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Mission 9 - XM158 Rocket Pod broken


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Posted

Known bug from ED about the xm158 rockets only firing north. In the mission unable to equip anything other than the xm158 for the CAS mission. It would be great if we could have the option to equip the m261 pods to help assist in the mission for the mean time til they fix the bug. 

 

Posted

That explains a lot. 😅
I'll fly the mission again... and in between i fly quickly to EASTSEQ HQ to fill up my guns to deal with the rather high number of insurgents before it gets dark.

regards Ganesh

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Posted
On 8/24/2024 at 5:50 AM, Ganesh said:

That explains a lot. 😅
I'll fly the mission again... and in between i fly quickly to EASTSEQ HQ to fill up my guns to deal with the rather high number of insurgents before it gets dark.

I flew it 3 times trying to figure out what was going on. I looked in the forums to see that the small rocket pods aren't working correctly right now. It makes so much more sense now! 😅

Posted

I noticed that Springfield 1-1 kept flying the heading after reporting the engine overheat issue and then they just disappeared.   Maybe you wanna check the code on it to make it fly to the divert helipad for realism or maybe just my game is buggy

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Posted

 

4 hours ago, Talvid said:

I noticed that Springfield 1-1 kept flying the heading after reporting the engine overheat issue and then they just disappeared.   Maybe you wanna check the code on it to make it fly to the divert helipad for realism or maybe just my game is buggy

Thank you ... strange, I will take a look. Normally it should turn away from a route to the divert helipad. Not sure if the DCS AI Tasking is broken there, will take a look. 

  • Thanks 1
  • 2 weeks later...
Posted (edited)

seconded on the rocket pods.  tried loading with 2 pods at the top of the list.. the HE pods with 19x rocket each.  it only loaded one pod and that pod only fired ONE rocket before refusing to fire any more.  Also  is there anything that can be done regarding the task to kill the infantry after destroying the technical from task b?  my gunners run out of ammo trying to hit them.. I have no idea how many are left since they  they apparently run out of ammo as well, since they stop firing at me .  without incoming fire i cant see if there are any soldiers left to kill or where they are since they are so tiny and blend in with the ground textures.  maybe a timer of some sorts just to move the mission along?  today i hung out there until it got dark trying to find things to kill and even ran out of gas.

Edited by unclesneep
Posted
4 hours ago, unclesneep said:

seconded on the rocket pods.  tried loading with 2 pods at the top of the list.. the HE pods with 19x rocket each.  it only loaded one pod and that pod only fired ONE rocket before refusing to fire any more.  Also  is there anything that can be done regarding the task to kill the infantry after destroying the technical from task b?  my gunners run out of ammo trying to hit them.. I have no idea how many are left since they  they apparently run out of ammo as well, since they stop firing at me .  without incoming fire i cant see if there are any soldiers left to kill or where they are since they are so tiny and blend in with the ground textures.  maybe a timer of some sorts just to move the mission along?  today i hung out there until it got dark trying to find things to kill and even ran out of gas.

 

Without the rockets pods or not working rocket pods it is hard to complete the task. I will put in an addional fallback trigger, to avoid endless searching of remaining soldiers. 

  • 4 weeks later...
Posted

I tried this mission today after the update. Still possible to fire only one pair of rockets. 😞

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Posted
2 hours ago, jpuk said:

I tried this mission today after the update. Still possible to fire only one pair of rockets. 😞

Hey, just checked on my end. For me the rockets work as intended. Single or in Pairs or even all at once. 

Posted (edited)
On 10/6/2024 at 11:09 PM, Cyking said:

I will check that on my end too, I am pretty sure this was fixed by ED in the latest patch. Which rockets you had? 

I had the only rockets available, XM158*2. You can see there are 10 rockets in every pod.

 

 

Digital Combat Simulator  Black Shark Screenshot 2024.10.08 - 20.16.38.100.png

Digital Combat Simulator  Black Shark Screenshot 2024.10.08 - 20.36.24.07.png

Edited by jpuk

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Huey in the air, Spitfire in the hangar 🙂

The last version of OpenBeta (all terrains)

MFG Crosswind V2; Thrustmaster HOTAS Warthog; TrackIR 5

Posted (edited)

Strange, just made another test. I cannot replicate that. 🤔

Sorry for asking this:
- You are sure you are on latest DCS version? 😎
- You have installed any mods? 
- You interrupted the rearming process somehow? 

I also checked the settings for the FARP, it is set to everything available and unlimited fuel and ammo. This makes no sense. I tested with both type of rockets. 

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I am sorry, I have not idea what is causing this for you. 🤔

Edited by Cyking
  • 4 weeks later...
Posted

Hello,

I am using fully updated DCS every time. I have two mods installed.

Today it worked for me with no problems. 🙂

  • Like 1

__________________

Huey in the air, Spitfire in the hangar 🙂

The last version of OpenBeta (all terrains)

MFG Crosswind V2; Thrustmaster HOTAS Warthog; TrackIR 5

  • 2 weeks later...
Posted

I am sorry I have to say that but I don't like this mission because of too many combats. I destroyed the mortar and then the enemy vehicle but still not able to kill all the infantry with RPG what kills me everytime. The Huey is the Utility helicopter, not the Attack one. 🙂

 

Any hint, please?

__________________

Huey in the air, Spitfire in the hangar 🙂

The last version of OpenBeta (all terrains)

MFG Crosswind V2; Thrustmaster HOTAS Warthog; TrackIR 5

Posted
1 hour ago, jpuk said:

I am sorry I have to say that but I don't like this mission because of too many combats. I destroyed the mortar and then the enemy vehicle but still not able to kill all the infantry with RPG what kills me everytime. The Huey is the Utility helicopter, not the Attack one. 🙂

 

Any hint, please?

I agree that the Huey is a utility helicopter. Nevertheless, my intention was to include at least one kind of combat mission. From my perspective, the mission is not too difficult to master, but I have flown it many times, so I know all the triggers and unit locations. Finding the right balance is always a challenge.

Let me see if I can help you. I think the key to success lies in utilizing your door gunners effectively. Position them at the right angle, and they should take care of the insurgents. 

 

Posted
12 hours ago, Cyking said:

I agree that the Huey is a utility helicopter. Nevertheless, my intention was to include at least one kind of combat mission. From my perspective, the mission is not too difficult to master, but I have flown it many times, so I know all the triggers and unit locations. Finding the right balance is always a challenge.

Let me see if I can help you. I think the key to success lies in utilizing your door gunners effectively. Position them at the right angle, and they should take care of the insurgents. 

 

At this moment there are no door gunners, that is the point.

__________________

Huey in the air, Spitfire in the hangar 🙂

The last version of OpenBeta (all terrains)

MFG Crosswind V2; Thrustmaster HOTAS Warthog; TrackIR 5

Posted (edited)

Hey @jpuk
Why you don't have door gunners, did you dismount them when you are rearming at camp Marjayoun? In case your helicopter is getting to heavy by rearming, you can take out some fuel. 

The CAS Scenario has 3 "waves" of enemies. Each wave comes after the other. 
1. The mortars -> destroy with unguided rockets
2. the technichal vehicle -> the most tricky one in my opinion, but utilizing your co pilot by using the front miniguns should take care about the technical. 
3. Open field infantery -> I am aware, spotting them is not easy especially with the sun going down. But you should see some tracers which helps you to find their position. By positioning your door gunners in the right angle the insurgents are an easy pick for your gunners. Keep a safe distance to avoid the single rpg shoot. 

You can do it! 💪😎

Edited by Cyking
Posted
On 11/16/2024 at 1:35 PM, Cyking said:

Hey @jpuk
Why you don't have door gunners, did you dismount them when you are rearming at camp Marjayoun? In case your helicopter is getting to heavy by rearming, you can take out some fuel. 

The CAS Scenario has 3 "waves" of enemies. Each wave comes after the other. 
1. The mortars -> destroy with unguided rockets
2. the technichal vehicle -> the most tricky one in my opinion, but utilizing your co pilot by using the front miniguns should take care about the technical. 
3. Open field infantery -> I am aware, spotting them is not easy especially with the sun going down. But you should see some tracers which helps you to find their position. By positioning your door gunners in the right angle the insurgents are an easy pick for your gunners. Keep a safe distance to avoid the single rpg shoot. 

You can do it! 💪😎

Hi, no, I didn't dismout them, they were dismounted automatically while rearming. I have no possibility to mount them again.

 

I have fully updated and repaired DCS, removed both mods but still the mission behaves strange.

 

Btw, is the mission numbering corrected already? It doesn't look like.

__________________

Huey in the air, Spitfire in the hangar 🙂

The last version of OpenBeta (all terrains)

MFG Crosswind V2; Thrustmaster HOTAS Warthog; TrackIR 5

Posted (edited)
17 hours ago, jpuk said:

Hi, no, I didn't dismout them, they were dismounted automatically while rearming. I have no possibility to mount them again.

 

I have fully updated and repaired DCS, removed both mods but still the mission behaves strange.

 

Btw, is the mission numbering corrected already? It doesn't look like.

That really gives me headache, I do not know why they get dismounted automatically for. Sorry I can not reproduce. I just tried on my end. 

You mean the numbering, for mission 07, the cutscene, that it not progresses in the campaign menu?  That is fixed on my end and submitted to ED, should be solved with next patch. 

Edited by Cyking
  • 3 weeks later...
Posted (edited)

Same here, no door gunners either. They dissappear when rearming.

And only one loadout is available at reaming, miniguns (flexguns) and rockets (7 shot pods).

Screenshot_VirtualDesktop.Android_2024.12.08-20.42.57.457_862.jpeg

Screenshot_VirtualDesktop.Android_2024.12.08-20.44.12.944_575.jpeg

Edited by Dachs
Added screenshots, displaying loadout options at Eastsec HQ.

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