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Official Historical Campaign: Battle of the Hurtgen Forest


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justin_z3r0
Posted

This Sounds great! I haven't played in a while. I'm keen to get back in the saddle now though!

Thanks!!

gaga54jacdal
Posted

link not working

 

Posted

Link works perfectly fine, many thanks for this campaign!

Posted

Thanks, what a great piece of work, compliments and ..

 

man_bowing_-_thank_you.gif&f=1&nofb=1

  • Upvote 1
taffy2jeffmorgan
Posted

Something wrong with the graphics, tried mission one and the runway is totally black and P47's have light green stripes, certainly not my end [graphics] all other mission

play perfectly ??

AEthelraedUnraed
Posted
3 hours ago, gaga54jacdal said:

link not working

Strange; perhaps my server was rebooting for updates? Also, I use fail2ban. If you try *anything* funny (like, idk, boot up any connection that's not on port 80 or 443), you won't get any connection to my server for a couple of days, first attempt.

 

2 hours ago, taffy2jeffmorgan said:

Something wrong with the graphics, tried mission one and the runway is totally black and P47's have light green stripes, certainly not my end [graphics] all other mission

play perfectly ??

*Very* strange. Could you scroll around a bit? Do the other surfaces near Asch show up (there's a couple of villages towards the southwest)? Did you download the optional skin pack? If so, could you try removing it for now and report back?

easterling77
Posted

Sounds great, I'll hop in my Jug this evening...quite excited?

Posted

Seems to be working fine for me. Very much looking forward to testing more thoroughly later on today. Thank you for all your hard work producing this campaign!

Posted

Excellent to see you make this release.  I know it’s been a while coming and a lot of work.

Posted

Congrats on completing your campaign!

I'm sure I'll be flying it at some point. :)

 

Billsponge1972
Posted

thanks very much for this!

I know what I'm doing tonight after work!

 

Ala13_Rorschach97
Posted

Loving to be able to fly this campaing. Are there any plans to make it editable so it can be played coop? Ala13 would love to do so

Many thanks for your work <3

  • Thanks 1
AEthelraedUnraed
Posted
2 hours ago, Ala13_Rorschach97 said:

Loving to be able to fly this campaing. Are there any plans to make it editable so it can be played coop? Ala13 would love to do so

Many thanks for your work ❤️

Eh, it should already be editable? At least I didn't encrypt anything or whatever. The Mission Editor should be able to read .msnbin files just fine. If anyone wants to make a coop version out of this, he's very welcome :)

Billsponge1972
Posted

I've flown the first four missions and I have to say great job! Very immersive and I love the stories! The only issue I'm having is when the audio from the "ground units" plays it's extremely loud and startles me every time! Very possibly something on my end because I've always had trouble with the sound. Lots of pops and crackles and the only way I found to (mostly) get rid of it is to set the in-game sound level very low (0.07) and turn the desktop volume high (66).

  • Upvote 1
Jaegermeister
Posted

Wow, I wasn't expecting this. Right up my alley.

 

The download and install went without a hitch. Your Intro is well done, and the briefing and map for the 1st mission is 1st class.

I will start actually flying it tomorrow, but so far, I'm impressed!

 

Thanks for the work. I'll let you know how it goes. :salute:  

  • Thanks 1
  • Upvote 1
easterling77
Posted (edited)

Can't start the missions

 

First of all

 

Thank you for the whole work of making this.

I found it very immersive, that you start the mission in engines cold status and have to taxi to the runway.

For me personaly, I like this way more than the standard "ready for take off on the runway -start".

 

I came over the problem, that after clearance for taxi to the runway, the second plane of my flight will stop at the junction of the parking bay and the taxi way and wont proceed with taxiing.

 

It only begins to proceed after I myself end the mission and the player plane has left the session - so it seems to me the player plane is bloking the following planes in the mission logic? (not an expert in such editior things)

 

I've made two recordings of this in several attempts of starting the mission, the problem remains allways the same

 

Does anyone else experience the same problem?

 

Unfortunately I'm not competent in such things, I dont have a current 7zip so I struggle to upload the tracks here.

If someone could give me a hint I can provide these tracks if needed.

 

So far best greetings

 

DP

 

EDIT

 

01.rar

 

 

02.rar

 

maybe it worked, is this of use?

Edited by easterling77
AEthelraedUnraed
Posted
7 hours ago, Billsponge1972 said:

I've flown the first four missions and I have to say great job! Very immersive and I love the stories! The only issue I'm having is when the audio from the "ground units" plays it's extremely loud and startles me every time! Very possibly something on my end because I've always had trouble with the sound. Lots of pops and crackles and the only way I found to (mostly) get rid of it is to set the in-game sound level very low (0.07) and turn the desktop volume high (66).

I'm glad you like the mission. However the problem with the audio volume you describe annoys me as it's one of the problems I thought to have solved with Hamaha's testing. Volume was fine on my side but much too loud on his, then after some tweaking it was fine for the both of us. Apparently there's still some people for whom it doesn't work correctly...

 

@Gambit21, since you use custom radio messages in your Battle of the Bulge campaign, do you recognise this problem and do you know how to solve it?

 

2 hours ago, easterling77 said:

Can't start the missions

 

First of all

 

Thank you for the whole work of making this.

I found it very immersive, that you start the mission in engines cold status and have to taxi to the runway.

For me personaly, I like this way more than the standard "ready for take off on the runway -start".

 

I came over the problem, that after clearance for taxi to the runway, the second plane of my flight will stop at the junction of the parking bay and the taxi way and wont proceed with taxiing.

 

It only begins to proceed after I myself end the mission and the player plane has left the session - so it seems to me the player plane is bloking the following planes in the mission logic? (not an expert in such editior things)

 

I've made two recordings of this in several attempts of starting the mission, the problem remains allways the same

 

Does anyone else experience the same problem?

 

Unfortunately I'm not competent in such things, I dont have a current 7zip so I struggle to upload the tracks here.

If someone could give me a hint I can provide these tracks if needed.

 

So far best greetings

 

DP

 

EDIT

 

01.rar 1.22 MB · 1 download

 

 

02.rar 1.22 MB · 0 downloads

 

maybe it worked, is this of use?

Sadly, I have to inform you that the first mission is the only one with a cold start. I figured that most people wouldn't appreciate the extra taxiing time, but for the first mission I found it appropriate. It's also a bit symbolic; starting the engine to start the campaign.

 

The problem you describe puzzles me. I haven't ever seen it during testing. I haven't had time to look at the files you posted, but I will. I take it you start taxiing as the first plane in your flight, after you receive clearance (about when the 2nd flight starts takeoff)? And you taxi all the way to the runway via the taxiway? And even a bit onto the runway (it should give a message "wait for takeoff clearance" or something)?

Ala13_Rorschach97
Posted
10 hours ago, AEthelraedUnraed said:

Eh, it should already be editable? At least I didn't encrypt anything or whatever. The Mission Editor should be able to read .msnbin files just fine. If anyone wants to make a coop version out of this, he's very welcome :)

Well, i see the .msnbin files but mission editor asks for .mission. So i can not open it :(

No_85_Gramps
Posted (edited)
9 minutes ago, Ala13_Rorschach97 said:

Well, i see the .msnbin files but mission editor asks for .mission. So i can not open it :(

In the file name type *.*  hit enter and you should be able to see all the files.

file.jpg

Edited by No_85_Gramps
easterling77
Posted
9 minutes ago, AEthelraedUnraed said:

I'm glad you like the mission. However the problem with the audio volume you describe annoys me as it's one of the problems I thought to have solved with Hamaha's testing. Volume was fine on my side but much too loud on his, then after some tweaking it was fine for the both of us. Apparently there's still some people for whom it doesn't work correctly...

 

@Gambit21, since you use custom radio messages in your Battle of the Bulge campaign, do you recognise this problem and do you know how to solve it?

 

Sadly, I have to inform you that the first mission is the only one with a cold start. I figured that most people wouldn't appreciate the extra taxiing time, but for the first mission I found it appropriate. It's also a bit symbolic; starting the engine to start the campaign.

 

The problem you describe puzzles me. I haven't ever seen it during testing. I haven't had time to look at the files you posted, but I will. I take it you start taxiing as the first plane in your flight, after you receive clearance (about when the 2nd flight starts takeoff)? And you taxi all the way to the runway via the taxiway? And even a bit onto the runway (it should give a message "wait for takeoff clearance" or something)?

Jup exacly as you asked

 

- rolling as first of my flight after permission to taxi

- rolled untill the runway and got the message "wait for takeoff clearance"

 

I have to leave now but maybe - as I seem to bee the only one with this problem so far - I may reinstall and try it again this evening

 

 

 

Ala13_Rorschach97
Posted
50 minutes ago, No_85_Gramps said:

In the file name type *.*  hit enter and you should be able to see all the files.

THANK YOU! That did the job 

  • Like 1
Jaegermeister
Posted
1 hour ago, AEthelraedUnraed said:

The problem you describe puzzles me. I haven't ever seen it during testing. I haven't had time to look at the files you posted, but I will. I take it you start taxiing as the first plane in your flight, after you receive clearance (about when the 2nd flight starts takeoff)? And you taxi all the way to the runway via the taxiway? And even a bit onto the runway (it should give a message "wait for takeoff clearance" or something)?

 

@AEthelraedUnraed,

 

I had the same starting problem, check your PMs

  • Thanks 1
AEthelraedUnraed
Posted (edited)
2 hours ago, easterling77 said:

Jup exacly as you asked

 

- rolling as first of my flight after permission to taxi

- rolled untill the runway and got the message "wait for takeoff clearance"

 

I have to leave now but maybe - as I seem to bee the only one with this problem so far - I may reinstall and try it again this evening

I updated the campaign files with some edited files, courtesy of Jaegermeister. Could you re-download and let me know if this solves the problem?

Edited by AEthelraedUnraed
  • Thanks 2
Billsponge1972
Posted
2 hours ago, AEthelraedUnraed said:

However the problem with the audio volume you describe annoys me as it's one of the problems I thought to have solved with Hamaha's testing. Volume was fine on my side but much too loud on his, then after some tweaking it was fine for the both of us. Apparently there's still some people for whom it doesn't work correctly

Definitely not a deal breaker. The missions work flawlessly other than that. 

 

2 hours ago, AEthelraedUnraed said:

I came over the problem, that after clearance for taxi to the runway, the second plane of my flight will stop at the junction of the parking bay and the taxi way and wont proceed with taxiing.

I thought I would have the same problem as this because I stopped too early on the runway. I waited for my wingmen and then decided to pull up about a hundred feet and they started to move.

Sounds like maybe you have a different issue, but that worked for me.

Posted (edited)
3 hours ago, AEthelraedUnraed said:

I'm glad you like the mission. However the problem with the audio volume you describe annoys me as it's one of the problems I thought to have solved with Hamaha's testing. Volume was fine on my side but much too loud on his, then after some tweaking it was fine for the both of us. Apparently there's still some people for whom it doesn't work correctly...

 

@Gambit21, since you use custom radio messages in your Battle of the Bulge campaign, do you recognise this problem and do you know how to solve it?

 

 

It's because of users messing with the stock volume settings.

I tuned the voice calls in Hell Hawks so that they play at an appropriate volume at the default setting. Even then you'll have differences in preference (1 tester thought they were a bit too loud) however he was the outlier so I left them as is. I expected to have to field this question a number of times and explain about the in-game sound setting...but oddly after a few years not even once. 

 

Hopefully your sound was at the default setting when tuning the volume of the radio calls. If so, then there's really nothing else you can do other than put a disclaimer as I did  "radio call volume was tested/tuned at the default in-game sound setting" or something like that.

 

Whenever you run into taxi/landing issues etc, remove all other units from the airfield/vicinity of the aircraft in question and re-test.

99.9999 percent of the time it's a truck or something that's preventing the logic from working properly. If that doesn't work, turn off the wind and test again.

 

Incidentally every Hell Hawks mission is cold start, however in real life it often it would be the ground crew that started up/warmed up the aircraft.

That said having the player taxi adds to the immersion, overall play time, and is appropriate in a work like this IMHO...think intended audience. But your call.

 

 

Edited by Gambit21
Posted

All the extra towns, farms and smal villages makes the map so much more alive? wish the default map was more like this! 

easterling77
Posted (edited)

Hello folks now it works?

 

The hint with "a little further on the runway" may caused the difference.

 

I got the "wait for takeoff clearance" and decidet to roll a little bit further...untill I lined up my port wing with the hangar.

 

20220302205052_1.thumb.jpg.26cc0aae5874e0c9e9c59b715ffbbd2e.jpg

 

After that the rest of fe flight alined nicely and took off after me.

 

So maybe I was just to obedient to the message in the first runs and stoped to early.

 

I only checked the take off, because I haven't the time for a whole mission now but I'm certain it will work fine.

 

Thanks for the quick responses and support

 

Best greetings and clear sixes

 

DP

Edited by easterling77
Posted (edited)

Ahh...I think I misunderstood the problem initially. I’ve had this crop up before. Glad you got it sorted.

 

 

Edited by Gambit21
Jaegermeister
Posted

I usually put a wind sock or a tent by the runway and fire a message saying "Line up on right side of runway by wind sock" or something like that if you are the flight leader.

 

If you don't pull up quite far enough, you won't get a takeoff clearance, Number 4 won't pull forward or Number 3 can rear end you and ruin the mission. If there is no indicator, I inch forward until I hear "number 2 ready for takeoff" and then stop.   

  • Like 2
  • Upvote 1
Posted (edited)
15 hours ago, AEthelraedUnraed said:

I updated the campaign files with some edited files, courtesy of Jaegermeister. Could you re-download and let me know if this solves the problem?

Would it be possible for you to version number/date the package and/or the original post? After a while the thread might get long and finding info about updates in single posts within is going to be cumbersome.

 

Awesome campaign, again many thanks for you and all the other campaign creators who are dedicating their time to provide such an SP experience to us!

Edited by Nadelbaum
Jaegermeister
Posted

I am really impressed with how much better the map is with your additional texture scenery. I have been adding small villages and towns to mission maps for some time now, but what it has always been missing is the ground textures so it looks natural. It would appear that this map editing technique with the texture editing tools in the ME is the perfect solution. 

 

Great job on this campaign combining the texture editing with the flash overlays and the voice files. For me, the voiceovers are very distorted and I can barely understand them, but that's a minor issue. I have only flown through Mission 1 because I got sidetracked reading through your tutorial on texture editing in the ME section and experimenting with that.

Ala13_UnopaUno_VR
Posted

Love y work

Posted

Time to reinstall the game! Thanks a lot, sounds great.
What is the average length of each mission?

unlikely_spider
Posted

Thanks for this campaign - I will start it shortly. What is required? Just Bodenplatte?

AEthelraedUnraed
Posted
1 hour ago, Zeev said:

Time to reinstall the game! Thanks a lot, sounds great.
What is the average length of each mission?

 

1 hour ago, unlikely_spider said:

Thanks for this campaign - I will start it shortly. What is required? Just Bodenplatte?

Both good questions. Yes, just BoBP should be enough. The average length depends on whether you use time compression; it's a 10 minute flight to the Hürtgen Forest, then 5-15min of action and the return flight. So overall, the average length is 30min or so without time compression, but if you're in a hurry you can use time compression and skip the return flight, giving 15min or so.

  • Thanks 1
Posted
3 hours ago, AEthelraedUnraed said:

 

Both good questions. Yes, just BoBP should be enough. The average length depends on whether you use time compression; it's a 10 minute flight to the Hürtgen Forest, then 5-15min of action and the return flight. So overall, the average length is 30min or so without time compression, but if you're in a hurry you can use time compression and skip the return flight, giving 15min or so.

30 min sounds good, thanks.

What do you mean by time compression? Put autopilot and increase game speed?

AEthelraedUnraed
Posted
1 minute ago, Zeev said:

30 min sounds good, thanks.

What do you mean by time compression? Put autopilot and increase game speed?

Increase game speed, yes.

easterling77
Posted

I finaly got the time to fly the first mission and I have to give you a very big Thank you Sir!!?

 

The amount of detail you put in the modeling of the additional villages is stunning - I was simply happy circling around the area spotting all the houses and structures waiting for my call to roll in for the bomb run.

 

Your craftet radio calls are very cool - yes kind of hard to understand in first place but I can ensure you from personal experience (I use digital coded radio devices at the work) even today radio transmissions can have awkward qualitiy so I only can imagine how bad it could be in those past times especially in regards of environmental influences.

 

 

I only found one maybe not so intended thing about this mission:

 

The waypont on the way back to base where you are called to come in for landing brings your AI- mates to drop their not used ordonance (like they should for sure)

but I maybe would place this waypoint a little bit outsite of the town of Maastricht, because it happend, that my flight dropped their bombs right into the housing areas of the town as you can see right under my port wingtip

 

20220304134150_1.thumb.jpg.4ac684ab01ca1af19eb802dffe2bbc8e.jpg

 

 

But so far I had an awesome first flight in your campaign and I only can hope that you keep up your outstanding work.

 

Many Thanks and best greetings

 

DP

 

Jaegermeister
Posted

 

 

46 minutes ago, easterling77 said:

The waypont on the way back to base where you are called to come in for landing brings your AI- mates to drop their not used ordonance (like they should for sure)

 

If an AI flight does not drop their bombs at the target area, they will drop them when they activate the "Land" command. An easier solution than moving waypoints is to check the box in the "Force Complete" MCU after the target area that is labeled "Emergency Ordnance Drop" and they won't bring them back.

 

screen.png.c1e68dc716135dcb2273302eb3ea2bab.png

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