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Alighierian

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Everything posted by Alighierian

  1. I'll give that a shot and see how it goes. I'll also check the original and see if it's purely something caused by the edits on my end, or something else being stubborn. edit: No idea what's causing it, tbh. I've tried a fresh original file, disabling the few mods I have active, changing the starting position between ramp, runway (spot 1 through 4), parking hot, but none of it seems to work in making it start on the deck. I've also tried changing the carrier itself to different versions, but it seems like they placed a restraining order on my 'cat... edit 2: Just tried it with a new blank mission with just the CV and an F-14B, with the same result: an air start. It's rather odd, as the normal missions, like Fleet Defence, seem to work as intended when it comes to spawning on the deck, even when I change the start from Parking Hot to Ramp.
  2. I got myself the F-14 today, and went into slightly tweaked TTI - Caucasus 1.72b (minor edits, mostly just the settings for auto-starts etc) to fly it again. I ran into the following issues: - F-14B (CV), despite being marked as Launch from Ramp, airstarts. - When coming in for landing on the CV with an F-14B (ground) and hailing the CVN-72, I get the message 'You are not authorized to land' Is that a CVN-72 limitation of some kind, or something else?
  3. For starters: I haven't figured out exactly how to replicate it, but it seems to show up relatively consistently after firing an AGM-65D or F (the D is still the mission loadout in the AGM-65 Practice mission). I am uncertain whether or not it also happens with the E, as it's a bit more involved to retarget something. I initially noticed it in a lightly modded client updated to 2.5.6.5590, but the issue persisted after having disabled all mods. Issue: After firing one or multiple AGM-65's the button commands for TDC up/down / left/right get temporarily inverted. Steps to replicate: Step 1: Standard AGM-65 firing procedures: A2G master mode, MA on, stores page, IRMV selected, target acquisition via DMT sensor (TV), uncage, lock via TDC action, pickle to launch AGM Step 2: Uncage for further target acquisition -> button slew inputs get inverted. I've had it not invert after the first maverick, only after a later launch or DMT mode switch, but in my limited testing, the above seems to be enough to trigger it. Going to a different mode again (INS/TV/IRMV) seems to temporarily fix it. Clip: Obviously a bit hard to tell my inputs from video, so I'll list it via timestamps: 0:03 - AGM-65D loadout (still selected as standard mission loadout for AGM-65 Practice.miz, same occurred with AGM-65F) 0:16 - setting up for launch 1:01 - Launch 1 1:03 - Uncage 2 - normal - inputs: right-left-up-down - relock 1:09 - Launch 2 1:11 - Uncage 3 - Inverted - inputs: right-left-right-left-up-down-up-down
  4. Cheers, that fixed it on my end as well. Makes the Shkval actually useable again.
  5. Nice, I was waiting for this to finish, as even the initial versions looked pretty neato. Nicely coincides with me getting an SSD so the loading times aren't 5 centuries anymore.
  6. I really like this mission. It might not be the most thrilling, have an in-depth story, or whatever, but it's perfect for when you just want to go out there and blast stuff, perhaps for hours on end. All the while, you get random spawns to spice things up, and should it be undesirable at that moment? You can slap em with Zeus markers, one way or another. And if you're bored, you can always mess about by spawning tonnes of ground/air targets and watching ships splatter them.
  7. I honestly don't understand why this got 'fixed', when the unlock button itself doesn't function. Please either just revert it to the 'no lock' state, or actually enable the button in the clickable cockpit, so you can do it without bindings.
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