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Posted

BFT 1 the helicopters fly over was not seen, BFT 2 the mission script never kicked in(from take off onwards) the IP did not taxi.

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Posted

Was that in DCS World beta or 1.2.0? We have an update for DCS World 1.2.0 awaiting moderator approval (it will be Campaign version 1.1). I believe both fixes are in the 1.1 update.

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Posted

Rgr that was in World 1.2.0, retested BFT 02 and found that when I missed take off time by 20sec got you missed take off time. Then got you made it cadet you recieved a Qual minus and then end music while I'm on my way to SP1.(no Hard deck or hdg given unlike earlier version) Mission then moved to BFT 03.:doh::D

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Posted

v1.1 found mission went from BFT 2 to 3 without completing BFT 2. I'll recheck today and see if the same happens with BFT 3.

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Posted (edited)

Did BFT 04 for v1.1 found glideslope for IP is much higher than Vasi lights.:doh: Also rampstart tower freq is already set.(usually we have to set it) Nice with lots of aircraft flying past during the flight.

 

BFT 05 contradicting commands after take off:

turn 040

turn 300

turn 040

Edited by SUBS17

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Posted
v1.1 found mission went from BFT 2 to 3 without completing BFT 2. I'll recheck today and see if the same happens with BFT 3.

 

The 1.1 update had the fixes for when you abort the mission it should stay in the same stage (same as an unqual). I checked the code and it is there (score 50 at the start, add 0 for an Un-qual, 25 for a Q-minus and 50 for a Qual).

 

I'll refly the mission and see if I can reproduce the issue. It should only move ahead to BFT03 on a Q-minus or Qual rating.

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Posted
Did BFT 04 for v1.1 found glideslope for IP is much higher than Vasi lights.:doh: Also rampstart tower freq is already set.(usually we have to set it) Nice with lots of aircraft flying past during the flight.

 

BFT 05 contradicting commands after take off:

turn 040

turn 300

turn 040

 

Let me re-fly the mission. We did a flurry of work after DCS World V1.2 came out so it's likely we missed a few things.

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Posted (edited)

BFT 06 is very interesting I'm still getting issues completing the defensive spiral and the lazy 8.

It might help to have a short practice mission for these manouvers so the player can practice the manouver only instead of the other stuff also a track and video of it being done is a good idea to teach pilots how otherwise they will get stuck at this mission. A practice mission would start in the air and require the IP to coach eg steeper angle, lower nose more g etc. You could also allow the same mission to repeat that manouver a couple of times for instruction.

Edited by SUBS17

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Posted

I have got the defesive spiral sorted now I just have to get the Lazy8 sorted and practice landing on the runway without engines.

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Posted

are those revised for 1.1.1.1? urgent

AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS

 

Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.

Posted
are those revised for 1.1.1.1? urgent

 

Two versions available.

 

BFTCamp.jpg

ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:

  • 2 weeks later...
Posted

Unable to Pick Up ILS Until Very Near End of Runway

 

Question: is the ILS range unusually short, on the order of only 10-15 miles only? Don't do as much instrument flying as I used to, but seems like the flags don't disappear until I'm way closer to the airport than I expect. Was towing gliders recently from CL35 over 30nm from home (KCRQ) and could pick up the ILS from there, for example. Don't see any other comments to that effect here, so maybe it's just me.

 

 

No, it's not just you or this training campaign. I notice it in most free flight modes as well and it's kind of frustrating not to be able to pick up the ILS when your 10-11 nm out from and lined up with the runway! I don't' know if this issue is airport specific but Batumi is unusually short as you say.

Posted
No, it's not just you or this training campaign. I notice it in most free flight modes as well and it's kind of frustrating not to be able to pick up the ILS when your 10-11 nm out from and lined up with the runway! I don't' know if this issue is airport specific but Batumi is unusually short as you say.

 

This is in the game itself. Unfortunately there is nothing I can do in the mission editor to change the behavior.

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Posted

Some issues:

 

AFT01 - Air to Air Refueling Day -

AFT02 - Air to Air Refueling Night -

 

For refuelling missions I suggest excellent AI for the Tanker and zero turbulence.

The AI needs to be the best for the pilots to hook up otherwise its extremely difficult as for weather effects I suggest no turbulence as that makes it extremely difficult. I'm using a X45 and even with that I've found hooking up with the Tanker very difficult but with the above settings even average players will still have a challenge hooking up but not go through hours of frustration because of the AI and/or the turbulence.:pilotfly:

 

BTW nice touch with the flight prior to take off and the ToT was funny as well.:thumbup:

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  • 2 weeks later...
Posted
Some issues:

 

AFT01 - Air to Air Refueling Day -

AFT02 - Air to Air Refueling Night -

 

For refuelling missions I suggest excellent AI for the Tanker and zero turbulence.

The AI needs to be the best for the pilots to hook up otherwise its extremely difficult as for weather effects I suggest no turbulence as that makes it extremely difficult. I'm using a X45 and even with that I've found hooking up with the Tanker very difficult but with the above settings even average players will still have a challenge hooking up but not go through hours of frustration because of the AI and/or the turbulence.:pilotfly:

 

BTW nice touch with the flight prior to take off and the ToT was funny as well.:thumbup:

 

I debated with these missions as I wanted the tanking to be difficult (it is the most difficult thing a pilot has to do in my opinion) but not so hard that they can't be completed.

 

In my research I found that tweaking your joystick and throttle settings to add a small deadzone helped alot. Here is a forum thread I found that led me to that conclusion: http://forums.eagle.ru/showthread.php?t=72914

 

If I get more feedback that the mission is too hard I can make the changes you recommend however I don't want an "easy" refueling and a "realistic" refueling if you know what I mean. :smilewink:

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Posted

True you need to strike the right balance especially with the countermeasures mission, its very difficult to finish that one without getting hit.

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Posted

For the DCS World versions yes the checklists are included and are located in

 

"...\Eagle Dynamics\DCS World\Mods\aircrafts\A-10C\Doc"

 

We are still updating the DCS A-10C campaign version and will include the latest checklists in that update. That will be the final update for DCS A-10C as we focus on DCS World modules exclusively.

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  • 3 weeks later...
Posted
Just an update...BFT1 - Ground Handling is almost done. Just doing final timing tweaks. I hope to post it up for trial usage sometime this weekend.

 

I've also started on BFT4 - Approach and Landing and BFT5 - Basic Maneuvers.

 

Rather than my Canadian 5 level performance rating I have decided to use the actual A/OA-10 Aircrew Evaluation Criteria: AFI11-2A-OA-10V2 (thanks to swift for the reference) which uses a Qualified, Qualified Minus and Unqualified rating system. With only 3 levels to program checks for, this makes it easier too.

 

I have most of the logistics worked out now so the missions should come fairly quickly. Once the trials are done I'll put them into a campaign which will force the mission order.

 

I've been debating on the realism aspect. Should all missions start on the ramp where you have to do an engine start, taxi and takeoff every time? Should you have to land successfully every time to pass?

 

This would be the most realistic (and further ingrain the procedures).

 

Opinions on this would be most welcome.

 

In the real world every plane must start, takeoff, and eventually land successfully in order for training to continue. I vote for the 'real deal' since the repetition will be ingrained!

Varible Winds, A Good Pilot Makes

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