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Posted (edited)
34 minutes ago, FlyingShark said:

Apollo 8 looks interesting but why only on Friday?

Maybe run the mission later too for people who can't make it on Friday?

 

Have a nice day.

 

:salute:

Apollo is an ongoing 24/7 campaign. It will go on until one side wins. Typically this can take anywhere from six to eight weeks. You will have plenty of time to get in the mix. 

 

yes-sir-yes-boss.gif.4b16d74a756a26930162e63c9041ab2c.gif

 

 

 

Teaser video:

 

 

Edited by Sketch
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Roland_HUNter
Posted

Dear Sketch,

 

I don't wish to raise the whole issue.

I made a decision once.

You are have made one.

I note with regret your decision.

 

Nevertheless, I trust in the grace of God.

God bless you all!

 

  • Haha 2
BMA_FlyingShark
Posted
On 5/26/2023 at 4:14 PM, Sketch said:

Apollo is an ongoing 24/7 campaign. It will go on until one side wins. Typically this can take anywhere from six to eight weeks. You will have plenty of time to get in the mix. 

Ok, great, thanks.

 

Have a nice day.

 

:salute:

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Posted

so, in apollo 8, the default loadout for the ar234 is the gun pack?  is that right?

 

JG4_Moltke1871
Posted

Why the SC1000 for Arado 234 is locked?

=TU=flynvrtd
Posted

Dropped troops on hertogenbosch last night as per the briefing and for nuttin.

What are the requirements fir this to be successful. 

More troops?

Posted (edited)
On 6/8/2023 at 4:01 PM, =TU=flynvrtd said:

Dropped troops on hertogenbosch last night as per the briefing and for nuttin.

What are the requirements fir this to be successful. 

More troops?

 

There’s a minimum number of troopers needed to gain a ‘floor’ capture chance, this is between 3-4 plane loads. Then you have about a 33% chance. Then every trooper after that increases the % chance to capture.

Edited by haluter
=TU=flynvrtd
Posted

understood.

 thanks

 

Posted
24 minutes ago, =TU=flynvrtd said:

understood.

 thanks

 

The inclusion of paratroopers is still in early testing, so we will be making ongoing adjustments to find the best settings. The current amount of paratroopers required for a successful capture is probably too high. Another addition is to provide better feedback in that successful paratrooper drops now trigger an in-game message and SRS radio call.

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JG4_Moltke1871
Posted

No answer is not an answer ?

Why the German big bombs (SC1000 +) are locked? They should be there in the current time frame… or they empty? …or they sold out? …rusted? ….stolen?

 I see no reason why ??‍♂️

You balance? You think they are too good? ( they aren’t since the reduced blast patch some years ago )

Give us our historical used equipment please!!!!!!!!!!!!!!!

Posted (edited)
4 hours ago, JG4_Moltke1871 said:

No answer is not an answer ?

Why the German big bombs (SC1000 +) are locked? They should be there in the current time frame… or they empty? …or they sold out? …rusted? ….stolen?

 I see no reason why ??‍♂️

You balance? You think they are too good? ( they aren’t since the reduced blast patch some years ago )

Give us our historical used equipment please!!!!!!!!!!!!!!!


I'm investigating this now and will edit this message once I have the answer.
Apologies for missing your post.

Update: We did intend to add the SC1000 to the Ar234 after Apollo alpha 7, but didn't get around to actually doing that.
The SC1000 should now be available.
 

Edited by haluter
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JG4_Moltke1871
Posted
18 hours ago, haluter said:

Update: We did intend to add the SC1000 to the Ar234 after Apollo alpha 7, but didn't get around to actually doing that.
The SC1000 should now be available.

The 1000 kilos still not there. Don’t worry, I will be patient ?

Thanks for response ?

BTW: will it be unlocked for all your planes?

Black-Witch
Posted
On 6/13/2023 at 1:43 PM, JG4_Moltke1871 said:

Give us our historical used equipment please!!!!!!!!!!!!!!!

And take away the Bf110 as a ground attacker?

 

just teasing ?

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Posted
11 hours ago, JG4_Moltke1871 said:

The 1000 kilos still not there. Don’t worry, I will be patient ?

Thanks for response ?

BTW: will it be unlocked for all your planes?

 

I made a mistake deploying the update on the server, that should now be fixed on the next mission roll.
The SC1000 was only added to the Ar234. One step at a time ?

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Posted

Is it just me or does this iteration of Apollo seem more stagnant than in the past.  I feel like I have been fighting over twin bridges, durne fuel and the ammo factory for a month now.

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56RAF_Stickz
Posted

I would ask if there is some issue with re-arming on CB server. Last night (Sunday) 4 of squad took P51D+2 500lb bombs. Hit a target and flew back to field where we attempted to re-arm, refuel. Refuelled no problem but for all of us when re-arming, the plane dropped a single bomb (from memory believe it was port). We initially thought we were being fired on but with no tanks and fair way from front lines artillery seemed unlikely. At no time did any warning flag that field was being attacked. None of us were damaged by it dropping, and only one got a pair of bombs because he tried rearm twice (didnt know which key binds were working). We only realised what had happened when reforming prior to take off,  as last man I could see the single bomb loads carried and then had it confirmed I was in a similar situation. Is this common, its actually the first time I ever tried re-arm? Never heard of it, but if so I will report it on the testers pages

Posted

We're using the exact same RRR as everyone else. There's no secret code that we're aware of and using that someone else isn't. The RRR has always been dicey, and the developers, not us, should be asked to fix it. 

 

From being launched into the sky to missing bombs on rearming to mw50 not recharging to not being able to use RRR even though a player is clearly in the zone to more. Please developers, fix it.

On 6/15/2023 at 12:27 PM, DerShrike said:

Is it just me or does this iteration of Apollo seem more stagnant than in the past.  I feel like I have been fighting over twin bridges, durne fuel and the ammo factory for a month now.

It's not just you, the teams and Apollo have been very balanced. We're aware that there's some issues with resupply during quiet hours, and have pinged out to our community on Discord for suggestions. Feel free to jump on there, and not these forums for continued discussions on this topic.

56RAF_Stickz
Posted
59 minutes ago, Sketch said:

We're using the exact same RRR as everyone else. There's no secret code that we're aware of and using that someone else isn't. The RRR has always been dicey, and the developers, not us, should be asked to fix it

 did not suggest in any way, shape or form that it was your problem. I had no experience of trying it at all, and it seemed odd all 4 of us experienced the same issue. Thought we might have been doing something wrong, so asked here before (and here I will quote myself )

 

1 hour ago, 56RAF_Stickz said:

but if so I will report it on the testers pages

 

Posted

Hey Sticks, I didn't mean for it to rude to you, but to the developers who have let this problem linger for years.

 

I and others have posted video evidence and example missions in the technical issues and bug report forum discussing this and other similar problems and 'because it's a multiplayer issue' and 'just another customer complaining', it gets put on the back burner. It's extremely frustrating and I'm sorry it seemed pointed at you.

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56RAF_Stickz
Posted

No problem

I have made a report on the test forum, but there aint been any response

=KG76=flyus747
Posted
On 6/13/2023 at 5:43 AM, JG4_Moltke1871 said:

No answer is not an answer ?

Why the German big bombs (SC1000 +) are locked? They should be there in the current time frame… or they empty? …or they sold out? …rusted? ….stolen?

 I see no reason why ??‍♂️

You balance? You think they are too good? ( they aren’t since the reduced blast patch some years ago )

Give us our historical used equipment please!!!!!!!!!!!!!!!

This was requested as early as December of 2022. (Source attached below) for balance and historical reasons.

Requested for all German bombers (not just Ar 234).

 

Never understood then why the Me 410 was the only aircraft allowed to carry a 1000kg bomb then. 

For the Ar 234, the official reason that was provided then was that Ar 234 speed tests conducted by qualified members of their community revealed the SC1000 loadout was apparently faster than the SC500. They suspected a bug in the game. This was debunked. There never was an issue.

 

Apparently they have now finally "gotten around to it" with the Ar 234 recently? Cool, I guess. But why now, when it was requested at least a half a year ago?

I wonder how many "small steps" are left until the He 111 and Ju 88 get nukes.

image.thumb.png.174fdadb93253c1a8b182faf774f4217.png

 

he112.thumb.PNG.e3b53fd007923f2f1a92ac61a4f45076.PNG

 

image.png.8428bfe90c271ab04988e175696a822e.png

 

image.thumb.png.903df3f97b97c34acd0708a165689535.png

 

 

Posted

Greetings,

1st, my squad and I love your server, and having had servers of our own, can really appreciate all the work you guys keep putting into it. 

But as a primarily attack squad we're finding that the new radar functions you've instituted, while super cool on the surface, are really making the server kind of unplayable in some ways. And for some of us it's killing the whole experience and people are beginning to get frustrated and turn away.  

 

So the question I have is: Would it be possible to turn down the frequency and accuracy of the radar call outs and restore some fog of war to the server?

 

I'm not sure, but I'm in doubt that back in the day every pilot could spam the radar controllers with "bogie dope calls" like is happening now. It's too DCS feeling, imho. 

One of my squad mates made a joking suggestion that if you're spamming the radio maybe your plane should show up on the map because everyone and his uncle should be able to triangulate your position.(no idea if that is even possible) 'Radio silence' is a thing for a reason after all...but anyway...I digress.

 

When a lot of the axis team seems to just camp their targets in the first place. And now we're being tracked practically from take off. Even with escort, the chances of successfully getting there, hitting anything, and getting away has dropped to a depressingly low level.(don't forget this is suppose to be fun) There might even be some axis bombers out there that know what I'm talking about here.

 

The combination of the fact the enemy knows where all the targets are and just parks over them, the proximity warnings and the instantaneous reports that "X target has been hit", and now the new radar makes ground pounding no fun and very tedious. And if it continues this way I'm beginning to feel there will be no need to populate the maps with targets anymore because it's going to be all just fighters in an all out air quake hell. Please don't let that happen. Make the Hartmans of this world hunt for their food, don't just lead them to it, make them patrol an area not just a single point.

 

Right now it feels like I'm filing my flight plan with the enemy!

 

Thanks for your time, attention and consideration.

Cheers,

M.

 

 

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[DBS]El_Marta
Posted

By this unintended side effect this feature becomes the "Tinder" for the handful of hot rod late war fighter types. The bombers and transport pilots are leaving this sim. Mostly because of the useless gunners.

  • Upvote 4
Posted
3 hours ago, SYN_Mugue said:

Greetings,

1st, my squad and I love your server, and having had servers of our own, can really appreciate all the work you guys keep putting into it. 

But as a primarily attack squad we're finding that the new radar functions you've instituted, while super cool on the surface, are really making the server kind of unplayable in some ways. And for some of us it's killing the whole experience and people are beginning to get frustrated and turn away.  

 

So the question I have is: Would it be possible to turn down the frequency and accuracy of the radar call outs and restore some fog of war to the server?

 

I'm not sure, but I'm in doubt that back in the day every pilot could spam the radar controllers with "bogie dope calls" like is happening now. It's too DCS feeling, imho. 

One of my squad mates made a joking suggestion that if you're spamming the radio maybe your plane should show up on the map because everyone and his uncle should be able to triangulate your position.(no idea if that is even possible) 'Radio silence' is a thing for a reason after all...but anyway...I digress.

 

When a lot of the axis team seems to just camp their targets in the first place. And now we're being tracked practically from take off. Even with escort, the chances of successfully getting there, hitting anything, and getting away has dropped to a depressingly low level.(don't forget this is suppose to be fun) There might even be some axis bombers out there that know what I'm talking about here.

 

The combination of the fact the enemy knows where all the targets are and just parks over them, the proximity warnings and the instantaneous reports that "X target has been hit", and now the new radar makes ground pounding no fun and very tedious. And if it continues this way I'm beginning to feel there will be no need to populate the maps with targets anymore because it's going to be all just fighters in an all out air quake hell. Please don't let that happen. Make the Hartmans of this world hunt for their food, don't just lead them to it, make them patrol an area not just a single point.

 

Right now it feels like I'm filing my flight plan with the enemy!

 

Thanks for your time, attention and consideration.

Cheers,

M.

 

 

 

Just to put some objective stats to this, the loss rate of the P-38 and Typhoon (the primary allied attackers) are within 1% comparing the stats of Apollo 7 to Apollo 8.  But the ground kills per hour and ground kills per death are down significantly for both (roughly 20% or so).  This seems to indicate that attackers are getting intercepted before they can get their bombs off more often then they were.  The results are showing the same thing for the 110G and 190A8 on the axis side - overall loss rates are very similar, but g/k per hr and per death are down by a lot. 

 

So having radar seems to actually be pushing the fighters out off the targets, but the result is that attackers are getting hit before they get to the target more often.  I'm not sure what the solution is to this - fighters don't want to fly around aimlessly with almost no chance of finding an enemy.  And attacker pilots don't want to get shot down.  And bomber pilots don't want to get shot down, AND they want to not be at a time disadvantage vs attacker pilots (since the attackers can generally get to and from the targets much faster).  Whichever way you tilt the scale, it makes things suck more for one or more of the other groups.  As it is, Apollo is heavily focused on ground attack.  Roughly 53% of Allied flight time and 42% of Axis flight time was in attackers or bombers in Apollo 8.

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Posted

Just to be clear I'm not complaining about being shot down. It's what this game is and has always been. It's the thrill of competing against human opponents. Ground pounding is dangerous, loses happen. 

 

This is a game play issue that is, IMHO, handing too much advantage to the covering force. And in so doing, makes attacking things a lot less fun. And when we make it  so hard for bomber and attackers to ever get through, and nearly impossible for them to get home. Who's going to fill the role in the end? Trust me when I say, if you can turn me off to flying here, there might be disaster coming. I live and breathe airplanes, I just love this Sh!t, this server and the vibe it's created. This post is an act of love, not a whinging complaint about being shot down.

 

Yes spotting things in the game can be difficult, but if you are having trouble finding a big fat American plane, try spotting 109s and FWs. Many times we can't even tell that the target is being camped and can only discover that after the bomb drop when some practically invisible plane has somehow dropped out of orbit and is already in gun range before it can ever be spotted. But that is one of a host of core game issues we are forced to live with at this point. And not the subject of my concerns here.

 

How populated the server is at any particular time might also have a big effect. At high traffic times the system seems somewhat workable, with the caveat that the coms are just jammed with bogie dope calls.(perhaps it's possible to put 'dope' calls on a different channel but still have radar controllers response on the open channel?) But when the population is low, you just know every fighter jock is now not just hunting for you, they are coming straight for you. And it's getting not fun.

 

Most Kamikaze pilots in real life only had to do one of those missions.

Here and now, it's beginning to feel like I'm being asked fly that mission profile every sortie. And I feel sad that my favorite place to fly might be going somewhere even I, an unrepentant plane addict, can't follow.

 

All I'm asking for is that the CB admins. give this some more thought to this. What they do or don't, is up to them. After that, I'll make my own choices.

 

In conclusion let me restate my concern, I feel like the radar as implemented now is too gamey and too effective.

 

Thanks for all the work you guys do.

 

Cheers

M.

 

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  • 2 weeks later...
Black-Bart
Posted

When is the next campaign going to start?

  • 2 weeks later...
Posted
On 7/2/2023 at 9:23 PM, Black-Bart said:

When is the next campaign going to start?

 

After TAW, so in August.

Posted
On 6/23/2023 at 2:00 PM, SYN_Mugue said:

Just to be clear I'm not complaining about being shot down. It's what this game is and has always been. It's the thrill of competing against human opponents. Ground pounding is dangerous, loses happen. 

 

This is a game play issue that is, IMHO, handing too much advantage to the covering force. And in so doing, makes attacking things a lot less fun. And when we make it  so hard for bomber and attackers to ever get through, and nearly impossible for them to get home. Who's going to fill the role in the end? Trust me when I say, if you can turn me off to flying here, there might be disaster coming. I live and breathe airplanes, I just love this Sh!t, this server and the vibe it's created. This post is an act of love, not a whinging complaint about being shot down.

 

Yes spotting things in the game can be difficult, but if you are having trouble finding a big fat American plane, try spotting 109s and FWs. Many times we can't even tell that the target is being camped and can only discover that after the bomb drop when some practically invisible plane has somehow dropped out of orbit and is already in gun range before it can ever be spotted. But that is one of a host of core game issues we are forced to live with at this point. And not the subject of my concerns here.

 

How populated the server is at any particular time might also have a big effect. At high traffic times the system seems somewhat workable, with the caveat that the coms are just jammed with bogie dope calls.(perhaps it's possible to put 'dope' calls on a different channel but still have radar controllers response on the open channel?) But when the population is low, you just know every fighter jock is now not just hunting for you, they are coming straight for you. And it's getting not fun.

 

Most Kamikaze pilots in real life only had to do one of those missions.

Here and now, it's beginning to feel like I'm being asked fly that mission profile every sortie. And I feel sad that my favorite place to fly might be going somewhere even I, an unrepentant plane addict, can't follow.

 

All I'm asking for is that the CB admins. give this some more thought to this. What they do or don't, is up to them. After that, I'll make my own choices.

 

In conclusion let me restate my concern, I feel like the radar as implemented now is too gamey and too effective.

 

Thanks for all the work you guys do.

 

Cheers

M.

 

 

Thank you for your feedback, and apologies for not responding earlier. Our primary support is on Discord and we don't actively monitor the forums.
As to your comments - the new RCI/radar system is still in active development alongside the dynamic campaign (Apollo), and we are currently focussed more on making sure the tech behind it is working and is reliable, while also trying to balance it with various mechanics that allow players to have agency over the radar system. You will be able to find & destroy radar stations, which will remove the area from the RCI Officer's radar display, thus allowing bombers and attackers to plan ahead and feel relatively safe from fighters being vectored towards them. Fighters can also fly "under the radar" to take them out ahead of strikes.
It's a challenge to balance gameplay in a complex dynamic campaign like Apollo, and we are trying our best. I hope that your and your wingmen will stick around and give us a chance to achieve that ?

Posted
On 6/23/2023 at 7:00 AM, SYN_Mugue said:

In conclusion let me restate my concern, I feel like the radar as implemented now is too gamey and too effective

 

I think this is valid feedback, but I also think that without cross-referencing enemy bot assistance (were you actually intercepted by someone who used bogey dope?) it's hard to know for sure that something is unfair, rather than perceived to be unfair. I could do a change log saying I'd increased AA effectiveness (without actually changing its effectiveness) and people would start complaining about the change, because perception is reality. There have been complaints about deadly AA, yet I'm able to reliably attack a 200 supply objective in Apollo without getting hit. Am I lucky, other unlucky, others unskilled, or is there a genuine problem with the AA difficulty? Hard to know for sure.

 

That said, ground attackers are the lifeblood of any server. This is a campaign simulator, not Berloga. So if we've made a change that is dissuading ground attackers, we need to look at that. My intention was to offer radar support to both bombers and fighters, and the "bogey dope" fighter helper is just the first step in that. We did see people spamming it and introduced a timeout, we can increase the timeout further. But there's definitely a balance to be struck. Do you think if we had bot-assistance for bombers, it would help? (I'm thinking of a bot feature where if you declared you're en-route to a target, the bot will automatically do flight following, and let you know (with a cooldown) of bandits that are on an intercept vector.)

 

As Haluter said, radar coverage is physically modeled. Radars have maximum ranges and can be destroyed, and are revealed to the enemy team at ~35, ~55, and ~75 minutes through the mission (they can also be destroyed if a pilot stumbles across them before they are revealed -- it's very useful to have pilots destroy a radar if they find it).

 

It's worth remembering the radar assistance is only available to pilots on SRS. We still find that the majority of pilots are not on the radio. When we look at the radar display, we see an awful lot of fighters orbiting friendly objectives waiting for an enemy bomber to drop bombs and run. Sadly there's not a lot we can do about that, it's not really a Combat Box specific problem (although if you have an RCI officer online, they may be able to vector you to a less-protected objective).

 

But, yeah. We want pilots flying ground attack. If we make it too hard for them, they'll go elsewhere, which is bad. If we make it too easy, we'll get complaints about lone pilots wiping out objectives in off-hours. Kind of an impossible balance to strike but we'll keep trying.

  • Upvote 1
JG4_Moltke1871
Posted
22 minutes ago, Alonzo said:

 

I think this is valid feedback, but I also think that without cross-referencing enemy bot assistance (were you actually intercepted by someone who used bogey dope?) it's hard to know for sure that something is unfair, rather than perceived to be unfair. I could do a change log saying I'd increased AA effectiveness (without actually changing its effectiveness) and people would start complaining about the change, because perception is reality. There have been complaints about deadly AA, yet I'm able to reliably attack a 200 supply objective in Apollo without getting hit. Am I lucky, other unlucky, others unskilled, or is there a genuine problem with the AA difficulty? Hard to know for sure.

 

That said, ground attackers are the lifeblood of any server. This is a campaign simulator, not Berloga. So if we've made a change that is dissuading ground attackers, we need to look at that. My intention was to offer radar support to both bombers and fighters, and the "bogey dope" fighter helper is just the first step in that. We did see people spamming it and introduced a timeout, we can increase the timeout further. But there's definitely a balance to be struck. Do you think if we had bot-assistance for bombers, it would help? (I'm thinking of a bot feature where if you declared you're en-route to a target, the bot will automatically do flight following, and let you know (with a cooldown) of bandits that are on an intercept vector.)

 

As Haluter said, radar coverage is physically modeled. Radars have maximum ranges and can be destroyed, and are revealed to the enemy team at ~35, ~55, and ~75 minutes through the mission (they can also be destroyed if a pilot stumbles across them before they are revealed -- it's very useful to have pilots destroy a radar if they find it).

 

It's worth remembering the radar assistance is only available to pilots on SRS. We still find that the majority of pilots are not on the radio. When we look at the radar display, we see an awful lot of fighters orbiting friendly objectives waiting for an enemy bomber to drop bombs and run. Sadly there's not a lot we can do about that, it's not really a Combat Box specific problem (although if you have an RCI officer online, they may be able to vector you to a less-protected objective).

 

But, yeah. We want pilots flying ground attack. If we make it too hard for them, they'll go elsewhere, which is bad. If we make it too easy, we'll get complaints about lone pilots wiping out objectives in off-hours. Kind of an impossible balance to strike but we'll keep trying.

I have a question for the radar: do it have a maximum altitude or is it possible to fly under the radar?

Posted
2 hours ago, JG4_Moltke1871 said:

I have a question for the radar: do it have a maximum altitude or is it possible to fly under the radar?

 

The radar in Apollo attempts to mimic the abilities and limitations of how radar operated during the late phases of WWII. One of these is that it cannot detect low flying aircraft (still true today). If you hug the terrain on your way to the objective it will most likely not detect your aircraft. I'd say stay under 250m and you should be invisible to the radar. I'm not sure about the maximum height the radar can detect aircraft.

  • Thanks 1
Posted

Thanks guys, for taking the time to respond. I appreciate it, and all the factors you guys are juggling.

Salute!

M.

  • Thanks 1
  • 4 weeks later...
Posted

Quick questing re SRS.

 

Why do I hear both channel 1 (Control) and channel 2 (Tower) talking at the same time on the radio?

Is it supposed to work like that or am I missing something in the settings?

Hearing both channels talking over each other is rather confusing.

 

Happy landings,

 

Talisman

Posted
1 hour ago, 56RAF_Talisman said:

Why do I hear both channel 1 (Control) and channel 2 (Tower) talking at the same time on the radio?

Is it supposed to work like that or am I missing something in the settings?

Hearing both channels talking over each other is rather confusing.

 

SRS (as configured for Combat Box) includes two virtual radios.  Each radio may be tuned to a different channel.  If you have channel 1 selected on one radio, and channel 2 selected on the other, you'll hear both.  It's possible to adjust the audio balance so that you hear radio 1 in your left ear and radio 2 in your right ear (or however you choose to configure it) if you desire.

As depicted here, radio 1 is set to channel 1 (control) and there are 8 players listening to that channel.  Radio 2 is set to channel 2 (tower) and there are 2 players listening to that channel.  This setup will cause you to hear both channel 1 and 2 at the same time.
image.thumb.png.3d50515e159130e6b9df0e955ef3975a.png

Most of the time I simply have channel 1 selected in both radios, so that I'm not hearing tower chatter.

  • Like 1
Posted (edited)

Thanks, but I am only using one radio (radio 1) and move up and down the channels between channel 1 (Control) and channel 2 (Tower).

However, when on the tower channel I still hear the control channel at the same time, on the same radio and they talk over each other.

 

Is their a way to avoid this or is it supposed to be that way?

 

Thanks again.

 

Happy landings,

 

Talisman

Edited by 56RAF_Talisman
Posted (edited)

Yeah, channel #1 is always active regardless the channel it's tuned.  You can only talk on #1 if you have it selected, though.

Edited by Drum
Posted
12 hours ago, Drum said:

Yeah, channel #1 is always active regardless the channel it's tuned.  You can only talk on #1 if you have it selected, though.

Thing is, I am in VR so have no SRS overlay and have no visual clues as to what is going on.  All I hear is two messages at the same time talking over each other.  Is that the excepted way of things or am I missing something with my SRS settings?  

So, perhaps it is the second radio I am hearing?  If it is, then is there a way to change settings to hear only one radio at a time or is that not desirable?

I think I am only using radio 1 but if two radios are on on by default then perhaps I am forced to hear transmission's from two different radios at the same and that is what is causing my confusion.  I find I am sometimes reluctant to use/transmit on SRS because I am not sure if I will be interfering with other folks radios as I am not sure who will be hearing me and who will not.

It would be nice to have a simple definitive guide to promote understanding on what is going on with SRS and the Combat Box set up because the current information leaves the set up open to questions and misunderstandings and, I suspect, inadvertent conflicted communications.   Hope that makes sense.

 

Thanks.

 

Happy landings,

 

Talisman

354thFG_Leifr
Posted

Turn this on, it'll provide a readout of what radio and channel you're in without having to look at SRS again.

I use R1-C1 left ear and R2-C2 right ear, never need to touch it again really since folk very rarely split elsewhere. If the tower chat becomes too much, just drop R2-C2 down to R2-C1 so that they match.

 

image.png.0aef7f647ffa5c4ebf18107a6f36f105.png

  • Upvote 2
Posted

Yes, thanks, I already have enable text to speech turned in and it is a great feature.

 

Happy landings,

 

Talisman

  • Upvote 1
Posted
On 8/5/2023 at 3:31 PM, 56RAF_Talisman said:

Thanks, but I am only using one radio (radio 1) and move up and down the channels between channel 1 (Control) and channel 2 (Tower).

However, when on the tower channel I still hear the control channel at the same time, on the same radio and they talk over each other.

 

Is their a way to avoid this or is it supposed to be that way?

 

The number of radios is a setting on the server side, so even though you're only controlling radio 1, you still have radio 2 (which will always start on channel 1 by default).

I think the easiest way to achieve what you're looking for is to turn the volume on radio 2 (highlighted slider on picture below) all the way down (left).  That can only be done on the overlay, and you'll have to do it every time you start SRS unfortunately.

image.thumb.png.75c7cbeb41cdf5d6c82c0d6222223627.png

 

On 8/6/2023 at 9:14 AM, 56RAF_Talisman said:

I find I am sometimes reluctant to use/transmit on SRS because I am not sure if I will be interfering with other folks radios as I am not sure who will be hearing me and who will not.

It would be nice to have a simple definitive guide to promote understanding on what is going on with SRS and the Combat Box set up because the current information leaves the set up open to questions and misunderstandings and, I suspect, inadvertent conflicted communications.   Hope that makes sense.

 

@Sketch has an excellent guide on SRS usage.  Ping me if you're still unclear after watching this and I can explain in more detail.
 

 

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