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You are not intended to use the phase 1 road re-arm in the FA-26 version. This is due to balance, since the F/A-26 has such a high weapons capacity. Your RTB point should not set to the road re-arm. The units are prespawned and the flare system is residual. Nothing in the mission should be telling you that you can use it in the Wasp version.
We only managed to complete Phase 1 as we were both getting to grips with the game, but we'll be giving things another try. Thanks for all the effort with this!
P.S. I hope we get radio comms sometime soon. Would love to have the added immersion.
2). No - Randomized conditions are carefully designed to not create near-unbeatable scenarios. Not only would people complain about the transit times (A-10 slow), but certain final-mission threats would make a win astronomically difficult if you only have an A-10. I would rather make a brand new mission for the A-10 specifically.
3). Maybe - I'm finishing updating an older SP campaign designed for the A-10. I'm not sure how fun KB II would be while flying the A-10 (see above), but i could always add it as an option for those who wish to subject themselves to it.
1. F-16 without the limited lives
2. A-10 mission! Both realistic and not.
3. A-10 and F-16 in one mission
Cause people I feel like they would love this
On a quick note, the next objectives pop up quite quickly after completing a previous, it would be nice to have just a quick 30-60 extra seconds of breathing time before moving on to the next thing.
@TheDreamer: This looks like a potential bug in the game. I removed budget restrictions until it can be confirmed and addressed.
As with real world OPs, SEAD operations would use their own dedicated strike packages and a kill box type operation would not make sense in such an environment. What you are asking for would be something that is part of its own, separate campaign. I have plans for another campaign following the lore of several other missions and utilizing a variety of air frames for each scenario. I am waiting for AI helicopters to make that a reality.
There was a bad value check in the wasp version that broke that. Fixed and removed requirement to kill infs
@That1Guy Thematic music fitting to the scenario setting and lore was a design decision pointing back to KB1. Playing your own music through the player will override any scripted BGM. Toggleing play will also cancel any songs. Want to turn it off globally at the start? See the feature requests ch. on discord and upvote the "Custom Comms" feature.
@Keyes I had to make this to be enjoyable for everyone. If the mission demands too much attention, it will get review bombed by they iPad generation.. people have complained that there even IS VO. And since you can't request a readback, it would be unfair to not provide enough information to complete the mission if you misheard something.
You have no idea how many times i had to reformat objective descriptions to stay under the character limit and still make sense.
Cool mission. I appreciate the effective and logical placement of MANPADS. Good audio as well, though I wish you demanded more attention from the player. As it is one can probably leave the radio off and follow objective markers/text. I think it would be cool to replace the obj text with the spoken 9 line, though I suspect there isn't enough space for that.. Maybe in the future.
Looking forward to anything else you might make!
Best advice - strike targets as directed - theres infor for each. Ignore the trucks in Arty, factory, and abandoned. Don't worry much about infs in east town. Only worry about tanks and ifvs in counter 1&2. Target in clusters in airport, west, and trench. If it's 2 dudes, it's not worth a bomb.
-JTAC issues: All JTACs are lasing as intended. I made minor adjustments that MAY help raise the likelihood of a good lase, but no guarantees. Unfortunately, inconsistent lasing seems to be a problem with the game itself. Using a JTACs beam is not required on any task, so try buddy lasing or self-lasing if you can't connect to the JTAC beam.
I was able to make to work very inconsistently, my friend flying with me couldn't get it to work at all.
At one point, during "Hardened Garrison", I could only get the laser to appear on the JTAC himself, but not on the target, even when I approached from directly behind him.
Also the bump ramp has to stay as it's clearly a feature and not a bug
@inverspe Multiplayer scenarios can only be run in a lobby
Infantry do not show up as diamonds. They show up as dots and only if you get a visual track them. I've seen the infs spawn multiple times - scale differences won't upset that.
@Mini I've debated removing the bump (which was accidental, but im scared of repacking). However, several people liked it because it does, in fact, work as a fantastic ramp even with low TWR. You also will have plenty of room if you slowly go over it if you dont want to risk it. It also acts as a good speedbump to prevent players from careening into the FARP lol.
Playing co-op with one other in a T-55 is as fun as I hoped it would be, with the Tyro able to carry just enough for each phase. Phases are also a welcome addition, being able to refuel, repair, and rearm between sections of the map is nice. It makes for a more relaxed experience which is exactly what I hoped for as opposed to constant SAM warnings and stuff you get from other missions.
One issue I did notice was that at the Highway landing strip in Phase 1 there seems to be a large kink in the road about midway down the runway marked area. In a more powerful jet it'd probably be fine and just act as a takeoff ramp, but in the Tyro with a full load (we were at 0.68TWR fully loaded) we hit it on takeoff and it messed up our takeoff quite massively, causing an aircrash.
I think that's my only criticism of the mission, it's absolutely great otherwise and I only wish there was an option for co-op flight for the EF-24
Thanks for the map, though, it's great
As for JTACs, I can neither reproduce the issue, nor identify any reasons it is popping up. JTACs in VTOL struggle to track moving targets, but they are able to and it works in my testing.
As for the required re-arm: unfortunately, that is the best way to ensure all units are ready to progress to the "boss" levels. Since phase 3 is concentrated and threats pop up, it is important that all units in a lobby are prepared. Ensuring all units land and take off prevents players from going ahead and triggering the next event before others are ready. The close-in FARP is there to help T-55 players not have to fly all the way back.
I would prefer there be a feedback custom comms system where players can make an MFD selection to confirm their preparedness to allow progression. https://discord.com/channels/319915885575798785/1281700477490167859
Seperately, on my last run, we got stuck on the Strike Storage objective in Phase 3. We spent about 30 minutes flying around looking for a target we might have missed, and couldn't find anything.
Also +1 would like to not be forced to rearm at the end of phase 2. Played through late night, had to rearm in the middle of phase 2, got back to my buddies just as they finished mopping up. Had to fly right back and land even though I was completely good to go.
The one thing that slightly bothers me is the forced rearm/landing before the final objective. If that's kept in I'd rather have it be a waypoint in the sky where you can rendezvous to receive tasking