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Johnny Johnny Johnny

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Everything posted by Johnny Johnny Johnny

  1. After some more playing last night, this also happens when hot start in the air, so it is not limited to hot start ground, at least on my end
  2. So I was doing my usual practice setting everything up in the mission editor to speed things up, however, I notice whenever I restart the mission, a lot of times the helicopter starts with throttle lever to OFF and it starts powering down as soon as I join unless I quickly move the throttle lever manually. Sometimes I start with throttle on "fly" sometimes it starts at OFF, no input from my end. Not sure if it is just something on my end or a bug, couldn't find any bug report regarding this. Reproduce by go to mission editor, place AH-64D on hot start on ground, join in, quit mission, restart it and repeat a few times. Map: Syria
  3. You can be my wingman anytime
  4. Judging by the log file main issue seems to be running out of memory failed to create structed buffer. Reason: E_OUTOFMEMORY
  5. I used to be on stable for a long time but switched over a year ago to beta, if you want all the updates in a timely manner, go beta, with the risk of some bugs and issues that usually gets resolved in a week or two, but in general, I have not regret going open beta at all, takes too long between stable updates in my opinion.
  6. So happy that Wags has been returned safely, and congrats on the promotion! Hope he mention his new rank in his next video.
  7. Help us Lord Wags, you are our only hope
  8. This design part was extended from being limited to airfields and roadbases to be able to land anywhere in any way possible, the soviets followed this alien tech with great interest.
  9. So I have started tinkering more with CA lately and is trying to do some immersive single player missions with ground units only, all is well except the mission start part, since the vehicles does not get a spawn selection like airplanes do, the player must go F10, find my particular vehicle I intend to be used for the mission, and then the player needs to click the tank icon to join. So my wish would be to be able to select the driveable ground unit like any other airplane upon mission start. Perhaps a checkbox to allow it to appear upon mission start to avoid having spawn list cluttered with all available ground units in a mission where it can be both a lot of planes and ground units available.
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  10. So I am making my first combined arms missions and it is coming along nicely and I think some people might be entertained, however, the biggest flaw I see right now is that when you start the mission you do not get to select a slot like you do with planes, so you have to go to F10 map and look around for the vehicle and then take control over my specific player vehicle, which I don't like. So question is: Can I force a player to take control of a specific vehicle at mission start so you don't have to find it on the F10 map?
  11. That explains a lot, since everything is new it's hard to know what's a bug or what's not. Thanks for clarifying, then I guess a close "as is"
  12. Bugs are easily startled, but they'll soon be back, and in greater numbers
  13. So I wanted to try out the new RWR sounds and noticed that some search radar does not seem to be picked up by the viggens RWR at all and some search radars seems to be solid tones (that is possibly intended with the new sounds, but being in the area with sams would mean constant tones) However, I placed some SAM sites and some of them did not give any indication of radar until the tracking radar got a hold of me, I placed a lone search radar to test, in this particular test "flat face" and tried first with F18 and it's RWR picked it up almost instantly, then I switched to Viggen, same location and same path, but not a single search radar tone. Since it's a new RWR sound system things are a bit uncertain what is intended or not.
  14. Yup just found out this myself, starting hot, cold, ground or air makes no difference, B1 is always at 40 mil if you are in the air
  15. AI does also fire flares from 2 non existing pods too They also engage thrust reverser mid air , you can see the shield coming down in the rear , especially after they fire a weapon and do evasive actions
  16. Try setting the radar to "HI" mode if the target is far away and coming right at you, you should pick it up around 40 NM somewhere, default is interlace hi/med I think, once he gets a lot closer , switch to MED. Also have the radar elevation correctly to your targets altitude.
  17. @FLJetPilot I have checked your track and you did not make the left screen the active one (sensor control switch left) there is no diamond present on the left screen. Uploaded a video where I take control of your track replay and do scs left and then use cage/uncage to select the SA6 and fire.
  18. Santa Wags will probably deliver a whole series in short period of time
  19. Happy birthday Wags from eagle dynamics!
  20. I experience the same, QFE set and everything set, it falls very short so I gotta keep spraying to ensure to hit
  21. If you keep diving it will stay down right? I assume it enters CCIP mode at a certain degree of AOA
  22. Switching to the front made it better, only 1 plane was not marked as bandit now , so definitely improvement. Then everything is what it should be i'd say Thank you so much for your information and help
  23. Thank you, makes a lot of sense. I had 1 awacs and 1 AI f18 flying behind the enemy planes , so I would assume me trying to IFF + the AI F18 from behind should be enough to identify them as bandit regardless of awacs? The F18 trailing them should see the same thing I see but from behind, even though I cannot be sure since it is AI.
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