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Everything posted by Bunyap

  1. There should be a section in each briefing that explains it. It will read something like this: "The current front lines are marked in red on our planning maps and the bomb line is marked in yellow. Friendly aircraft are free to attack any target beyond the bomb line, but inside, targets are attacked only by special arrangement with local ground forces. The bomb line is delineated so far as practicable by well defined geographical features. In fluid situations involving the rapid advance of armored columns the bomb line may be placed from five to thirty-five miles in advance of known front-line positions. During static periods it is normally 500 yards from the current front."
  2. Hi JohnG, I am sorry to hear that. The sample files should work with version 2.5.5 but I would not be surprised if there are performance problems. The only versions I can vouch for at the moment are those with the 2.5.6 open beta. All missions were updated and re-tested last month. The samples are still technically current, but they are the old versions. The files for 2.5.5 and 2.5.6 are not compatible due to major changes to the Normandy map. Honestly, I would not recommend flying the campaign until the 2.5.6 open beta is stable and released. The Normandy map was updated by that developer to greatly increase performance. Things should be much better soon. Thanks a lot.
  3. Thanks for the report Lumberjack. This is due to a small airfield parking change that was made with last week's update. New missions will be included with the next update that fix this, hopefully this week.
  4. Hi Reflected! As you no doubt guessed, this mission was flown without drop tanks so it would be out of the question for me to install them. The developers are aware the wingmen are a serious problem and I really hope a solution comes soon.
  5. Yes, but again, it is not possible to place that much information and that many images into the DCS briefing screen in an acceptable format. You would not be getting all the information you need. I will do all I can to help but let me be sure I understand your concerns. The problem is that it is cumbersome to navigate to the files before each mission? I can try to work with the developers on a solution to that.
  6. Hi, thanks for asking but this is normal. The briefings are in pdf format and located at Mods\campaigns\Spitfire IX Epsom\Doc in your DCS: World installation folder. The briefings are extensively researched and precisely what would have been available to the pilots flying the missions, in some cases word for word. They are usually about 15 pages long with 15-20 images to go along with the text. DCS just isn't capable of presenting that much information in an organized format yet. There was some limited text and a few images included before but they were removed earlier in the year when the briefings were revised. You definitely want to use the pdf versions. If you need another reference in flight, custom kneeboard pages are available for each mission that show an overview of the mission and target photos where applicable. These can be accessed by using keyboard RShft-K and scrolling to the different pages using the [ and ] key. Be sure to scroll past the auto-generated pages that are built into DCS to reach the custom pages.
  7. Hi Sniper175, thanks a lot. :) A lot of time and effort went into getting this right so we appreciate it. We have an update to include the Fw-190 Anton, as well as some more diverse ground units coming up just as soon as that aircraft is released. I have learned a few more tricks so performance should be slightly better as well. This campaign has already had a number of updates and it will continue to be kept up to date as the WWII environment matures. Thanks again, Bunyap
  8. Hi, thanks again for the reports. A replacement file was submitted but has not made it into an update. I have followed up and it should be resolved next week.
  9. Yes, thanks for the reports. There are some issues with the Russian localization that could possibly be causing this. I have requested the latest versions of the files and hope to find out what is wrong soon.
  10. Thanks a lot for your patience everybody. This appears to be fixed in the 2.5.4 open beta version.
  11. Hi montypython76, the only requirement is to land at Nellis and be alive. There are ways to miss any requirement a mission designer sets up so I really dislike setting them at all. I will make this mission an automatic 'pass' the next time I submit an update. For now, you should have an option in your communications F10 Other menu to skip the mission. It should look something like this but has different wording for mission 1: Mission 3-10 only require that you be airborne for 10 minutes. The decision to advance to the next mission or re-fly it will be yours for the rest of the missions. Thanks!
  12. Hiya Redglyph, thanks for the report. 1) The mission starts at 1500 so that would be one for Heatblur to have a look at. 2) This was included in the briefing: "As wingman, I’ll taxi behind the flight lead. On departure, I’ll stay in a visual trail formation 1nm behind flight lead – that’ll let me maintain formation while still being able to look at the landmarks that the flight lead points out to us." The speeds average out over time but there are always fluctuations as they pass a waypoint. This was never intended to be flown in close formation for that reason. 3) I agree, radio distortion is wildly overdone in every flightsim, game, movie, or tv show I have ever seen. I rely on the kindness of others for audio work but I will see what I can do. At the very least I can leave the text on the screen longer. 4) The lead aircraft has a few extra waypoints the player does not have. He is just offset from the player's course a little in a few places. 5) It couldn't hurt to let the developers know if you get the time. Of course, crashes are out of my hands. Thanks!
  13. That's weird, the frequency definitely changed at some point. Either way, ATC for Nellis is on button A/G, channel 04. The base selector is set to the same ID number used by TILS. The radio should be set to that by default when the mission starts:
  14. Hi Flappie, I just ran it and everything is still working as intended. It sounds like you may have been slightly early at the target. The Hornets target the SA-10 at around 0920. How long it all takes is intended to be a little random to give the player something to think about and decisions to make, but I have never seen it not go down. You might check the top of briefing page 15 for a recap of how it is planned: "Approaching the FEBA, we will fence in and descend to 100 meters AGL. Time on target is planned for 0926 but anything within a 0926-0936 window will allow us to hit the target with adequate SEAD and CAP support from the rest of the package. Springfield flights (F/A-18C) will be targeting known SA-10s and SA-15s operating southwest of bullseye. Monitor RWR and comms regarding this threat. The Dodge flight leads will make the decision to press on with the attack or hold between Belted and Quartzite based on a real time read of the situation." There is a small chance you will still have to deal with the SA-15s but it sounds like you have a good grasp on ECM and countermeasures. You were either very, very unlucky or were a little too early. It sounds like you know the Viggen very well but here are some tips for anybody else who happens along: Time on Target: https://forums.eagle.ru/showpost.php?p=3375174&postcount=12 SAM Avoidance: https://forums.eagle.ru/showthread.php?t=200157
  15. Yes, thanks for the report. I have been working directly with ED to resolve this and engaged directly with the producer in charge of QA today. It should have the appropriate priority now and be back to normal soon.
  16. Thanks ditchxx, I appreciate your patience. I have been working directly with ED to resolve this and engaged directly with the producer in charge of QA today. It should have the appropriate priority now and be back to normal soon.
  17. Yeah, sure thing: https://unoda-web.s3.amazonaws.com/wp-content/uploads/assets/convarms/Ammunition/IATG/docs/IATG01.80.pdf#page=10 I took some courses in this as a resume filler a while back, and yeah, it is just about as fun as it looks. :) You can do a google search for 'Kingery-Bulmash Calculator' and come up with a lot of different automated options but keep in mind this is only a small part of the equation. It can be a very deep subject but I think they have a handle on it. For what it is worth, I have never seen anything happen that seems out of place. I believe the only issue is that the damage is not immediately apparent to the player. That is realistic but does not make for the best gameplay. There are also probably some unrealistic expectations among us all when it comes to what a bomb can do and an over-estimation of how close they actually impact when viewed from the cockpit. For example, I ran bombing competitions a while back where players made three bombing runs on a target. The average miss distance was around 50 feet, so for every 'shack' there would have been a miss of 100 feet or more: https://forums.eagle.ru/attachment.php?attachmentid=120285&d=1438688016 This was under ideal conditions and there was no limit to the amount of practice runs they could make. It really makes a person realize why laser guided bombs exist.
  18. If you measure the distance based on the 25' length of that type of truck, it is a miss of about 110 feet. That isn't really that close. Based on the explosive weight of a Mk-82, that would only produce around a 3 psi overpressure at the target. Fragmentation would count for something but that varies wildly depending on the orientation of the warhead. This target should have taken some body damage but chances are it would be ok.
  19. Hi dmatsch, I didn't design these missions but I did help by making some adjustments to the AI before release to avoid the type of problems you describe. I just double checked and all AI flights are working exactly as intended and as described in the briefing. Spoilers ahead for anybody who has not flown it so proceed with caution... This is briefed as a self-escort mission with the CAP acting in a fleet defense role. They are not intended to escort you like in the first four missions but they will definitely engage any MiG that strays more than a few miles from the coast. Disengaging and running for the carrier should always be an option if you get in over your head. The SEAD flight attacks with AGM-88s and AGM-65s 100% of the time unless they have to respond to an air threat first. This will vary depending on how quickly the MiGs are vectored onto the strike package and is intentionally random. Based on this, you have a number of very hard decisions to make during the mission. Has the SEAD and TLAM strike been effective enough for you to make a quick dash onto and off of the target? Are the MiGs an immediate threat that requires you to prioritize them. Do you help the SEAD flight if they are engaged by MiGs and risk not destroying the target? Do you abort entirely and let the CAP engage as you run for the carrier? It is going to play out differently every time but it is intentionally set up that way and not a problem with the AI. If they legitimately behaved as you described and you can send a .trk file or tacview replay let me know but I don't believe there is a problem. I know it is not what you want to hear but it is just a tough mission. :)
  20. Ok, it took several tries but I was able to reproduce it. There is something going on with reduced takeoff performance if an AI P-51 stops for an extended period of time while taxiing. I'm working with ED to get this resolved as we speak. Thanks so much for the report! I have flown these so many times I just motor straight to the runway without giving the AI an opportunity to stop. I would have never noticed it.
  21. To clarify, it was your actual wingman, as in #2? I have never seen that happen but I can try to reproduce it.
  22. Hi Resonance84, that is the way it works for now. The train targets, and unfortunately there will not be many of them until the developers finish the rail system, are just static objects. They are not scored in any way.
  23. Yeah, absolutely. The campaign update before this one added a few different units but there are definitely more options now. I particularly want to add the Sd.Kfz.251 halftrack in a few places so there can be ground fire other than the 20mm flak guns. The targets will get a re-vamp the next time I go through the missions to update them.
  24. Bombs and drop tanks were introduced last month in an update to the Spitfire and those features have been added to the campaign missions wherever appropriate. This will be most noticeable on mission 2 and 12. Those are now dive bombing missions as they were originally intended. These procedures are paraphrased from a manual in use at the time and are included in the briefings: Releasing bombs from a 45 - 60 degree dive is the preferred method due to increased accuracy and less vulnerability to flak. The approach to the target is made at an airspeed of 220 - 230 mph managing the aircraft so the final alignment with the target is directly into the wind. At the moment the target is hidden beneath the wing on a line about one third of the way to the wingtip, make a gentle descending turn in the direction of the target. Regulate the rate of the turn to ensure the target is always in view. Align with the target and increase the dive angle to 45 - 60 degrees. Do not allow excessive speed to build up. This reduces the time available for aiming and could make aircraft control more difficult, especially when pulling out of the dive. Release the bombs at an altitude no lower than 3,000 feet above ground level. This allows you to pull out of the dive before entering the bomb’s fragmentation zone and to avoid most ground fire from enemy positions in the area. Depart the target at high speed in order to stay clear of enemy flak. Only climb to rejoin the formation after having travelled some distance. These tactics were emphasized in memos like this from late May: The records for Normandy Spitfire dive bombing missions, without exception, show aircraft diving from 8,000 feet above the target and releasing at 3,000 feet. There is no rule against trying new things and different tactics here, but that is a pretty good place to start if surviving the mission is important to you. Also, it is very important you use the proper command to have your squadron strike the correct target. It is all explained in the briefing but, as a reminder, engage 'primary and rejoin' will ensure they strike the planned target every time. ------------------------------------------------------------------------------------- This update also includes drop tanks where appropriate but that is mainly for AI flights flying over from England. In general, all Spitfire missions launching from England carried a drop tank of some type. By May/June 44 it was almost exclusively the 44 gallon cylindrical tank, the same tank used on the Hurricane and Typhoon, adapted for the Spitfire IX, and pictured here: There were also the three sizes of 'slipper' tanks that could be mounted but from what I can tell they were rarely used by the time of the invasion. If anything, it would likely be the 45 gallon size as referenced in this memo: This is the only photo I could find of a slipper tank in use during the Normandy campaign: The 44 gallon cylindrical tanks tanks would be jettisoned every mission when empty on signal from the formation lead. All tanks, especially the slippers, were prone to hang up when attempting to jettison. This usually resulted in that aircraft returning to base with a wingman as escort. When the Spits started to fly missions from Normandy in mid-June, drop tanks were not generally used. Most squadrons had come to the conclusion that they were not worth the trouble and that was formalized in memos like this from the 21st of June: They still show up occasionally for units flying longer than usual patrols over the beachhead or the very occasional sweep as far as Paris but drop tanks don't show up again until the Brits/Canadians start to push east in late August. So to make a long story short, 44 gallon cylindrical tanks were used on every mission from England and drop tanks were only very rarely used on missions from Normandy.
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