Cerberus Guide

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Rosalee Cobham

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Jul 25, 2024, 1:25:19 AM7/25/24
to softsingnelca

I have to say, you have an amazing commentating voice and are extremely well spoken - you delivered the guide in a humorous and yet very informative style. Your guides are probably the best I've seen all over the internet for RS as a whole, let alone for a private server, these types of guides definitely deserve a much wider audience.

You've earned yourself a well deserved sub!

Keep it up bruva.

cerberus guide


Download File ••• https://bltlly.com/2zMRkk



PS I think it would be a good idea to change the video title to something which mentions the server name and have the forums link in the description of the video, wouldn't want such a great guide to not bring in potential new players!

No there is no required AAR in the campaign (mentions this in the player guide). A lot of people aren't fans of it and the AI cannot do it reliably which would break the missions. In later missions where you need the extra fuel there is a mid mission checkpoint at the tanker. You can manually refuel at this point if you wish but you will still need to exit for part 2.

One item which i would like to change is at start up. The other aircraft start and launch so quickly, i barely get #1 lit up and they are launching. Would be cool if we could taxi in sequence and launch one after the other.

I've had so many issues in the past with other land-based campaigns with other flight members running into me, not taxiing, not taking off, etc that I think this is a good workaround to avoid all that, and just meeting at WP1.

Thanks, glad you're enjoying! I agree if you were taxing out in a group it would be really cool...but as unlikely spider says this would be a recipe for disaster at the minute. I stay close to bug reports in other devs campaigns and the amount if trouble they are having with the AI not taxiing/taking off (as well as tanking) is crazy. There's also the big issue of different player's doing things at different speeds, no-one starts the aircraft up at the same speed (some do short version of startup, some do all the real life tests, some auto start etc) so anything that requires timing in this phase is also best avoided. Always appreciate the feedback and ideas though .

- Lack of carrier ops (no SC module included in the campaing). Dont get me wrong, operating in TuAF Incirlik AB is pretty cool too, but Hornet is not F-16 or F-15, its a damn NAVY fighter...When you cut off carrier ops you cut off one of main Hornet`s cababilities - to operate on a boat.

- No AAR. I think it would be way more realistic, difficult and fun to include some AAR. In other paid campaings there are an AAR in alsmost every mission (and even a lot of missions with two AAR, night AAR, etc...).

No worries, all viewpoints are valid and we're all after different things from these campaigns, so you'll never please everyone on every detail, instead I try to please myself first and hope you all like it too . I'm planning on returning to the Hornet in a future campaign and will be featuring the Supercarrier in that, at which point the SC should be more feature complete and have some bugs I've seen corrected as well.

Only thing I'll add in terms of realism is that Marine Hornets have precedent for operating on land bases in these types of operations, such as Southern Watch and OIF from Al Jaber, Kuwait, so it's not like I made a crazed decision to omit the carrier, the decision is more about AI reliability, implementation of a custom ATC and removing barriers to purchase.

Did I not add a message to the screen saying where it was? Thought I had (or maybe it disappears too quickly). I'll look to patch it if not, I did think when making the mission that this could potentially catch people out.

You did IIRC, but until it's lit the switch is not obvious. The guard over it looks like a part of the dash and has no label to explain what it is. Maybe add a picture in the general manual so it doesn't give away when you might need it (i.e. which mission), but will maybe help when the times comes.

Ok checked it out and I managed to reproduce, not positive why we saw it but others didn't, but most likely dependent on where Poodle is when he turns to push into Gold. If he turns too sharp this is when the Hornet's AoA bug can appear, and if he's over the mountains he struggles more to recover because of the ground elevation.

Thanks! Think you were looking at result, not score (or maybe the other way round). One is awarded from the mission designer, the other by DCS itself based on kills. In M3 this would be 0 as there are no kills to be had, but your score would be in line with the scoring guide.

I seem to have a problem with GPS coordinates provided in the mission packs vs. the target location igname. First time something was wrong was in mission 5, I entered the coordinates (precise) as waypoint, marked it as target and the TGP pointed to a park nowhere near the actual target location. I thought maybe it just looks weird in the pod, but the bomb also dropped exactly there. Same problem as this guy. Solved the problem by using WP4 as target.

Now, in mission 7 I am facing the same issue again. Coordinates of the target are nowhere near the location the docs mention, but more like south of Metro Yellow. I am using latest open beta version of DCS, so maybe they changed the coordinates grid or something? I double and triple checked that I intered the coordinates correctly.. Any tips would be appreciated

Did you put your INS switch to IFA after aligment?
I had a similar issue in other campaign. I had the switch on NAV instead of IFA.
INS switch must be on IFA if a GPS is available (any mission set during 1986 or later should have it) or at NAV if no GPS is available.

I'm hearing from Baltic Dragon that this is a new bug . The TGP not lining up with the coords given has been around a while, but so long as you dropped on the coords in pre planned mode it was never an issue. After the last update this may not be the case anymore.

Just tested myself on mission 5 and all worked perfectly. Used the coords in the briefing for a PP strike with both JDAMS, both hit bang on the target. This was from an airstart, I input the coords, aligned the JDAMS to 01 quality then dropped them in PP mode no issues. From what I'm seeing my original statement is still correct I think, the TGP won't line up exactly with the coords given, this is a bug Baltic Dragon is pursuing with ED, however the JDAM still appears to be fine providing the target is inputted correctly.

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