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Campaign: Georgian Havoc


igormk

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Thanks slug88 for your suggestions related to missions 9 & 10. Despite of lack of time lately, I will try to implement all of them.

 

In mission 10 carrier is faced in opposite direction than the other ships (which are actually static objects) due to his desperate intentions to kill all of the ships in Georgian convoy, and ruin my mission concept. I will change that also. I will also try to play a bit with the Georgian ships (speed, distance between them…) in order to eliminate their warping around.

 

Chopper pork, I hope you passed that mission where you have to take down Senaki airfield. You can do what NullCharacter suggested, or you can search for a clear field on the ridge, right towards the western slope. There you can hover very low and your view will not be disrupted by trees, so you will have clear shot on the far right SAM.

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I am halfway through campaign and I didn't find any problems aside from those reported before.

I must also mention that this campaign is better than stock "Georgian oil war" and very similar to stock "Deployment" campaign, maybe even better.

Good job igormk!

i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.

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I am on mission 4 now and I must say that this is the best campaign I've played so far in this sim. The accented english is perfect! It is similiar in feel to the deployment campaign, but this one is definatly the winner so far. Thanks so much for this campaign.

Rock on, be strong! :thumbup:

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As far as I remember, the radio call did include a request for you to aid in defence, since CAP was 10 minutes away.

 

At least one base vehicle has to survive for you to win the mission.

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Alright, I'm finally had some more time with this campaign. I've completed 'Secret Mission' and 'Anti Arty'. Here are more notes:

 

SPOILERS BELOW

 

 

 

 

 

 

 

 

 

Secret Mission

1. I managed to destroy the Inguri on two seperate attempts, and both times I immediately received the message that fighters are inbound and I should abort the mission. It's very possible that for a split second or two I rose above 20m, due to the sudden weight reduction from firing both missiles, but I must have quickly settled back down to below 20m because as soon as I checked my altitude again I was fine. So, I wonder if it's possible that the destruction of the Inguri is incorrectly triggering the 'abort mission' message.

 

2. It seems that if the player gets detected, he still receives the 'abort mission' message even after the inguri's already been sunk, so i think there should be a different message about the fighters if the mission's already been completed.

 

3. One of the times I got detected right after launching the missiles (which successfully sunk the Inguri), I began flying at maximum speed towards home base, and I had actually made it about 1 km inland before I was shot down. Two issues with this: I was flying well below 20m the entire time, so it seems odd that they were able to track me for tens of kilometers on the way back, if they couldn't see me at all on the way to the target. Though maybe it would be easier to detect me in real life if they knew for sure I was there, so perhaps this is fine. The bigger issue is that friendly forces never moved to protect me. I believe I was within Russian lines when I was shot down. Therefore I think the Kuz should scramble some Su-33 to intercept, which should cause the F-16's to break off and RTB before they get too close to Russian lines. Otherwise there's no way to survive once you're detected, except to get the Turkish F-16's shot down by the Kuz, and I think starting a war with Turkey is probably a bit out of the scope of this campaign :D.

 

4. There should be a mission success message once the Inguri is sunk.

 

5. There should be more instruction about what to do after the Inguri is sunk (do they want me to fly directly back to base? Fly back to the naval group, and then back to base? I'd imagine a real life pilot, especially on a covert mission, would have very specific orders for extraction upon mission completion).

 

6. As I mentioned in a previous post about this mission, I think code names would spice it up and make it feel unique from the other missions (especially identifying the Inguri by name over the radio seems a little suspicious).

 

 

Anti Arty

1. As mentioned before, the player starts in mid air, instead of the FARP.

 

2. The position of the enemy arty is already loaded into the player's ABRIS & PVI800 at the start of the mission. According to the briefing, it should be unknown at first.

 

3. The home airbase is completely dead, in contrast to the first few missions of the campaign. It would be nice to see other aircraft returning home from CAS sorties, taking off for other missions, etc. This also applies to the previous couple of missions.

 

4. The warning in the breifing about SAMs is rather vague. Am I expecting radar guided SAMs, or IR, or both? If radar guided sams are expected, their last known positions should be known. The player has instructions to flank the grad battery, but has no indication where it's safe to do so, and I'd imagine that in real life a pilot would have much more guidance in this respect. Is it safe to fly over the sea near the coastline, or would I expose myself to radar guided missiles? Presumably, flanking north over land would be much more dangerous due to IR sams (I haven't tried flanking north, but since it involves flying directly over enemy controlled territory, there should be at least some threat of IR sams, perhaps randomly spawned by triggers). Also, is it safe to fly high, or do I have to fly low? This is another reason why we need better info re enemy radar sam coverage. In fact, it might be a good idea to provide some recon of this type in the breifing for each mission.

 

5. The grad bombardment seems a little too accurate, or the friendly ground units are doing too little to avoid total destruction. I think it would be more realistic if the Russian units tried to relocate after each bombardment, or better yet if the strikes weren't directly on target. When I first flew by the friendly units at WP1, I was impressed by the cinematic destruction, but then I was put off by the fact that I just witnessed more than half the friendly units get destroyed by a single bombardment, which isn't very believable. EDIT: yeah, the Georgian arty should definitely be toned down a bit I think. There was only 1 friendly vehicle alive after I came back from the sortie.

 

6. This is more of a regular comment than a bug report or complaint, but wow the fog makes this really difficult! I had to get within 3km of the grad launchers before I could see them at all, and by that time 4-5 sams were shot at me! Unfortunately, I got careless with the flare program, and stopped dispensing as soon as I killed the tracked strela launcher. I should have known there would be manpads as well :(. Oh well, time for attempt #2! :D

 

7. I noticed that the infantry units around the GRAD battery would start running away as soon as I started shooting. I'm not sure if I imagined this, or if you actually implemented this with triggers. If it's the latter, then bravo! I like this effect a lot! In fact, I recommend that you add a lot more little men, rather than the one or two per grad launcher that I saw. It's too bad that this mission is so foggy that you can barely see them, though.

 

8. It's so foggy that it's very hard to tell when you've killed all the launchers. I had to fly directly over the target area multiple times to see all of them. I think the fog should be toned down a bit.

 

9. I've attached a track to illustrate what I mean about the fog. I don't know if it's just my computer, or if it looks the same to you, but ground vehicles are completely invisible until you're within 2-3km in this mission! Is anyone else seeing the abrupt popping in of buildings and vegetation that I'm getting? I have all settings on high, btw, with an nvidia 8800GTS.

 

Track link (10mb): http://rapidshare.com/files/330691177/slug88_antiarty.trk.html


Edited by slug88
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Here are my tips for 'Anti Arty'.:

SPOILERS BELOW

 

Try reducing fogs density.

Remove last waypoint from PVI-800; it shows exact location of enemy forces so it is too easy to find them.

Instead of MLRS, use gun-arty units (Nona...) because when MLRS is firing, at least with my PC, it leaves a huge trail of smoke so you can easily see it from 20+ km away.

i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.

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Spoiler Below

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Specnas Rescue

1. i really like how there's communication with the flight you're relieving. Knowing the overall quality of this campaign so far, I wasn't surprised by the brief but very atmospheric communications :)

 

2. The dialogue when you're first tasked could use revision I think. The controller doesn't sound very urgent, in fact he spends a lot of time telling you how urgent the task is, without giving you the coordinates. I think he should give the basic task and coordinates first, and then fill in the back story later as you're on the way to the extraction point.

 

3. it would be useful if the controller repeated the coordinates one more time, in case the pilot forgot his pen & paper :)

 

4. I think the enemies spawn too close to the factory roof. In my first playthrough, I saw the little specnas trooper die right away, and my wingman (who was performing overwatch from 1.5km) also died right away. I died about 3 seconds after lift off :). Btw, it was the two 23mm urals that killed us all. Maybe you could remove one of them, and replace them with 5 or so AKM troopers? That way you get all the scary tracers, without the rapid dying.

 

5. good voice acting by the specnas actor, he sounded tired and worn down, as he should have

 

6. more to come...


Edited by slug88
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Hi all!

 

I’m sorry for my late reply to all your Spoiler comments, but I was a bit occupied with New Year and Christmas in the last period. Before starting with my comments I would like to wish a Merry Christmas and a Happy New Year to all of you!

 

Special thanks to slug88 with REEEAAALY detailed reviews on each mission. :thumbup:

 

 

Yeah I figured that so I turned and gunned down a Hind.... MISSION FAIL.

 

Nice.

 

I even parked the Kirov in the water off the coast to let it rip blowing EVERY enemy AC out of the air... mission won't end. 50% complete.

Yeah cobrabase, it is a rare bug you encountered. It is all described in posts #54 - #59 in this thread. As I mentioned, it will be corrected in campaign’s v1.1.

 

Secret Mission

1. I managed to destroy the Inguri on two seperate attempts, and both times I immediately received the message that fighters are inbound and I should abort the mission. It's very possible that for a split second or two I rose above 20m, due to the sudden weight reduction from firing both missiles, but I must have quickly settled back down to below 20m because as soon as I checked my altitude again I was fine. So, I wonder if it's possible that the destruction of the Inguri is incorrectly triggering the 'abort mission' message.

 

2. It seems that if the player gets detected, he still receives the 'abort mission' message even after the inguri's already been sunk, so i think there should be a different message about the fighters if the mission's already been completed.

 

3. One of the times I got detected right after launching the missiles (which successfully sunk the Inguri), I began flying at maximum speed towards home base, and I had actually made it about 1 km inland before I was shot down. Two issues with this: I was flying well below 20m the entire time, so it seems odd that they were able to track me for tens of kilometers on the way back, if they couldn't see me at all on the way to the target. Though maybe it would be easier to detect me in real life if they knew for sure I was there, so perhaps this is fine. The bigger issue is that friendly forces never moved to protect me. I believe I was within Russian lines when I was shot down. Therefore I think the Kuz should scramble some Su-33 to intercept, which should cause the F-16's to break off and RTB before they get too close to Russian lines. Otherwise there's no way to survive once you're detected, except to get the Turkish F-16's shot down by the Kuz, and I think starting a war with Turkey is probably a bit out of the scope of this campaign :D.

 

4. There should be a mission success message once the Inguri is sunk.

 

5. There should be more instruction about what to do after the Inguri is sunk (do they want me to fly directly back to base? Fly back to the naval group, and then back to base? I'd imagine a real life pilot, especially on a covert mission, would have very specific orders for extraction upon mission completion).

 

6. As I mentioned in a previous post about this mission, I think code names would spice it up and make it feel unique from the other missions (especially identifying the Inguri by name over the radio seems a little suspicious).

 

 

Anti Arty

1. As mentioned before, the player starts in mid air, instead of the FARP.

 

2. The position of the enemy arty is already loaded into the player's ABRIS & PVI800 at the start of the mission. According to the briefing, it should be unknown at first.

 

3. The home airbase is completely dead, in contrast to the first few missions of the campaign. It would be nice to see other aircraft returning home from CAS sorties, taking off for other missions, etc. This also applies to the previous couple of missions.

 

4. The warning in the breifing about SAMs is rather vague. Am I expecting radar guided SAMs, or IR, or both? If radar guided sams are expected, their last known positions should be known. The player has instructions to flank the grad battery, but has no indication where it's safe to do so, and I'd imagine that in real life a pilot would have much more guidance in this respect. Is it safe to fly over the sea near the coastline, or would I expose myself to radar guided missiles? Presumably, flanking north over land would be much more dangerous due to IR sams (I haven't tried flanking north, but since it involves flying directly over enemy controlled territory, there should be at least some threat of IR sams, perhaps randomly spawned by triggers). Also, is it safe to fly high, or do I have to fly low? This is another reason why we need better info re enemy radar sam coverage. In fact, it might be a good idea to provide some recon of this type in the breifing for each mission.

 

5. The grad bombardment seems a little too accurate, or the friendly ground units are doing too little to avoid total destruction. I think it would be more realistic if the Russian units tried to relocate after each bombardment, or better yet if the strikes weren't directly on target. When I first flew by the friendly units at WP1, I was impressed by the cinematic destruction, but then I was put off by the fact that I just witnessed more than half the friendly units get destroyed by a single bombardment, which isn't very believable. EDIT: yeah, the Georgian arty should definitely be toned down a bit I think. There was only 1 friendly vehicle alive after I came back from the sortie.

 

6. This is more of a regular comment than a bug report or complaint, but wow the fog makes this really difficult! I had to get within 3km of the grad launchers before I could see them at all, and by that time 4-5 sams were shot at me! Unfortunately, I got careless with the flare program, and stopped dispensing as soon as I killed the tracked strela launcher. I should have known there would be manpads as well :(. Oh well, time for attempt #2! :D

 

7. I noticed that the infantry units around the GRAD battery would start running away as soon as I started shooting. I'm not sure if I imagined this, or if you actually implemented this with triggers. If it's the latter, then bravo! I like this effect a lot! In fact, I recommend that you add a lot more little men, rather than the one or two per grad launcher that I saw. It's too bad that this mission is so foggy that you can barely see them, though.

 

8. It's so foggy that it's very hard to tell when you've killed all the launchers. I had to fly directly over the target area multiple times to see all of them. I think the fog should be toned down a bit.

 

9. I've attached a track to illustrate what I mean about the fog. I don't know if it's just my computer, or if it looks the same to you, but ground vehicles are completely invisible until you're within 2-3km in this mission! Is anyone else seeing the abrupt popping in of buildings and vegetation that I'm getting? I have all settings on high, btw, with an nvidia 8800GTS.

 

Track link (10mb): http://rapidshare.com/files/330691177/slug88_antiarty.trk.html

Secret Mission

 

1.Actually F-16s are also triggered by destroying Inguri. It is by purpose and I tried to make it more interesting :music_whistling: (like Inguri’s escort reported the attack and called F-16s to roll in), just that my calculations should allow you to fast heads towards Kuz which would defend you.

 

2.True. I will change that.

 

3.Hmmm, there is a pair of Su-33s patrolling along separation line. They should chase away the F-16s, but maybe they didn’t do their job. About the forcing the war with Turkey , that is true, we don’t want it here. :D

 

4.I was thinking about that, but was wondering how would, let’s say, Operational Center know that Inguri is dead. Maybe I should make the mission success message to be triggered on let’s say 2-3 minutes after inguri is destroyed.

 

5.Also true, and it will be added in the briefing.

 

6.Code names are already in the list of changes.

 

Anti Arty

 

1.That is already corrected.

 

2.Now I noticed this! :doh: It is also my mistake when I was making last minute testings. ;)

 

3.Will be added.

 

4.Again good point. It will be revised.

 

5.OK, and

Here are my tips for 'Anti Arty'.:

Try reducing fogs density.

Remove last waypoint from PVI-800; it shows exact location of enemy forces so it is too easy to find them.

Instead of MLRS, use gun-arty units (Nona...) because when MLRS is firing, at least with my PC, it leaves a huge trail of smoke so you can easily see it from 20+ km away.

as goldfinger35 suggested, Grad will probably be changed by another artillery type which is less destructive, and leaves less visual reference when firing (Grad really leaves smoke trails visible from long distances, even in fog conditions). I just have to check their ranges and to choose which will be most suitable.

 

6.:D

 

7.Yes, this is made with triggers. More troopers can be activated, the only problem is that you have to add each solider as an individual “group”. If you make a group of let’s say 10 troopers and they are running along a route, they will automatically be set in trail with 50-100m between them. It doesn’t look nice, so to keep them more or less close to each other you have to do individual groups of one solder per group.

 

8.& 9. You can set the fog value between 0 and 10 (0 is no fog). Right now it is set to 2, so it is a light fog. I have experienced the same problem, and I have tried to tone the fog down a bit, but the result (on my PC) was the same. Even with fog set to “1”, targets were visible just below 3km, but it was looking stranger, because when you look outside of the cockpit with value of 1, the fog was barely visible. Therefore I have decided to leave it as it is (value of “2”), since the only other solution was to remove the fog completely, but then the mission wouldn’t be so challenging.

 

 

Spoiler Below

Specnas Rescue

1. i really like how there's communication with the flight you're relieving. Knowing the overall quality of this campaign so far, I wasn't surprised by the brief but very atmospheric communications :)

 

2. The dialogue when you're first tasked could use revision I think. The controller doesn't sound very urgent, in fact he spends a lot of time telling you how urgent the task is, without giving you the coordinates. I think he should give the basic task and coordinates first, and then fill in the back story later as you're on the way to the extraction point.

 

3. it would be useful if the controller repeated the coordinates one more time, in case the pilot forgot his pen & paper :)

 

4. I think the enemies spawn too close to the factory roof. In my first playthrough, I saw the little specnas trooper die right away, and my wingman (who was performing overwatch from 1.5km) also died right away. I died about 3 seconds after lift off :). Btw, it was the two 23mm urals that killed us all. Maybe you could remove one of them, and replace them with 5 or so AKM troopers? That way you get all the scary tracers, without the rapid dying.

 

5. good voice acting by the specnas actor, he sounded tired and worn down, as he should have

 

6. more to come...

1.Thanks! :D

 

2.Aha, you are right. It will be revised and polished.

 

3.Ha, ha! It caught you unprepared! Don’t worry it was happening even to me when testing (by “me” I consider a person who knows exactly what will happen where in this campaign), so I had to open the script to see the coordinates. ;) Since you don’t have opportunity to ask “Say again the coordinates” you are right, it would be smart to repeat them at least one more time.

 

4.OK, that way you don’t have to be extremely fast and to leave the zone before enemy units show up. Nice one! I will definitely do this.

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With an text-editor i took a glance in the "mission"-files to get an impression how he worked.

IMO it's annoying none of the missions have realistic weather conditions. Why do the creators fail at such simple basics?

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***SPOILER***

 

I have to say I'm finding mission 4 extremely difficult. Every time I've flown it, the air defence around the base gets one hind if I'm lucky, leaving me to tackle 3-4 hinds gunning for me. I'm doing a manual start, so I'm not sue if that's an issue, maybe I'm not getting airborn fast enough? This has happened every time for me so far...apart from the first time when I ran from the airbase and failed the mission due to all vehicles being destroyed. I've attached a track to see if it helps, but I just can't take out that many helo's from a cold start. Any help is appreciated!

 

Up to mission 4, I've found the campaign very good, keep up the good work!

LastMissionTrack.trk

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"Glory is fleeting, but obscurity is forever" - Napoleon Bonaparte

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***SPOILER***

 

I have to say I'm finding mission 4 extremely difficult. Every time I've flown it, the air defence around the base gets one hind if I'm lucky, leaving me to tackle 3-4 hinds gunning for me. I'm doing a manual start, so I'm not sue if that's an issue, maybe I'm not getting airborn fast enough? This has happened every time for me so far...apart from the first time when I ran from the airbase and failed the mission due to all vehicles being destroyed. I've attached a track to see if it helps, but I just can't take out that many helo's from a cold start. Any help is appreciated!

 

Up to mission 4, I've found the campaign very good, keep up the good work!

Yeah, same here. That was the most difficult mission for me too.

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With an text-editor i took a glance in the "mission"-files to get an impression how he worked.

IMO it's annoying none of the missions have realistic weather conditions. Why do the creators fail at such simple basics?

 

Well zdXu, we thought on adding some complex weather (it is very simple thing to do), but when I tested the missions (at least on my PC) result was less then 10 FPS! That is why we sacrificed the weather. On the other side, I tried to add at least some windy conditions since that shouldn’t affect FPS, but it changed the already set behavior of AI air units to the point where they didn’t perform their preplanned tasks correctly, so that is the reason that wind was also excluded. :(

 

 

***SPOILER***

 

I have to say I'm finding mission 4 extremely difficult. Every time I've flown it, the air defence around the base gets one hind if I'm lucky, leaving me to tackle 3-4 hinds gunning for me. I'm doing a manual start, so I'm not sue if that's an issue, maybe I'm not getting airborn fast enough? This has happened every time for me so far...apart from the first time when I ran from the airbase and failed the mission due to all vehicles being destroyed. I've attached a track to see if it helps, but I just can't take out that many helo's from a cold start. Any help is appreciated!

 

Up to mission 4, I've found the campaign very good, keep up the good work!

 

Yeah, same here. That was the most difficult mission for me too.

 

Ah, those Hinds are mean machines! Just like IRL. :D

 

Yes, Chizzy101, it is one of most difficult missions in the campaign, where you don’t need only skill and knowledge, but also a bit of luck. Still, sorry for not being able to look your track file jet, but it is also possible that you (together with couple of other pilots) experienced a rare bug. I don’t want to be repetitive, so please read end of post #47 and post #54 of this thread, where everything is explained. Just to point it once again, v1.1 which should be released till the end of January will have the bug fixed and changed this mission just a little bit to be a bit easier. Till then I suggest that you skip mission 4 (as explained in the beginning of post #47, except that you will have to set mission no.5 instead of no.2).

 

 

 

And I would like to add, that the team is now working intensively on the last mission of this campaign. This mission will be changed almost completely, since as I already stated that like it is now, it is unrealistic, suicidal and just doesn’t offers a decent end of the campaign (as an result of having only couple of days to make it and test it :music_whistling:). Plus with the new end, we are trying to make place for part 2 of the campaign.

We hope that we will release it these days, and it will be out prior to v1.1.


Edited by igormk

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Thanks for the reply igormk, I'll give mission 4 a miss and try my hand at the rest of the campaign. The beer fridge is full and the Ka-50 is prepped, so it should be a good night for flying. Good to hear that a part two is on the horizon!

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"Glory is fleeting, but obscurity is forever" - Napoleon Bonaparte

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First i like your campaign it well done.. ;-)

 

But mission 3 is a pain in the ass so to speak..

WARNING SPOILER...

 

when you start the mission your base is under attack and you have to get away right now... well even if i use startup cheat so everything is done automatic i can only sometimes even get in the air before im killed mostly the explotions from the trucks in front of my heli damage my helicopter streight away.... if i finaly succeed in running away i get about 200m away then im shot out of the sky even though i release flares like crazy.... and not fly in a streight line and serious kissing the ground.

I have also tried to just stay put and shoot the helicopters with my gun from the ground towards the two helicopters but this is almost impossible...

So in general i have died 7 times now in a row i think this mission need to be changed it simply ruin the campaign.... if just i had 1 minute more i could easy get away if i use the auto startup..

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OK guys, here is new version of 4th mission (FARP Attack).

 

There were many complaints on difficulty of that mission, and mission itself had a small bug, so now the bug is fixed with new combination of triggers, and I with some extra features it is a bit easier, so I think it will be more passable now. Enjoy it, and if you notice something suspicious again, please report!

 

P.S. you just have to replace it in the Georgian Havoc v1.0 folder.

 

Changed last mission will also be available soon!

 

S!

ATO.S2.1 FARP Attack.rar

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About to try - any tips of what I should prioritise with the new triggers?

 

 

Well, you have just a bit more Air Defense at the base, and slightly weakened Mi-24s. If that doesn’t work, give me an info, I was thinking on delaying the attack for a minute so you have more time to take off.

S!

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Mission 14 Command Post Attack: I think you should change it a bit; when I arrived at the village, I expected a message or signal what building is my target but after two passes I get mission failed message. Now I understand that I should have attacked building at exact coordinated but that doesn't make any sense with so many buildings around. I suggest you position that target building 500m away from other buildings so it is easily identified.

 

All missions with fog: please reduce it to 1. It is unrealistic to fly in heavy fog conitions.

 

Mission with "warping ships": it is a bug in DCS engine so you should avoid it. Maybe all ships should be anchored away from the port and mission should be time limited to create some suspense? Anyway, moving ships have a bug so avoid that please.

i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.

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Well, you have just a bit more Air Defense at the base, and slightly weakened Mi-24s. If that doesn’t work, give me an info, I was thinking on delaying the attack for a minute so you have more time to take off.

S!

 

Did the trick for me! Only had to shoot down one this time, and I just about managed that. :)

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  • 2 weeks later...

OK guys, IF someone is feeling in mood to do some testing, I’m sending you changed version of the mission 15 (Battle for Batumi). I hope it will be OK now, it is significantly changed and revised, despite that I guess some of you will think “did he had to…….” do something. :D

 

 

I’m looking forward to your Spoiler Comments, in order to fix eventual bugs, and to include it in the (hopefully) final v1.1, and to release it so I can move to some other projects. :)

 

 

 

Salute!!!

 

P.S. if you are using headsets, be careful with the volume level, you might experience some high dB.

 

 

 

P.S.S. there is one 197 Flight communication missing (there is only subtitle), but I couldn’t wait for that guy to record it, anyway it will be included later!

ATO.S5.3 Battle for Batumi.miz

[sIGPIC][/sIGPIC]

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