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Posted

good job (as usual), arctic thunder was awsome, this one is even better. I really like the music implantation (that add a cinematic vibe). The fuel management is a bit harsh but it forced me to practice air-air refueling and now I love it 🙂

  • Thanks 1
Posted

Aye, great campaign so far I am on Mission 6.  And yes, the Bug has short legs, fuel is always a concern.

  • Like 1

"You see, IronHand is my thing"

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Posted
On 4/12/2025 at 11:53 PM, AldousHuxley said:

good job (as usual), arctic thunder was awsome, this one is even better. I really like the music implantation (that add a cinematic vibe). The fuel management is a bit harsh but it forced me to practice air-air refueling and now I love it 🙂

audiomodify.com

  • 4 weeks later...
Posted

Just finished the 2nd Mission (The raid) with 3h or more.

It is just awesome! The dialogs are excellent and the missions are really fun and engaging. I'm not using any time acceleration and I enjoy every minute of this campaign.

The added music together with the excellent lighting in the early morning hours gives the campaign a Triple-A feeling.

Just unbelievable how much entertainment you get for those few bucks the campaign cost.

Excellent work!

 

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Before you call everything a "bug": RTFM & try again! Thank you. :music_whistling:

 

I9-9900k, 32 GB RAM, Geforce RTX 2080 TI, 128 GB M2 SSD, 1 TB SSD, Track IR, Warthog Hotas

Posted
21 hours ago, Viking 1-1 said:

Just finished the 2nd Mission (The raid) with 3h or more.

It is just awesome! The dialogs are excellent and the missions are really fun and engaging. I'm not using any time acceleration and I enjoy every minute of this campaign.

The added music together with the excellent lighting in the early morning hours gives the campaign a Triple-A feeling.

Just unbelievable how much entertainment you get for those few bucks the campaign cost.

Excellent work!

 

The length of missions, the need to refuel and the use of music were some of the things we were a bit concerned about how they would be received. So this positive feedback has been really reassuring. Thanks.

  • Like 2
  • 1 month later...
Posted

Great job Baltic Dragon.  I'm on mission 15, and as a former Navy pilot, have to say Bravo.  Really nice job capturing the general atmosphere and details of CV ops as well as killbox missions.   If I might provide some very minor thoughts for consideration:

1.  The player's voice character is waaaay to enthusiastic when talking on the radio.  The vast majority of these calls (checking in/out with marshal, strike, etc.) are very mundane, and sound super boring for the most part. 

2.  I liked the feedback on not following some of the CV launch/recovery procedures.  Just food for thought, but no one becomes a fighter pilot to fly 300kts at 500' after being launched from a carrier!  That said, I was a bit surprised there doesn't appear to be any point deduction for landing above max trap weight on the boat.  Between the CVW SOP that specifies a no lower than fuel state when landing, and the NATOPS max landing weight, fuel management can be a surprisingly challenging aspect of CV ops.  Might have been cool to provide some feedback on that in the debrief.

3.  CV recovery seems to assume the player and his wingman are the only game in town.  IRL, you'd have to hold until the previous launch is complete (which adds some additional fuel planning challenges; see above), then work your way down the stack.  This could be simulated by having various sections hold until a specific time, then the player would have to time his entry into the break.  Just a thought.

Great job overall - this could be used as recruiting material for Naval Aviation as far as I'm concerned!

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F-18C/F-14/P-51/F-86 Pico4/Quest2 VR with Intel Core i9 3.0GHZ 24 -Core, 16GB, GeForce RTX 4070 ti

  • 3 weeks later...
Posted (edited)

This made my day, thanks 2circle.

A bit of behind-the-scene stuff in response to your comments.

The voice actors were full of enthusiasm. No way we wanted to take that away from them - it's contagious. And of course there's way too much chatter on AUX altogether, but that's to tell the story.

Actually, hadn't thought of a penalty on the recovery weight. Loving the idea.

We did actually try to create time slots for departures and recoveries, but it got really messy. AI groups got stuck on the catapults if you, as the player, didn't comply. The long missions with AAR were also a worry -- we weren't sure whether it would be well received in the community -- so didn't want to add extra wait time at the end of a 2-3 hour mission. But, perhaps we need to revisit the idea next time. We're here for carrier stuff, after all.

Edited by Nix Mills

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