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tms0018

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Everything posted by tms0018

  1. Hey @IronMike I figured I would resurrect this thread instead of making a new one for the same question. But now that the F-4 is getting close to the finish line, and that is obviously yalls top priority, but once that is released into EA, will there be any hope that the Early F-14A and ALR-45 update will be coming relatively soon after that? Or will the focus be on updating the F-4 along with Jester 2.0 and trying to integrate as much of the new F-4 coding into the existing F-14 A/B that we have in game, with the Early F-14A and Iranian models coming later. Thanks!
  2. Hey Flappie thanks for showing the lua files. Glad they put API/APIT rounds for the guns. It must be some other reason it seems like they are less effective than say the Mustangs 50's when firing at the same target. Maybe it's just my accuracy between the two modules or some other setting between the guns? And I do not have any historical documents stating what belt compositions were used with the Sabre? But I will try and do some research for you!
  3. Hey Flappie, So, to be specific I was wondering if there were ever any plans to update the Sabres 50 cals to accurately match the kinds of rounds that would have been used historically. Right now, its just labeled as ammo, without any specifics if its ball, armor piercing, armor piercing incendiary, etc. This was similar to how the US warbirds were set up until they received the update to allow for specific historically accurate loadouts with different ammo types. Right now, it seems like the Sabre just shoots ball ammo which are just regular bullets and honestly not very effective against other aircraft. Which is why shooting at other planes can sometime seem like they are just bullet sponges and just absorb all the rounds you shoot at it without too much of an issue. But in real life they used armor piercing incendiary rounds, among other loadouts, which were much more effective. So, I was hoping they could be modeled in game. Which would be similar to the update the US warbirds got from ED a little while back.
  4. 'Thank you for the mod, I only play single player, that might change in the future, but as of right now something to fix the gunnery, even a bit, is helpful!
  5. That is a very sad statement, but you are probably right. It won't get updated anytime soon. The only thing I can think of is if they finally update the damage model for jets like they did with the Warbirds, or we get a Korea Map. Which would likely lead to an update of the F-86 and Mig-15, kinda like what we saw with the Blackshark. Where they would probably try to rerelease the Sabre as "Sabre II".
  6. Has there been any thought into updating the F-86's 50 BMG ammunition to include API and API tracers like how the US Warbirds 50's were updated? Because right now it really seems like we are just using ball ammo which is not very effective against other aircraft when compared to armor piercing incendiary rounds. Which is what they would have had in Korea.
  7. Sorry for such a late replay, but you are right an updated 80's naval assets pack would be perfect for the Kola map. Then add in the Kiev Class and the Forger as AI units and it would be perfect. And you make great points about the Spruance, vs implementing Belknaps as the guided missile cruisers to replace our too modern Ticos and Charles F. Adams as the guided missile destroys to replace the Burkes. My idea behind the Spruance was it wouldn't be too much extra work to model both the Spruance and the derivative Kidd class. So, you get two different classes for about the work of maybe one and a half.
  8. Thanks for the reply IronMike and I understand not being able to comment further. Hope yall at Heatblur have a great Christmas!
  9. Not that Heatblur doesn't have a ton on their plate already, but how cool would it be if they added the Spruance/Kidd classes as AI escorts for the Forrestal's once they are finished with all four carriers. Right now, we really don't have AI destroyers that are time period appropriate for them in the game. We have OHP's as frigates, but the block II Burkes didn't start coming into the fleet until the late 90's and the Forrestal's were already decommissioned or about to be decommissioned in the case of USS Independence.
  10. Hey IronMike, you might be unable to comment on this currently, but I remember y’all gave us an update, I think it was on your Facebook page back in July, and one of the comments on it mentioned y’all were working on the ALR-45 sounds, which when done was one of the last major hurtles for the Early F-14A, and Iranian version. How is that work going? Also, if you have any other potential progress updates on the Early F-14A I would love to hear those as well. But if you cant share anything at this time I understand. Thanks!
  11. Ok maybe it was not the entirely right subforum to post this question in, but I would argue that RWR development will affect the F-14s performance. Which is why I thought it would fit here in the first place. More importantly, if you are mad/annoyed with the post because you don't think it belongs here, please ignore it and post something about the flight model development to get the discussion "back on track".
  12. This is very impressive! I can’t wait for it to be out, even just as an AI plane. Obviously that will take some time.
  13. The title says it all, but has there been any discussion, plans, or a way to move the backup compass to above the front right panel instead of in the hud, like found in some real life sabres? I know the compass is found in both positions, but having it above the that panel would be far mor advantageous for situational awareness and just overall visibility compared to where it is located now.
  14. Hey IronMike, you might be unable to comment on this currently, but I remember y’all gave us an update, I think it was on your Facebook page back in July, and one of the comments on it mentioned y’all were working on the ALR-45 sounds, which when done was one of the last major hurtles for the Early F-14A, and Iranian version. How is that work going?
  15. Sorry I should have thought about saving the files, but I deleted it and just decided to create another one. The mission was a free flight mission where I could practice navigation, landing, and night flying, so it was easy enough to just delete it and start over. Otherwise I would share the file if I still had it.
  16. Yes fully fueled. I cant figure out the issue, I even deleted the plane and "created" a new player plane, still same issue.
  17. So after doing some further testing, it seems like only one of my user made missions has this issue. If I create a new mission, load instant action, or start a campaign it seems to start up fine. But for whatever reason, no matter what I do on this one mission, the engine will only spool up to about 18-20% and then stall out.
  18. Hey yall, I think I have encountered an issue with cold starting the F-86. Doing my standard start up procedure, the engine now stalls at roughly 20% power and does not spool up further. This also appears to effect the AI, which will begin to start up, but then not be able to move and take off even though their engines are running. Has anyone else experienced this issue and if so does anyone have a fix?
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