the_soupdragon Posted December 15, 2009 Posted December 15, 2009 Just downloaded this campaign and copied all the files into the ..........Missions\campaigns folder but when I try to start the campaign I get this error. Any ideas? I am running english version with 1.01 patch. All other camapigns are working fine. SD [sIGPIC][/sIGPIC]
igormk Posted December 15, 2009 Author Posted December 15, 2009 I think this must be explained in air comms somehow. Here it is... Well it could be explained in the comms in some way, but here is quote of Pogrom’s instruction (before transmission is interrupted): “Fighter support is unavailable for the next 10 minutes, so try to defend as much as….” But OK, if you have idea on how to do it and not to be like “…try to defend as much as you can, at least one heliport vehicle must survive…”, put it here, and if we like it it will be in v1.1. I will investigate your track file ASAP and report back. Just downloaded this campaign and copied all the files into the ..........Missions\campaigns folder but when I try to start the campaign I get this error. Any ideas? I am running english version with 1.01 patch. All other camapigns are working fine. SD :crazy: UHHHH!!! No idea from me. Anybody? I hope that uploaded file is not corrupted in some way. If it is, we will upload it again. ------------------------------------------------------- On the other side I’m starting to be a bit worried since there are tons of positive/negative comments on first third (or fourth) part of the campaign, and let’s say almost nothing on the remaining part. Sorry if I’m impatient, but I’m really curious on how will DCS Black Shark pilots react on some of the future missions, since I think you will experience many nonstandard things there, but still with our try to put the focus on reality. In that manner, 7th mission will be rearranged in v1.1. As suggested earlier by slug88, after you finish your primary objective, you will have to RTB, or to a safe location, instead of landing on captured and unsecured airport. Previously I explained that we believed that probably most of the people would hate to fly back all the way to base after mission success, but it is so unrealistic that right now I’m shamed! :) [sIGPIC][/sIGPIC]
Panzertard Posted December 15, 2009 Posted December 15, 2009 Just downloaded this campaign and copied all the files into the ..........Missions\campaigns folder but when I try to start the campaign I get this error. Any ideas? I am running english version with 1.01 patch. All other camapigns are working fine. SD - Mods? If so, try to disable all mods. The error indicates that your "db_weapons" file may not have all the data it needs for one of the weapons being used in the campaign. This may indicate a modded "db_weapons" file. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
igormk Posted December 15, 2009 Author Posted December 15, 2009 What are the goal of the 4th mission?) I`ve started extremely quick, then took off, as the Mi-24s were already firing our helipad. Then i flew 8 km 6 o`clock to my start orientation and killed last Mi-24 what was pursuit me with 3 Vikhrs!!! Yes this rockets were exploding just in couple cm around the enemy heli. Alright, then me patience become to an end and i saw ally Ka-50s on external views landing the base with formation lights turned on. I`ve decided to follow their example and landed. But no end of the mission. I even saw the triggers, may be i should`nt flew so far? ...it is possible that it is a bug, so if you can, please send me TRK file and I will investigate it. Bug! Hardcore, I saw your Track file and here is the problem. As I explained earlier, quote: “4th mission’s goal is to survive the attack, but also to prevent all friendly vehicles at the heliport from being destroyed in the attack. At least 1 vehicle must survive. To do that you will have to assist your air defense in the battle because in most occasions they are not capable to repel the attack by them self. So all Mi-24s have to be shot down, since they will attack the Heliport as long as they fly.” Hardcore, you did well. I saw your track, and in this attempt, you was lucky since SEADs did a terrible job (missed a lot!). Therefore, your AD made big damage to Georgian Mi-24s, and you only had to kill the last Mi-24 which was chasing you, and you did it good (by the way, don’t you think it is strictly forbidden to fly under power lines?). Most of the vehicles and the infrastructure at your Heliport survived, and that would be it – Mission Completed. But… Mission goal is defined with flag that gathers: -You are alive, -Mi-24 Group is dead, -Heliport vehicles Group is alive. First and third conditions are OK. Second condition is OK, but… One Mi-24 was badly damaged and had to emergency land, and despite inactive, it was still “alive”. I was afraid that this could happen, since I’ve noticed that all of the helicopters in DCS are made very tough, and very often survive multiple hits by AAA and SAMs or (in Hardcore’s case) 3 Vikhors (!!!), so I added some extra triggers to prevent that happen. I won’t go too deep into it, but I know what am I supposed to do to eliminate this bug. Hardcore thank you for finding it :thumbup:, but all I can do right now is to apologize for it, and ask you to play this mission one more time, since this is the first time that those “extra preventive triggers” failed to do the job. [sIGPIC][/sIGPIC]
VMFA117_Poko Posted December 15, 2009 Posted December 15, 2009 (edited) So igor - maybe you should simply delete the flag rule "Mi-24 Group is dead"? If brief says "you have to survive" and "defend your FARP" there is no need to put above flag rule into use, don't you think? Destroying Mi-24s should be an additional bonus only. The effect does matter - defending FARP. Whatever you do to achieve the goal - you may engage the dogfight with Hinds but after many manoeuvres without giving a single shot the agressors will disengage because of bingo fuel, then go RTB and your FARP is safe mission status should be accomplished. You know what I mean? If you want to make a player destroying or at least badly damaging the Hinds forcing them to emergency immediate landing (like in Hardcore track) you can set a trigger zone tighten to their homebase. Then set a flag rule "mission failed" if they reach that zone. If you want to do the same with Hinds starting a mission on their base you should set "mission failed" rule if they reach a zone after a time needed for leaving their base in the begining. The problem appears when there is other enemy base in the middle between Hinds' base and target 'cuz when Mi-24s will go RTB because of BINGO fuel they will land on the closest friendly (enemy to us) airfield. That is not satisfaing effect because those 24s can be ready for another action let's say after an hour. In that case you could set another trigger zone over that middle airfield and set another "mission failed" rule (but they can't fly throught that zone on the way to target and back home). Another problem (I'm not sure about it) is that player should wait untill agressors will reach their base (if they are not dead already) to get a mission failed status. If player will escape before the rule happens, that part of mission will be always fulfilled. It's not good enough though. Again, I'm not sure about it. Simple setting mission goal if "unit is damaged" for both Mi-24s is either not good enough here 'cuz if they are hitten with a single shot wich gives them only light damage and Hinds will reach the base, they can be repaired and ready to action let's say next day. Summing it up - the easiest way is to simply delete that rule "Mi-24 group is dead --> FLAG rule 11" from a mission goals. Edited December 15, 2009 by Poko24
igormk Posted December 15, 2009 Author Posted December 15, 2009 So igor - maybe you should delete the flag rule "Mi-24 Group is dead"? If brief says "you have to survive" and "defend your FARP" there is no need to put above flag rule into use, don't you think? Destroying Mi-24s should be an additional bonus only. The effect does matter - defending FARP. Whatever you do to achieve the goal - you may engage the dogfight with Hinds but after many manoeuvres without giving a single shot the agressors will disengage because of bingo fuel, then go RTB and your FARP is safe mission status should be accomplished. You know what I mean? Yes, it will be something like that Poko24. But we will have to combine it with "Time More" trigger (plus a little extra spice :D) because the other way we will achive our goal at the start of the mission, and we don't want that :music_whistling:. At the start FARP is undamaged, and we are alive. S! [sIGPIC][/sIGPIC]
VMFA117_Poko Posted December 15, 2009 Posted December 15, 2009 Yes, it will be something like that Poko24. But we will have to combine it with "Time More" trigger (plus a little extra spice :D) because the other way we will achive our goal at the start of the mission, and we don't want that :music_whistling:. At the start FARP is undamaged, and we are alive. S!You're right. If player will escape before Hinds reach their targets --> mission is accoplished. Good point again. Good using the triggers is a trick ;)
Hardcore Posted December 16, 2009 Posted December 16, 2009 (edited) But OK, if you have idea on how to do it and not to be like “…try to defend as much as you can, at least one heliport vehicle must survive…”, put it here, and if we like it it will be in v1.1. I will thinking about it...ohh eeee))) Second condition is OK, but… One Mi-24 was badly damaged and had to emergency land You would`nt believe - but i had a bad feeling about this Mi-24 while playing the mission)) I even wanted to destroy him, but there were no pilots and he was left alone) There are lot of combinations with the triggers what can be used in editor. However i`m finding this is not enough - i mean quantity of different triggers. So - what do you think about altitude triggers for enemy aviation, especially for Mi-24? by the way, don’t you think it is strictly forbidden to fly under power lines? Probably - yes)) But my brain was only thinking about rescuing a body piloting heli)) Hardcore thank you for finding it , but all I can do right now is to apologize for it, and ask you to play this mission one more time, since this is the first time that those “extra preventive triggers” failed to do the job. It`s only pleasure) Edited December 16, 2009 by Hardcore
igormk Posted December 16, 2009 Author Posted December 16, 2009 So - what do you think about altitude triggers for enemy aviation, especially for Mi-24? Yes, actualy I used that trigger - IF "Mi-24 is damaged" and IF "Mi-24 altitude is lower than XXm", THEN "Explode unit Mi-24". That was supposed to force-kill all damaged Mi-24s that were intending to emergency land and blow up my trigger concept, but problem was that in "Unit altitude lower than" trigger, altitude is in QNH, and not in AGL. On the other side, ALL Mi-24s will be more or less damaged in this mission, and if I choose wrong altitude for the trigger, they would explode even in normal low level flight. So I find out that if some Mi-24 is badly damaged and wont to emergency land, they do it close to a Heliport, which is positioned on a large flat area with more or less constant elevation. Then I set the altitude in “Unit altitude lower than” to be couple of meters higher than the field’s altitude (no AI aircraft fly so low in the sim), and in my testing it always eliminated those problematic Mi-24. In your case a single Mi-24 despite badly damaged, succeeded to fly away from the Heliport (but still not enough to activate another security trigger IF “Mi-24 damaged” AND “Mi-24 outside zone Heliport” THEN “Explode unit Mi-24”), and land on a higher ground. Complicated, huh? ;) So I will have to use an Extra, extra trigger in order to eliminate the chance of that happening again. Probably - yes)) But my brain was only thinking about rescuing a body piloting heli)):D [sIGPIC][/sIGPIC]
the_soupdragon Posted December 16, 2009 Posted December 16, 2009 - Mods? If so, try to disable all mods. The error indicates that your "db_weapons" file may not have all the data it needs for one of the weapons being used in the campaign. This may indicate a modded "db_weapons" file. Thanks Panzer. Yeah thats what it was. I have Beczl's weapon mods installed. I thought I had uninstalled them all but I still had 1 or 2 in the list. once I got rid of those the campaign works fine, in fact I flew the first mission earlier today. Nice job SD [sIGPIC][/sIGPIC]
slug88 Posted December 18, 2009 Posted December 18, 2009 Alright, I've had some more play time with this campaign, and so here's so more commentary: ***SPOILERS*** So far, I'm still on the "Fight Back" mission in which you have to defend the northernmost of three forward locations. I've now replayed it five or six times, still without success. The first couple of tries resulted in failure due to my own mistakes, however my last two attempts were almost perfect executions on my part (imho :D), and still I've failed. Simply put, the Russian ground units are utterly inept in this mission, and there's simply not enough Vikhrs, rockets, and cannon ammo between my wingman and myself to destroy the Georgian ground forces. On my second to last attempt, I even managed to fly back to the rearming base and get my ammo refitted before the Russian ground forces were completely destroyed by the second wave (the only reason they survived is because the bridge was blown up and there was one last T-72 that was just out of sight of any of the Georgians), but wouldn't you know it I experienced my first laser burn-out in weeks before I managed to destroy the remaining Georgians. I think the most significant issue here is the quality of the Russian ground forces. Every single time I've played, the first column will take out every Russian vehicle to the left of the bridge, without taking a single casualty of their own, unless the Ka-50's intervene and destroy all the enemy armor and BMP's first. Thankfully, the Russian T-72's and BMP's are at least capable of handling the remaining BTR's of the first wave. Unfortunately, in order to prevent a total slaughter from the first wave, the player's Ka-50 flight has to expend a minimum of half their Vikhr's, and that's if every shot lands. Most times I've played, the flight was down to about 1/4 of the starting Vikhr's. Engaging the first wave with rockets or cannons results in disaster for the Red ground units, as by the time you're in range for rockets, the Georgian BMP's and T-72's start happily taking out the Russian forces at will. Therefore, for the second wave, you're either left with 5-10 Vikhr's total between you and your wingman, or 50%-80% casualties among the friendly ground forces, or both if you're unlucky. Once again, it's completely up to the Ka-50's to destroy the armor and BMP's of the second Georgian column, since, again, in my six attempts I have yet to see the Russian ground forces score a kill. Given that there are eight MBT's in the second column, plus a mobile Strela launcher, it's very unlikely that the player's flight will have enough Vikhr's to eliminate those targets before they start mopping up the friendly ground forces. Rockets are a difficult proposition due to the Georgian SAM coverage south of the river, but even then, on my last play through I managed to destroy 3 BMP's with rockets, while my wingman took out two before being shot down. Unfortunately, even this wasn't enough, and the second wave managed to slaughter the remaining friendlies to the last. As I mentioned, I think the ultimate issue here is the quality of the Russian ground forces. I think there's a significant problem with the game's modelling of ground engagements, in that it doesn't seem to account for the difficulty of firing on the move. For this reason, the Russian T-72's and BMP's will miss all of their long-range shots against the fast moving enemy, while the Georgian T-72's, cruising at 50kmh, find the stationary Russian vehicles to be easy targets. Therefore, I think that it might be prudent to upgrade the Russian ground forces to Veteran or better, so that at least the T-72's can get a kill or two before being taken out by a BMP. [sIGPIC][/sIGPIC]
slug88 Posted December 18, 2009 Posted December 18, 2009 Given all that I've written above, I do still accept the possibility that I just suck. So, if someone else had a different experience with the Fight Back mission, please let us know :). [sIGPIC][/sIGPIC]
igormk Posted December 18, 2009 Author Posted December 18, 2009 Given all that I've written above, I do still accept the possibility that I just suck. So, if someone else had a different experience with the Fight Back mission, please let us know :). Oh, I don't think it is a lack of your flying capabilities in this case, probably it is simply case of unbalanced forces in this mission. As I mentioned earlier, it is sometimes difficult to test your own missions, since I’ve tested this mission only couple of times, and passed, but not taking in account that I knew where and when will everything happen. First time player have to search, identify targets, spend a lot more intellectual resources on situational awareness… Still, I suggest it would be the best for you (or anyone else who experience mission failure on this particular mission) to rearrange your campaign so it will normally start from mission No. 9 (I think Fight Back is No.8 ). You can do it like this: Open “Campaign Builder” from the main menu, then press “Open”, find the “Georgian Havoc v1.0.cmp” file, open it, and then you can set “Start stage” to be “9”. Then save it. That way you should start the campaign from the 9th mission. It is pity that maybe the most boring mission is “bottleneck” of the campaign. In the meantime, it will be rearranged in order to be more passable. [sIGPIC][/sIGPIC]
slug88 Posted December 18, 2009 Posted December 18, 2009 (edited) Hmm, well I am a bit of a stubborn git, and knowing that you've passed this mission a couple times has inspired me to try again at least once or twice more :D. Heck, I've tried it so many times, I think that by now I'm about as familiar with all the units and events in the mission as you are :D. ***FURTHER SPOILERS*** Also, I thought of something further regarding my point about the ineptitude of the Russian ground forces in this mission. Not only does it make it very difficult, but it's also a bit of an immersion killer for me to see an entrenched defense, hastily prepared as it may be, get annihilated by Georgian BMP's on the move. I think there really is an issue with the accuracy of moving ground units in this sim, no way that they should be scoring hits when the stationary units are missing all their shots. So, when you're tuning this mission, I think rather than toning down the strength of the Georgian forces, you should mainly increase the skill levels of the Russian vehicles. Also, I think you could rework the first Georgian wave a bit for added realism. As I recall, the 2nd column of the 1st wave is composed of 4x T-55's, 6?x BMP's, a number of BTR's, followed by some trucks. Anyway, it seemed silly how, after every last armored vehicle was eliminated, the unarmed trucks still drove straight into the heat of the battle. I think it would be more realistic if the trucks stayed behind a few kilometers, while the rest of the column advanced into combat. The most impressive solution would be to set up triggers that would have the trucks and BTR's peel off from the convoy a few KM's from the bridge, and wait to see if the armored spearhead survived before advancing to the bridge. You could even spawn a few MANPADs next to the stopped vehicles while they're waiting. And, if the armored units are destroyed as they should be, no problem with having the second echelon units remain in place for the rest of the mission, marking the new forward line of the Georgian forces. Also, I think it would be nicer if the Georgian armor and BMP's departed the road before engaging in combat, and assumed a wedge formation on their approach to the bridge (I believe wedge is one of the formation options in the mission editor, but basically anything but straight column would do). I feel this minor touch would do a lot to build an atmosphere of a rolling land battle, rather than a moving target train. Furthermore, I don't think it's necessary for them to drive all the way up to the bridge; instead they should attempt to assume a layered front facing the bridge, with the first units to arrive stopping the farthest from the bridge, and providing overwatch as the next units roll past. Edited December 18, 2009 by slug88 [sIGPIC][/sIGPIC]
slug88 Posted December 18, 2009 Posted December 18, 2009 Hmm, well I am a bit of a stubborn git, and knowing that you've passed this mission a couAlso, I think it would be nicer if the Georgian armor and BMP's departed the road before engaging in combat, and assumed a wedge formation on their approach to the bridge (I believe wedge is one of the formation options in the mission editor, but basically anything but straight column would do). I feel this minor touch would do a lot to build an atmosphere of a rolling land battle, rather than a moving target train. Furthermore, I don't think it's necessary for them to drive all the way up to the bridge; instead they should attempt to assume a layered front facing the bridge, with the first units to arrive stopping the farthest from the bridge, and providing overwatch as the next units roll past. I'm not sure if what I've written above is quite clear, so I've drawn this graph to explain what I mean but layered front and staggered over-watching positions. Hopefully the picture isn't more confusing than the text. This is result of saying up till 5am due to insomnia :D. SPOILER WARNING [sIGPIC][/sIGPIC]
coke23 Posted December 18, 2009 Posted December 18, 2009 Really FUN. And waiting for next! :smilewink: [sIGPIC][/sIGPIC] MSI GT72 6QD Core i7 6700HQ 2.6GHz-3.5GHz - 16 GB DDR4 RAM, NVidia GTX970M 3GB DDR5 - 256 GB M.2. SATA SSD + 1TB HDD 7200 RPM - 17.3" 1920 x 1080 Full-HD IPS Screen - Trackir 5 - HOTAS Warthog
NullCharacter Posted December 19, 2009 Posted December 19, 2009 So far, I'm still on the "Fight Back" mission in which you have to defend the northernmost of three forward locations. I've now replayed it five or six times, still without success. The first couple of tries resulted in failure due to my own mistakes, however my last two attempts were almost perfect executions on my part (imho :D), and still I've failed. Simply put, the Russian ground units are utterly inept in this mission, and there's simply not enough Vikhrs, rockets, and cannon ammo between my wingman and myself to destroy the Georgian ground forces. On my second to last attempt, I even managed to fly back to the rearming base and get my ammo refitted before the Russian ground forces were completely destroyed by the second wave (the only reason they survived is because the bridge was blown up and there was one last T-72 that was just out of sight of any of the Georgians), but wouldn't you know it I experienced my first laser burn-out in weeks before I managed to destroy the remaining Georgians. ** SPOILER WARNING ** slug88, I managed to pass this mission on my second attempt. Here's how I did it. I flew to the location of the friendly units and hovered above them. I located the first convoy and starting engaging with vikhrs at 7km, air defense vehicles first. I spent all 12 vikhrs and got 12 kills. At that point I instructed my wingman to engage ground targets while I flew to the nearest airport to re-arm (around 15-20km NW if I recall correctly). He spent all of his missiles destroying the remainder of the first convoy. None of the ground units were hurt. When I returned from re-arm I parked my heli about 2 km east of the ground units. This gave me a better view of the second convoy as they travelled north. Again, once they were 7km away I started engaging and got 12 kills, air defense vehicles first. Then I sent in my wingman to clean up the rest. None of the friendly ground units were hurt. The key here was to spend all of your 12 vikhrs as soon as possible so you could re-arm and return before the second convoy gets too close. Also, you have to make each missile count. [sIGPIC][/sIGPIC]
NullCharacter Posted December 19, 2009 Posted December 19, 2009 (edited) igormk, I have some suggestions for a couple of the missions. ** SPOILERS *** Mission 10, "Secret Mission": This mission was an experience in frustration for me. I've tried it about 6 or 7 times before I finally gave up. The low ceiling is incredibly difficult to stay under - especially when you start engaging the target ship. The ship's escort loves to shoot your rockets out of the sky if you engage from the wrong direction. Most importantly though, the mission seems to have a bug when you use time acceleration. Because of the distances involved I used 3x - 5x time acceleration to get to the target area. When I arrived there I would find the Inguri warping back and forth anywhere from the length of one ship to several. It was possible to get a lock but not possible to hit it with anything. I'm guessing this is a bug in the game but it made this mission impossible for me and I wasn't about to go try it again without time compression. So, I decided to abandon it and move on. However, I did have a good time trying to evade the F-16s after they were instructed to intercept me. There was one time where they fired their AIM-120s at me and missed. I was also able to deflect their AIM-9s with some flares. I had almost made it back to the safety of the friendly carrier when one of the F-16s got behind me and shot me down with his guns. The carrier promptly removed that pilot from his plane. :) Mission 11, "Anti Arty": Unlike all of the other missions that start cold and dark at an airport, this one starts in the air. Is it possible you forgot to move the start point back after you were doing some testing? Otherwise, thanks for the campaign. It's a lot of fun. I'm currently trying to find a way to complete the last mission. I'll let you know how it goes. Edited December 19, 2009 by NullCharacter [sIGPIC][/sIGPIC]
Hardcore Posted December 20, 2009 Posted December 20, 2009 Ок, and i was flying in mission - escorting military convoy, after the mission with the bridge cross over. I forgot what escort - is not a funny ride on city streets flying 10 m feet, and was immediately shot down by enemy tanks))) But mission is cool, especially when you fly low and meet your convoy - just in Hollywood mega-blockbusters)))
igormk Posted December 20, 2009 Author Posted December 20, 2009 I'm not sure if what I've written above is quite clear, so I've drawn this graph to explain what I mean but layered front and staggered over-watching positions. Hopefully the picture isn't more confusing than the text. This is result of saying up till 5am due to insomnia :D. Lol! It’s all clear slug88. Rework is in progress (thanks for your suggestions and scheme!), and besides that I will remake Georgian armor movement pattern in order to be more realistic, I’m also thinking to add another Ka-50 (or pair) under your command. That way you would have more firepower, which if smartly used could make this mission much easier. By the way, teaching players to respect ROE and to use your their wingman wisely was primary goal of this mission. ** SPOILER WARNING ** slug88, I managed to pass this mission on my second attempt. Here's how I did it........... Almost exact way I did it. Maybe it is not tactically correct to split flights in hostile environment, and that is the other reason why I want to add another Ka-50 or two to your flight. igormk, I have some suggestions for a couple of the missions. ** SPOILERS *** Mission 10, "Secret Mission": This mission was an experience in frustration for me. I've tried it about 6 or 7 times before I finally gave up. The low ceiling is incredibly difficult to stay under - especially when you start engaging the target ship. The ship's escort loves to shoot your rockets out of the sky if you engage from the wrong direction. Most importantly though, the mission seems to have a bug when you use time acceleration. Because of the distances involved I used 3x - 5x time acceleration to get to the target area. When I arrived there I would find the Inguri warping back and forth anywhere from the length of one ship to several. It was possible to get a lock but not possible to hit it with anything. I'm guessing this is a bug in the game but it made this mission impossible for me and I wasn't about to go try it again without time compression. Mission 11, "Anti Arty": Unlike all of the other missions that start cold and dark at an airport, this one starts in the air. Is it possible you forgot to move the start point back after you were doing some testing? Otherwise, thanks for the campaign. It's a lot of fun. I'm currently trying to find a way to complete the last mission. I'll let you know how it goes. Mission 10: Uh, I’m sorry to hear it was frustrating experience for you! ·You can make low level flight much easier if you use ALT HOLD function of the auto-pilot system. If you engage it when you are on let’s say constant alt of 10m over the sea on your way to target area, you can almost forget to use your collective stick – your helicopter will remain that alt. And even when you get close to the target, and need to slow down, making larger inputs on both sticks, auto-pilot will try to keep the alt constant. Also setting radio-altimeter warning altitude on 5 meters will give you more chance to concentrate on other things than looking if you will crash into the sea. ·I knew that ship’s escort is trying to shoot down your missiles, but in my several tries, it never succeeded doing that (by the way, did you set laser mode to “laser designator”? If not, your “Kh” will not hit the target!) ·Didn’t know that. I will try to retest it, despite that I’m not sure how to correct it. Mission 11: Yeah! True! I was making some last minute testings, and forgot to put it back on the airport. Sorry! :cry: For all to play this mission, you can manually put it back on Senaki airfield and select “take off from ramp”, or if you want I can change it and upload only this mission that you will have to replace in the campaign. Off course, it will be corrected in v1.1. Mission 15: This mission was tested many times in the last week, and I also must admit that after fulfilling the task, I’ve never succeeded to egress and RTB. I was shot down every single time. So it is clear that this mission is suicidal and also a bit arcade, and very important I believe it have no obvious end for the campaign, so it will be completely remade in v1.1. NullCharacter thank you for all your notes! Did the other missions go well? No bugs or spoilers? Really FUN. And waiting for next! :smilewink: I’m glad you like it! Depending on Georgian Havoc success it is possible that there will be Georgian Havoc 2, but you will fly A-10C, and progress through the campaign from South to North. :D Ок, and i was flying in mission - escorting military convoy, after the mission with the bridge cross over. I forgot what escort - is not a funny ride on city streets flying 10 m feet, and was immediately shot down by enemy tanks))) But mission is cool, especially when you fly low and meet your convoy - just in Hollywood mega-blockbusters))) Lol! OK, try not to fly too low (I think 100-200m AGL is good), and don’t go too in front of the convoy. It will give you time to react, to use your Shkval looking for threats, you will be less vulnerable to light artillery, and if your wingman is doing his job, he will warn you on SAMs. [sIGPIC][/sIGPIC]
NullCharacter Posted December 20, 2009 Posted December 20, 2009 You can make low level flight much easier if you use ALT HOLD function of the auto-pilot system. If you engage it when you are on let’s say constant alt of 10m over the sea on your way to target area, you can almost forget to use your collective stick – your helicopter will remain that alt. And even when you get close to the target, and need to slow down, making larger inputs on both sticks, auto-pilot will try to keep the alt constant. Also setting radio-altimeter warning altitude on 5 meters will give you more chance to concentrate on other things than looking if you will crash into the sea. Yes, I was using "alt hold" and even then the chopper would deviate from the altitude slightly. My problem was that once I started engaging the target I would lose track of my altitude and break the ceiling. It's not something you need to change in the mission, just something the pilot has to adapt to. The 5 meter altitude warning is definitely a good idea. Never even occurred to me to try that. I knew that ship’s escort is trying to shoot down your missiles, but in my several tries, it never succeeded doing that (by the way, did you set laser mode to “laser designator”? If not, your “Kh” will not hit the target!) Good call. That explains why the missiles would not track properly. I may have to try this mission again now. Completely forgot about that capability since I'm so used to using vikhrs and rockets. :music_whistling: Maybe put a reminder about this in the mission briefing? And yes, that escort was able to shoot down my missiles several times so to prevent that I started approaching the convoy from the rear, placing the target ship directly between me and the escort. NullCharacter thank you for all your notes! Did the other missions go well? No bugs or spoilers? Yeah, all the other missions are great. I love having to use the abris during a mission to figure out how to get where I need to go. I've learned a few new things about the abris in the process. Mission 14 could be a bit more challenging, especially since it's so close to the end of the campaign. I didn't encounter any resistance or real challenge on my way to or at the target area. Depending on Georgian Havoc success it is possible that there will be Georgian Havoc 2, but you will fly A-10C, and progress through the campaign from South to North. :D Yes, please make a Georgian Havoc 2. However, don't forget about us Ka-50 pilots when the A-10 arrives! :thumbup: 1 [sIGPIC][/sIGPIC]
igormk Posted December 20, 2009 Author Posted December 20, 2009 Good call. That explains why the missiles would not track properly. I may have to try this mission again now. Completely forgot about that capability since I'm so used to using vikhrs and rockets. :music_whistling: Maybe put a reminder about this in the mission briefing? Mission 14 could be a bit more challenging, especially since it's so close to the end of the campaign. I didn't encounter any resistance or real challenge on my way to or at the target area. Sure, reminder on how to operate Kh missile will be in brifing in v1.1! About Mission 14, did you try to hit the wrong house? Did you try to fly arround the designated area couple of times, trying to locate the house? You may face some unplasent surprises. :D I guess you did it well in the first try, since you didn't face any of them, good job!!!:thumbup: [sIGPIC][/sIGPIC]
slug88 Posted December 22, 2009 Posted December 22, 2009 (edited) A few quick comments: Mission 9 I really enjoyed watching the Su-25's provide top cover, but was somewhat disappointed that they disappeared after a single action. It would nice if their presence in the mission were extended, even if by having them orbit the extraction area and report on possible contacts while the extraction is taking place. The flight back home in this mission was lacking in the very nice immersive touches spaced throughout the rest of the campaign. It was little more than formation flying practice. Some light radio chatter from other aircraft would spice it up a bit. Mission 10 Haven't finished this one yet, but so far I've noticed that the Kuznetsov is facing in the opposite direction of the rest of the fleet, I'm assuming this isn't intentional. Also, you instruct the pilot to take off in radio silence, and this is obviously a very top secret mission, and yet the controller on the Kuz still refers to you by your standard callsign and calls the target by name. I think it would be a nice touch if prearranged codenames were used, both for yourself, for the target. Just something that would spice it up, and add to the feeling of a covert mission. Perhaps also adding some communications from the Kuznetsov on your approach, particularly landing clearance. Also, like NullCharacter, I also saw two of the cargo ships warping around a bit. Strangely, unlike in NullCharacter's experience, the Inguri itself sailed normally in my playthrough. Also, unlike NullCharacter, I did *not* use time acceleration. Edited December 22, 2009 by slug88 [sIGPIC][/sIGPIC]
Chopper_Pork Posted December 23, 2009 Posted December 23, 2009 Hello igor and everyone else involved creating this great campaign! I'd like you to know that I really enjoyed playing georgian havoc. But I need some advice on the mission where you're supposed to land on the captured airfield (I think it's the one right after the convoy escort). How do you beat these nasty SA-8 SAM launchers? Whenever I try popping up behind the ridge there's already a rocket incoming. They can see you through the trees you know... I tried hunting the one on the far right side down while hovering in the valley 20m above ground level. But Buildings are preventing me from a clear lock/shot. As far as I know I can't even outrange them. So is there a trick on how to engage these nasty buggers? Maybe I'm missing something here. How did you pass this stealthy mission? :joystick: Greetings Chopper_Pork
NullCharacter Posted December 24, 2009 Posted December 24, 2009 As far as I know I can't even outrange them. So is there a trick on how to engage these nasty buggers? Maybe I'm missing something here. I was able to pick off the ones near the airfield without a problem. However, the one on the right was more difficult because he was obstructed by trees. Each time I tried to locate him with my Shkval I would expose myself too much and suddenly see a missile flying my way. I would then quickly hide behind the hill to evade the missile. I repeated this about six times and he ran out of missiles. :lol: [sIGPIC][/sIGPIC]
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