, Cyking said:

Ok, I have replicated the issue and fixed it in my build. 

 

Workaround Instructions:

- If landed on the Castle Leeds again and once the ship has destroyed the 2 speed boats, the mission counts as complete.

- Exit the mission at that point and use the SKIP MISSION function in the campaign menu to proceed with the next mission. 

or

- Shutdown the helicoptoer. 

I apologize for the inconvenience. A fix should be released with next patch. 
 

 

I also had the same problem at mission 4, but there is a solution now.
I also think the campaign is very good so far. The missions are not endless long and I always knew what to do and where to go. That's not always the case in campaigns...
I enjoy the missions...
Edited by Air Joker
  • Like 1

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Posted
23 hours ago, Air Joker said:
I also had the same problem at mission 4, but there is a solution now.
I also think the campaign is very good so far. The missions are not endless long and I always knew what to do and where to go. That's not always the case in campaigns...
I enjoy the missions...

 

Thank you for your feedback, happy to hear you like it so far. 😎

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