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Bunyap

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Everything posted by Bunyap

  1. Hi Kashmir, I have looked at this from every possible angle and can't imagine what is causing it. I can't reproduce it here and nobody else seems to be having the issue. To confirm, it is only on mission 2 and the F10 menu is definitely present on other missions? Also just to confirm, you are on the Spitfire Epsom campaign and not the Mustang Charnwood campaign?
  2. Here is Carpiquet Airfield and Village during Operation Windsor, Mission 2 of the Charnwood Campaign, updated with the new effects in 2.2. I hope to get the missions updated in time for the next DCS update. Contrary to what you may hear, the performance impact from the effects has been negligible. In fact, it has allowed me to remove a lot of the smaller burning vehicles and artillery bombardments I had set up before to create the illusion of an active battlefield. The updated missions actually perform better now as a result. https://en.wikipedia.org/wiki/Operation_Windsor
  3. Thanks Sydy, The Epsom campaign already uses the exact same set-up. Where is it repeating for you? No problems have been reported but I'm happy to take a look.
  4. Hi strikerdg, this is indeed an RAF campaign and this unit was chosen because, to me, they offer the more interesting missions. The RAF P-51 wing assigned to Normandy served a very similar role to the P-47 groups on the American side. Their focus is on ground attack and flight times to the front lines are very short. American P-51 units operated from Normandy bases in a strictly reconnaissance role. The P-51 units in England escorted bombers or flew the occasional independent fighter sweep, usually well away from Normandy. That could definitely be fun but I do not see those missions having as broad an appeal, especially considering that at least 30 minutes would be spent over water. I'm sure that type of operation will be covered by somebody but just not yet. I have a forum post here with more info if you want to learn more about it: https://forums.eagle.ru/showthread.php?t=173584 --------------------------------------------------------------- Thanks Cibit, boedha68 and VirusAM! I'm sure I'll get back into it eventually. I was juggling school, other hobbies and now this, so something had to be walked away from for a while. I would actually like to fly through a few of these just to prove they are not hard at all to survive but probably not until 2.5 is released. Otherwise, anything I do is obsolete the second I upload it. There are lots of other guys doing a great job with videos so we seem to be in good hands for now. :)
  5. Yeah, sure enough. I'll redirect them onto a more appropriate bridge with the next update. Thanks!
  6. Here you go... https://forums.eagle.ru/showthread.php?t=197918 Button A is set up to always work for the benefit of those who do not follow the briefing.
  7. Speaking of radio frequencies, this is the document the radio set-up we used was derived from. The only liberty I took was in assigning 'Flying Control' to button B instead of keeping that function on the button A, 'Wing Local' channel, as it would have been at the time. There were a couple different reasons for this but I primarily wanted to make interaction with ATC non-obtrusive and completely optional. Button A is sort of 'hard coded' as the player flight's frequency so keeping ATC on button A would spam the player with calls on takeoff and landing they might not necessarily want to hear. In fact, the only reason I have ATC there at all is for the homing function as I can find no direct evidence that a formal radio control system was in place at the ALGs in June or July. My impression is that there would have been basic radio communications as well as very light signals, but not the system that was in place in England, and not the system we have in the sim. From there, I exercised one of the options from the document's last paragraph and have all 83 Group assets operating on the 83 Group Guard frequency. To make this work, button A, C, and D all use the same frequency in these missions. This seemed like the best choice in terms of gameplay, allowing those who did not read the briefing or do not understand the radio system to operate normally while allowing those who want to roleplay the real frequency set-up to do so.
  8. Nice catch! Yeah, there are going to be several like that. I'm sure you figured it out but for now Button A is the only one that will work for comms with your flight. It will be squared away again as soon as I compile an update. Thanks!
  9. Ok, I'm checking everything I can but can't reproduce it. Can you take a screenshot of the menu for me? The other possibility is that a mod is still interfering with the radio menu somehow but the F10 menu is specific to the mission. It shouldn't be possible for a mod to interfere and, as you say, your mods are disabled. --------------------------------------------------- Anybody else running into the same problem? If so feel free to post here.
  10. Thanks Kashmir. I just tried it and the commands were present. Is it possible you used the 'Set non-historical environment for increased performance' command before taxi? That removes the second section of four aircraft and the F10 radio commands. I'll keep an eye on it in either case.
  11. I just completed the first mission after about 70 minutes and had no issues. There are a few other crashes reported elsewhere so I'm sure something is up. You guys would probably have better luck posting it here: https://forums.eagle.ru/forumdisplay.php?f=474 Instructions for crash reporting: https://forums.eagle.ru/showthread.php?t=147710 Thanks, and I hope whatever it is gets resolved for you!
  12. Thanks. :) I'm checking the F10 voices now. For me, the 'rejoin' voice was missing this time but the rest were there. Strange. That system is sort of rigged into the mission as a placeholder until full squadron commands through the radio can become a priority for ED. Either way, it should still work every time so I'll dig into it.
  13. Are you very close to the base by any chance? I believe it gives a vector to an initial approach fix a couple miles from the approach end of the runway and not the center of the base itself. I'm actually up in mission 1 right now and it is giving me a good heading back to base from the vicinity of Lisieux 30 miles away for example.
  14. In addition to the new placeable effects, scenery destruction is now possible without a big hang-up as you enter the cockpit. (Or rather, it was always possible but I didn't know the right way to do it until now.) :) The WWII environment is starting to really come together.
  15. Just FYI but the 2.2 update cleared up this issue for me. There is no longer a queue for radio messages so everything flows through as it happens. No more backlog. If there is too much coming through at one time we can turn the volume down on whatever radio is not the priority. Absolute night and day difference when it comes to keeping track of what is happening around us... I trust what I am hearing again.
  16. Nice. Releasing balloons will give me something to do when I'm bored. :) I'll keep an eye on it but it hasn't broken anything so far.
  17. Thanks a lot and yeah, they are there in 2.2. My understanding is that they are enhanced versions of the old clouds and that a new system is still being worked on. One other new thing I just noticed is that there is sometimes rain when flying under them. That is actually perfect for these missions.
  18. DCS: World was updated to version 2.2 today and there were a number of changes and enhancements that will apply directly to these campaigns. I'm seeing it all for the first time too so bear with me over the next few weeks as I verify nothing is broken and start to add the new features. 1. 88mm Flak now has proper targeting and airburst effects so no more mysterious objects whizzing by you! You will definitely see and hear it now. 2. Smoke and other effects can be added to the map as static objects in the editor. These are still WIP but it will give us the ability to create the correct visual feel. 3. Flight paths are now visible on the F10 map when a flight lead is selected. This gives one more good option for finding our way around. 4. WWII aircraft now have a radio menu item for missions against a pre-planned target. This can now be used instead of the keyboard commands described in the mission briefings. (I'm pretty sure you still have to give a rejoin command after they attack and that they do not actually RTB if the second option is used.) Like I said, I'm seeing it all for the first time too so let me know if you spot anything else new that could be useful!
  19. DCS: World was updated to version 2.2 today and there were a number of changes and enhancements that will apply directly to these campaigns. I'm seeing it all for the first time too so bear with me over the next few weeks as I verify nothing is broken and start to add the new features. 1. 88mm Flak now has proper targeting and airburst effects so no more mysterious objects whizzing by you! You will definitely see and hear it now. 2. Smoke and other effects can be added to the map as static objects in the editor. These are still WIP but it will give us the ability to create the correct visual feel. 3. Flight paths are now visible on the F10 map when a flight lead is selected. This gives one more good option for finding our way around. 4. WWII aircraft now have a radio menu item for missions against a pre-planned target. This can now be used instead of the keyboard commands described in the mission briefings. (I'm pretty sure you still have to give a rejoin command after they attack and that they do not actually RTB if the second option is used. Like I said, I'm seeing it all for the first time too so let me know if you spot anything else new that could be useful!
  20. Thanks very much for checking out this campaign! It picks up where the Spitfire Epsom Campaign left off and has you leading squadrons from No 122 Wing, RAF in early July 1944. The missions made it through ED testing with absolutely zero problems reported but things are bound to come up as more updates to DCS and the Normandy terrain are made. Feel free to report any issues that are specific to the campaign in the 'Problems and Bugs' forum above. Current Status: All missions received a revamp to take advantage of new features in the DCS 2.5 open beta. The environment should be more 'alive' now with smoke visible at battle sites and other locations it was reported by aircrew, enhanced 88mm flak effects, and more visible tracers. The missions will continue to be updated as more features become available. The only item that I had hoped to include but could not was stationary rolling stock at railroad sidings and marshaling yards. These were common targets for Mustang units but they will have to be retrofitted in later as the rail system continues to be developed. For now, ignore the part of the briefings that directs you to look for rolling stock and focus on looking for vehicle traffic or dispersed vehicles on the Armed Recces. Documentation: Just as a reminder, pdf documents with expanded briefings are available at /Mods/campaigns/Mustang Charnwood/Doc in your DCS: World installation folder. These include much more information on tactics and the ground battle that did not translate well to the in-game screen. Be sure to use these versions if you are preparing for your missions in detail. Kneeboards: Navigation can be extremely challenging without all our modern gadgets so each mission has two kneeboard pages built in as well as the maps that are automatically generated by the DCS engine. These can be accessed by using keyboard RShft-K and scrolling to the different pages using the [ and ] key. - Here is one more way to easily find your way around by placing 'marks' on the kneeboard at your current map location. Keep in mind this only works on the map pages that are automatically generated and not on the custom pages with all the info specific to the missions. Now, it isn't realistic to have your position automatically update on the map but then it is not realistic to be the only person in the squadron with any idea where you are either. You could think of this as radioing your section leaders for a consensus. I think that sounds very realistic as long as some self discipline is used and it is not overused. Gameplay Tips: A campaign introduction is also available in the Docs folder with background information on the campaign and battle itself. We tried to anticipate any questions you might have about the player's role and what you are intended to accomplish as well as provide as many tips as possible that occurred to us during testing. I will include those below and feel free to add your own. - Your job is to navigate and make decisions. Your squadron’s job is to look out for targets and keep you informed. Be sure to set your radio up to receive their transmissions. Details are included in each briefing but be sure either button A, C, or D is selected on your radio panel. - Wingmen will sometimes reply with calls like ‘two, negative’ or ‘three, unable’ in response to your radio command to attack. Do not let that frustrate you. This is always one of two things: they either do not see a valid target or they do not have the proper weapons for that target type you are telling them to attack. The weather is terrible on some missions and this has the appropriate effect on the AI’s ability to spot targets. Always wait until they give the radio call ‘contact target’ or ‘tally bandits’ before giving the command. - Be specific when giving radio commands to your squadron and avoid the generic ‘Engage Ground Targets’ command if possible. Your flight will prioritize air defense targets and will not last long. You will want to use radio command ‘Engage Utility Vehicles’ in most cases. - Avoid more than one attack on the same target. It was common for German flak positions not to fire and give away their position until nearby units were attacked. Many targets you will encounter can be expected to behave in this way. - Spitfires and Mustangs will not engage armor with guns so avoid the ‘Engage Armor’ call. You can bet that other vehicle targets are around so send your squadron after those instead. - Use the ‘Engage Air Defenses’ command sparingly. Flak positions are everywhere and your squadron’s best chance of survival comes from avoiding defended locations. - Be careful when using the ‘cover me’ command. Your wingman will engage anything he sees as a threat to you including air defenses on the ground. - Listen closely to what your flight is reporting. For example, ‘Contact target, 2 o’clock for three.’ means ‘I see a vehicle or other suitable soft target, in front of me and to the right, three miles away’. This is your cue to start looking for the target yourself. Assuming your flight is flying in formation when the call is made, it should be a simple matter to scan the proper area and locate the target they have in sight. - Follow your wingman if you cannot spot the target yourself. Give the radio command to engage the target and fly in a position to provide support, watching for flak, and calling off the attack if needed. Once your squadron begins to attack, you can easily roll in on the right location. - There are many, many targets behind the front lines and it is very easy for your squadron to go after one you did not intend them to. When in doubt, give the command to ‘rejoin formation’. Better to reform and try again than to lose everybody on an attack you did not intend to happen. - Do not rush into air engagements. Use the sun or clouds to mask your approach and try to maneuver behind the enemy. The real WWII tactics described in the mission briefings work. It takes practice to get the timing right but you and your squadron can easily down several aircraft before they know you are there. - Don’t forget about the other squadrons. You can always turn and run for one of the standing patrols if you find yourself outnumbered. - Orders to the second section of four aircraft are given by selecting F10 (Other) from the communications menu then selecting the appropriate command. The command 'attack primary target' will ensure the second section attacks the planned location on missions with a specific target. - The keyboard command LWin-R may be used to ensure the lead section attacks the planned target. The lead section will fly directly to the target and attack immediately when the command is given so only give the command when in position at the desired approach heading. The aircraft will not rejoin automatically so give the command to rejoin formation when the attack is complete through either the normal communications menu or keyboard LWin-Y. - The rest of the squadron is going to run out of fuel first and this is perfectly normal. Any speed, altitude, or course change you make along the way is amplified for the aircraft trying to stay in formation. Higher throttle and RPM settings are required in order to stay in position so it is important to keep this in mind while making course changes. Fly smoothly like any good flight lead and your squadron will be able to stay airborne much longer. - The blog 'Real and Simulated Wars', which I highly recommend, has some tips on strafing here: http://kriegsimulation.blogspot.com/2017/10/il-2-sturmovik-dcs-world-strafing-with.html - These missions can be flown as a campaign or as individual missions. Here is one way to get access to a specific mission if you want to re-fly it: Please feel free to add your own tips below!
  21. Just a heads up that there is a four page overview of the Operation Epsom campaign in this month's PC Pilot magazine. It includes initial impressions of the campaign as well as screenshots and additional tips. Be sure to check it out! http://www.pcpilot.net/the-magazine/view-issue/?issueID=7242
  22. Thanks PhoenixBvo, and thanks especially for being specific about the problem. I really appreciate that. Yeah, that is pretty much what I was going for. This is taken from a report on Spitfire tactics produced after the war: "The enemy's flak defences influenced the tactics during flight and the carrying out of the attack. In the front line zone the enemy had a terrific concentration of small calibre flak. This kind of defence was very effective up to 3,000 feet so, as a rule, the aircraft flew higher, and only came below 3,000 ft when carrying out the attack. The light flak fire was effective up to 6,000 ft and could be easily seen by the pilot (smoke and explosions). In the orbit of the enemy flak fire the following tactics were employed: a. widening formation b. Constant changes in the height and direction of the flight." One technique that works for me is to approach as described in the briefing, moving the aircraft around to be unpredictable to the gunners (it actually doesn't take much), and straightening out to give myself three or four seconds of tracking time on the target. I give my squadron one pass on the targets then form them back up immediately away from the front lines. If I think another run on the target is wise I do it. If not, I press on with the armed recce portion of the mission. Calling off an attack is always an option. I am adamant that there be no 'must destroy' targets in these missions. Decisions are always in the hands of the player as would be appropriate to a squadron leader on these missions. Another thing I could recommend is not to fly near the target until you are ready to attack. The flak gunners have realistic limitations on on the time it takes to detect a target and react so you can sneak up on them and get a run in if you do it quickly. But once they spot you the jig is up and they are going to fire constantly. I hope I don't sound dismissive on this, after all I just spent several hours looking at it, but I am still happy with the flak performance and the set-up of the missions. I'm just 'some guy' so if you or anybody else want to look and make recommendations to ED in a wishlist post, a quick mission I use to test flak accuracy is attached below. I just don't have anything I can point to and say needs to be changed. Flak38test.miz
  23. This looks absolutely brilliant, like the DoD's FalconView program for DCS. Managing package timing is not one of the default editor's strong points so I would use the daylights out of this. Great work!
  24. Custom maps are included on the kneeboard to allow both realistic visual navigation and Direction Finding service from your airfield but a person does not always want to 'work'. These are supposed to be fun after all. Here is one more way to easily find your way around by placing 'marks' on the kneeboard at your current map location. Now, it isn't realistic to have your position automatically update on the map but then it is not realistic to be the only person in the squadron with any idea where you are either. You could think of this as radioing your section leaders for a consensus. I think that sounds very realistic as long as some self discipline is used and it is not overused. Keep in mind this only works on the map pages that are automatically generated and not on the custom pages with all the info specific to the missions.
  25. As I'm sure you know, these missions are extensively researched and nothing, and I mean nothing is included just by chance. Here is an example from mission 12 that takes place late in the afternoon of 30 June 1944. The target is a supply dump on the east side of the Orne river near the village of la Moissonniere. This would have been a common sight on the German side of the lines especially with the arrival of II SS Panzer Corps and the influx of personnel and equipment along the roads. The squadron flew with bombs on the mission this is based on but for now we attack the target with guns. This is the target photo included with the briefing. The grid reference, date, time, and altitude were not chosen at random. Those are the coordinates in WWII Army/Air format and details from the photo set that would have probably been used to prepare for the mission. This is how the target location looks on the current version of the map: This is the real target photo overlaid on that exact location. There are a few little differences but that is not too bad! The late afternoon of 30 June was not chosen at random either. There was a lot more going on at the moment than meets the eye but that will have to wait until more WWII assets are available to properly recreate it. The mission will be updated with a big surprise at some point!
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