Thanks
Rough Knight
My Missions \ Campaigns:
@Old Macdonalds Farm Adventure
@Carrier Operations - Duala
@Day at the Airbase
I wondered why i couldnt get a lock, cheers!
Had a quick go of the first mission when i got in and completed it, enjoyable overall my only small gripe is i failed once because i killed civilians when i bombed one of the hangars. I think if youre bombing a military airbase then everyone in that base is fair game but again thats not a big problem enjoying it so far.
Hi AVFC,
Thanks for the feedback.
I have added civilian presence to most missions. The main point of this is that I wanted to make the player be careful in his target selection and timing of the bombing\missile attacks. In that particualr mission there is a civilian aircraft at the airbase, perhaps you are right though, maybe it does not belong there.
This is a snippet from an article concerning the way the Libyan army for example reportedly operated.
It was one of the main sticking points in the libyan and iraq wars however that Bluefor civilian casualties where a major problem and worked against the colitilition alliance. See this link for more information."NATO must take all feasible precautions to avoid civilian casualties, even in those cases where al-Gaddafi forces are using civilian facilities for military purposes," said Hassiba Hadj Sahraoui of Amnesty International.
I hope you enjoy the rest of the campaign.
Thanks again .
Rough Knight.
Yes thats a good point, i just assumed it was civilian men because i never noticed the aircraft. That'll teach me for just randomly bombing. Keep up the good work!
Started this campaign today, I really like how it features so many special addons.
What really bugs me is that there seems to be no working countermeasure on the Hornet? Is this great addon really missing that? Though I've read Mando Missile ArmA could add countermeasures by mission editor to any plane. Would be a workaround for now.
After learning all the basics the hard way over the first mission, I would suggest a tutorial mission which guides the player through all the later required tasks involving addon functionalities.
Or at least a note in the readme, what I should learn about the addons before the campaing.
Anyway I'm eager to play this through![]()
Hi mate,
At this pointat least I would recommend Mando missiles. As mentioned before, the f/a-18 addon creator is aware of the missing countermeasures and will resolve the issue at some point. Just remember because @mma will be standalone, you will also need to run the @mma_xeh addon to make the addon initialize correctly [it's included in the archive of @mma].
I will try add something in the readme for the next update. I think the only thing you need to know how to use is the GPS/INS system of the f/a-18 super hornet, and perhaps the catapult on USS Nimitz. These are both reasonably intuitive and I would expect the player should be able to work it out if they havent come across them before.
Let me know of any other concerns or feedback if you play into the campaign further. I hope you have fun playing it trapper.
Thanks
Rough Knight.
Thanks for suggesting MMA. I wasn't aware that it ships with this mma_xeh config replacement thing.
On the other hand it became the next addon I had to learn on the fly on mission two.
I wasn't sure about the loadout: 2 Sidewinders, 4 Mk-82, 4 Mavericks, 12 GBU-39 SDB. Was this still your selection for the mission or something forced by MMA?
The countermeasures came in handy.
The MMA GPS targeting is more easy to use and intuitive as the one of the Hornet.
IIRC the first idea of MMA was to build it into missions scripting/module wise, maybe you could use it directly in your missions and set it up to do only exactly what's missing on the Hornet addon.
Or we just wait for the addon to get better
For now I hope the learning curve has ended. To the two points you've mentioned I've to add: Understanding the usage of GPS ammunition / weapon names (more a issue of the addon readme), using Mavericks only via MMA HUD, understanding that MMA would need a special setup for my gamepad, carrier landings (well documented in the addon and luckily pretty forgiving in game.)
Remembering all those keys and playing ArmA2 like a flightsim but without finished addons and a coherent manual, reminded me of playing ArmA2 without patches.
However the missions work perfectly, I don't encounter any bugs.
Hi trapper thanks for your feedback, I guess it highlights I didn't put to much thought into users who have not used the addons previously. However I guess it falls into line with one of your other comments about the weapon selection. I chose a load-out that was able to "do the job". As you found out, @mma allows you to choose loadouts so that is indeed an option for the advanced user.
One of the reasons I didn't make mma mandatory was that prior to the new version (v2.0 and upwards) of @Mar_2MAW, the aircraft countermeasures worked perfectly. Therefore I decided at that point to keep mma optional as some users prefer a more simple approach. Luckily mma is very flexible in this regard as it is obviously a very well made addon. The f/a-18 addon will fix the countermeasures I am sure at some point, unfortunately I could not forsee the change in functionality of the addon. It may well change in the future as well so I think I will leave it as is until the new update arrives and then make a decision based on what Meatball decides to implement into the addon.
When I say the countermeasures worked perfectly I guess this was not exactly the case. I had to write a script so that AI wingman would automatically fire flares when being tracked by a missile. This greatly improved their survivabiity. This function is still in operation as the campaign is today, however the f/a-18 addon is prohibiting them from working as it should.
I am glad about that, I have done hours apon hours of bug testing, not to say there will be no bugs, but there shouldn't be to many major showstoppers.
Last edited by Rough Knight; Feb 27 2012 at 00:09.
As an update, I have found a bug which makes the wingman practically useless as he can not fire at a target. I thought this was a little strange that he would fly to a target but rarely engage them thinking it may be associated with the beta patches that I use. This has also been resolved for the next version however.
I think I will wait until Meatball releases the next version of his F/A-18 to release the new campaign version as I will have to remove the GPS\INS script that I added as a workaround for the missing f/a-18 functionality. If there are any other wishes or suggestions, now would be a great time to bring them forward.
Blackfox34 has suggested using kbTell, I understand the concern of being able to miss important radio information.
Edit: I have more or less implemented kbTell into mission1.I will PM blackfox to see what he thinks later tonight.
Thanks
Rough Knight.
Last edited by Rough Knight; Mar 8 2012 at 07:40.