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Gretsch_Man

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Everything posted by Gretsch_Man

  1. It used to work with Steam in the past. I remember pre-ordering the Hind and the Apache on Steam at a pre-order discount.
  2. Just finished this campaign for the first time - WOW! This one has to be one of the most enjoyable campaigns I've played so far in DCS. Very well balanced in every conceivable way and very immersive. I also loved that Armed Forces Radio - I always made sure to tune to 117.2 during RTB. Playing through this campaign was quite an experience and I also learned a thing or two about flying helicopters in combat. So thank you Reflected for this great campaign! PS. I would love to see a sequel been played out on a real Vietnam map (provided we will get one from ED eventually...).
  3. I noticed this as well with several different modules. Not sure if this is just happening on the NTTR map, but this effect seems to be the most prominent there.
  4. Hi Reflected. Made another attempt today. This time, everything worked! Finished with a grade of Average. So after all a Happy End!
  5. Thanks for the video. In some of my fights, I'm pretty sure more than 28 seconds elapsed between the "2s engaged" call and me shooting down the bandit. Weird... I'll give it another shot once I got the time.
  6. No, I only use VoiceAttack. Slick? Do you mean Chig? Well, it’s actually the player who make these calls. And yes, the player is calling out all missile launches during my engagements. I also ran a repair and some files were reinstalled. No mods installed. I've now managed to get a confirmed kill once after a prolonged fight firing a Fox 1. No idea what made the difference, e.g. why the kill was suddenly registered. Needless to say, all I got was an “Unsatisfactory”. Tried to repeat my “success”, but again no joy. Making sure the player announces “Two’s engaged” first (and with the bandit already turning into me), I managed to hit the bandit 4 (!!) times ( Fox1 x 1, Fox2 x 2, Fox3 x 1) during one such engagement. And guess what – yep, that bandit just kept flying like he couldn’t care less. Oh, and during two other fights, the bandit just crashed, but the fight didn’t stop. What’s more, Jester continued calling out the bandits clock position, which I thought was rather hilarious. Well, as far as I’m concerned, I've finished off that F16 sucker, period!! The only bummer been my grade.
  7. I was thinking the same, so I made sure I passed that 3-9 line first. But that didn't work either. Funny thing is Run 1 worked fine for me.
  8. Well, I was talking about killing the bandit AFTER the scripted player made the announcement "Two engaged". Does that count as a "successful" merge? I think I was shooting the one assigned to me. Actually, after the second one of the trail section was declared dead by Lead, I could only see one left. And that one was the one assigned by my RIO earlier in the intercept (the bandit was still marked on the HUD by the diamond, e.g. I didn't switch any target). Btw, when hitting the bandit (with either Fox 1 or Fox 2) after that "Two engaged" message, Jester (not Chick!) calls out "Splash", but the fight goes on nevertheless. I don't know how to post a short video. Anyway, I tried another few times...same result. I can't kill that bandit, even if I hit him. But if he's then shooting off a missile at me (which he did on a few occasions), that works just fine. Or is it possible that only the gun is working in this mission for the player? (I also tried to gun him down for a while but couldn't do so successfully) I have to say I'm done with this mission. It's simply not working for me.
  9. During Run 2 of mission 8, I noticed that the F16 the player is supposed to shoot down seems to be invulnerable to any missiles, even after the merge (I've managed to hit him several times after the merge with Fox 2, but to no avail). Am I missing anything here or has that been set up this way on purpose?
  10. After clearing the runway via bravo, you have to first turn left, then taxi all the way back to the parking position from where the mission started. At least that's what worked for me.
  11. Thanks for your reply. I just ran a repair and that fixed it! Thanks again. The only mod I had installed was the one for the darker carrier deck. No idea whether that one was the culprit.
  12. Not sure whether this has already been reported, but I have noticed a graphic glitch when inside the F-14B (the F-14A does not have this glitch). I believe this glitch was introduced with the October 28 update, but it is only with the F-14B. When looking forward, the right half of the cockpit is getting obscured (happens both from pilot and RIO position): Looking to the left side: Looking to the right side:
  13. I have recently started playing this campaign and found it to be VERY hard, at least some of the missions. There are many positive reviews here, mostly dating from last year, that make no mention of how difficult some of the missions actually are. Are there perhaps any recent changed with the AI that could account for at least some of the trouble I’m experiencing? Especially missions 12, 14 and 15 are given me a real headache. For example in mission 15, how am I supposed to take care of all those enemy infantry hordes storming the friendly position? (unsurprisingly to me, I got shot down on my very first attack run by some manpad. Although I was pumping out flares like no tomorrow, they got me anyway from head-on). All of these missions I tried multiple times, but still no joy. I haven’t tried mission 16 yet, so I don’t know what that last mission has in store for me. This campaign is probably one of the most frustrating ones I’ve played so far in DCS. It’s quite a shame, as I do consider the campaign itself to be very good indeed. If only the overall difficulty level could be turned down a notch or two. Then I think it would be almost perfect!
  14. Oh my.... so I'm not the only one. How comforting....sort of.
  15. In that case the campaign might have been broken by one of the recent patches. I haven't played this campaign in quite a while, but it used to be working properly. But just a few days ago, a different campaign suddenly started having the exact same problem.
  16. Oh, okay then. I wasn't aware of that. Guess I'll have to work on my SA skills. Thanks for the clarification.
  17. Hmm, do you have easy communication under Gameplay enabled? If yes, try turning it OFF by unticking it. That may do the trick.
  18. I like to add that the ASE also seems to keep reporting friendly missiles, e.g. the player will get a missile warning when friendly missiles are in the air. I don' t know whether this is a bug and/or related to the friendly fire issue, but to me it's quite distracting. It's kinda like someone just keeps crying wolf.
  19. I think on default, the volume knob for the radio is off. So just turn up the volume knob and you should hear all those voices.
  20. Thanks a lot! I've also been looking forward to this campaign.
  21. Yep, the problem is still there. It's quite annoying.
  22. It is possible to make George list targets by range? How can the player do that? I think it would be helpful if the player could ask George to list targets either by threat, range or type. And he should also ignore friendlies.
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