Jump to content

DSplayer

Members
  • Posts

    779
  • Joined

  • Last visited

Everything posted by DSplayer

  1. At least nothing code-wise has changed on the end that I can see. No drag, motor, or guidance changes that I can see. If it were something that changed, it would probably be on ED's end.
  2. Maybe something changed recently. I'll have to check later to see if I can do anything since they used to work in TWS as well.
  3. Unfortunately, since the weapons are basically added on without any official integration, there probably will be some sort of instability. In terms of using Jester with the bombs, you're going to have to manually select the pylons yourself with the Jester menu or go in the back and select the correct pylons and weapon type. A/G guided munitions showing up as TALDs is expected as Jester basically sees all A/G missiles as TALDs.
  4. Sorry for the delay but V1.1.7 is out now which works and has all the stuff from the new DCS patch.
  5. Soontm. Once I have the time to update my code. I'll try to get it done by the end of the coming weekend if not the end of the week.
  6. Just a visual bug that I can't fix. I'd assume it's due to the F-14 being coded such that double racks weren't ever intended to be used on those pylons.
  7. Just updated it to Version 1.2.6 which should allow the AIM-7Es to be loaded onto the tunnel pylons. Thanks for the heads up since it seems like I overlooked this when merging things a while back!
  8. Callsign..............: DSplayer Aircraft...............: Mirage F1EE
  9. Thank you @VictorDavion for bringing it to my attention that I had made a mistake when updating my F-14 mods! Now all the F-14 mods should be capable with TARPS.
  10. I’ll give it a check. I thought I fixed it with the latest update I released.
  11. I just double-checked the version on the UserFiles page, it is version V0.0.2 and the files I changed were present. Can you check again?
  12. Small update released that incorporates the light fixes that Magic Zach made.
  13. Currently, if you're hopping into a cold jet, non-smart weapons (excluding A/A weapons and pods) don't show up on the kneeboard by default. Instead, the weapons loaded on the PACS page will be loaded onto the kneeboard. I would like for the kneeboard to show the correct current weapons loadout without having to load them from the A/G Load PACS page.
  14. I think with the current logic, non-smart weapons (excluding A/A weapons) are not supposed to be automatically loaded in the PACS and therefore not loaded onto the kneeboard. Pretty interesting that the GBU-10s on the RCFT just show up without having to load them in the PACS.
  15. Bug: A/G weapons are still selectable after being dropped on the PACS page. Can I reproduce it 100%: 100% How to reproduce/description: Step 1: Drop munitions for a certain station Result: After dropping those munitions, you can still select that station and assign a new A/G program for it. This also causes issues for using CDIP Gun as while it appears no weapons are selected, "ghost weapons" are being selected and prohibits CDIP Gun from being used. DCS Version: Open Beta 2.9.2.49940 (Multithreading) Track: F-15E PACS Test.trk Video/Screenshots: Mods: No mods are being used when recreating this error.
  16. Bug: The 2x Mk-82 LDGP loadout options are named differently for each CFT. Can I reproduce it 100%: 100% How to reproduce/description: The R-CFT has a "MK-84 * 2" loadout while the L-CFT has a "Mk-84 * 2" loadout name. This causes the bombs to be not grouped up with the other Mk-84 options. DCS Version: Open Beta 2.9.2.49940 (Multithreading) Video/Screenshots: R-CFT L-CFT Mods: Mods are not being used to recreate this error.
  17. All mods have been updated and hopefully should be working as intended.
  18. Will update the mod (along with my other F-14 mods) in a sec!
  19. Between a Sparrow and a Phoenix that doesn't loft.
  20. Ok, I did some tests and made some graphs. I see no discernable difference in flight performance between the SD-10 from the last patch and the SD-10 from the current patch. 500m Altitude 6km 12km ~55000ft (the maximum altitude the JF can spawn at on Caucasus)
  21. At least looking at your video, everything seems within the margin of error. I'll have to run some tests but I think the fix they did for the misaligned nozzle that someone reported here might've actually changed the flight performance just a bit so that could be the difference you're seeing. Outside of that, all the other values changed in the patch should have no bearing on actual flight performance.
  22. I mean if you look at the files and see what was changed, you'll see that all the values that were changed have no real bearing on actual performance. While it does say that the FM was slightly adjusted, it does seem that the FM performance didn't make it in since nothing relating to the FM actually changed.
  23. I would say that the "statcard" values got changed which has no real impact on performance, including the Rmax, Rmin, etc. computed by the JF.
  24. The changes done in this patch are only to the encyclopedia entries basically with no real bearing on the actual FM or motor. API didn't change either.
  25. Unfortunately, it's a limitation and you'll have to slow down to jettison your tanks. Max speed is roughly Mach 0.9 iirc.
×
×
  • Create New...