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awildc172

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  1. Currently a lot of servers have/are adding logistics play but short of using the cargo rope system, you can't see any cargo in back. It would be much more immersive to at least have some static pallet, bladder, and vehicle objects that can be loaded and having some way of organizing them such that the pilot has some way of choosing how much weight to carry and knowledge of what that cargo weight is and its distribution.
  2. The server I was using was sitting around 30-40 people with a few hundred units. I tried in SP and while George has trouble staying on target for anything moving fast, with moving target track I can reliably kill a CEII flying at 130kts perpendicular to me. I'd concur it's a server performance issue, the 114 appears reliant on the server update rate even without a human CPG. It's plenty agile enough.
  3. The hellfire is plenty agile, it's been demonstrated to hit aircraft, ground vehicles doing 20mph shouldn't be an issue. I'll try to get a track file from a more populated server, though it's going to be a bit of an ordeal
  4. How many people/units were in your server when you shot this? The situations I've been seeing are with vehicles out in the open completely unobscured. Additionally I've seen it many times with shots on helicopters, even ones barely moving, though it should be able to hit a helicopter at just about any speed given that we've seen they can hit slow fixed wing aircraft. If you attempt to shoot at a helicopter it's pretty much a guaranteed miss. One possibility is I've noticed George doesn't tend to lase the centroid of the target but rather the top. That said, this also happens frequently with a player CPG so I suspect it's a server netcode/tickrate issue.
  5. Any attempt to engage a moving target with the AGM-114 results in the missile consistently impacting past the target and behind it.
  6. No mods and my settings/configs are standard, I am using a 4k ultrawide at 3440x1440 though. Other players were reporting the same issue on the server as well, not sure what their setups were. It was largely occurring with one player using the F-16 in particular.
  7. On multiplayer in one session we've had a few instances of F-16s being invisible by clients, both in the render frustum and, strangely, on radar. AI units will react to them and you can see them firing on what appears to be nothing but an aircraft is audible and weapon effects and such are still visible. The only trackfile I have at the moment is extremely long.
  8. The hatched cross displays correctly in single player, displaying where the tads is looking. In multiplayer it always remains centered.
  9. This is kinda problematic from the perspective that George isn't really fully featured. He doesn't look for stuff on his own, will only engage at around half the maximum range of the hellfire and tends to miss a lot.
  10. Pressing '2' does nothing, this renders multiplayer rather unusable as one has to rely entirely on the AI to try and find targets and use systems.
  11. Tested this and we were not able to get any indication of laser-on. Binds all worked fine through multiple flights in single player but in multiplayer the laser doesn't work, CPG can't fire the cannon, and you can't switch to CPG from the pilots seat.
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