Jump to content

Typhonus2

Members
  • Posts

    53
  • Joined

  • Last visited

Everything posted by Typhonus2

  1. Programming all 9 in the DTC did work, although it's a bit unwieldy. Thanks. I also solved the FPS problem I noted above, so I think they're connected. As soon as I did this fix, my FPS jumped back to the 140 all my other modules get in this place.
  2. Can you think of any reason why the waypoint/AD buttons would just keep going back to 1, no matter how many times you clicked the others?
  3. Don't know. It sounds like something invisible is actuating the panel somehow, and that its location is somehow indeterminant - like an invisible finger that may be moved by resolution or something. And that somehow the repeated actuations are eating frames. But I don't know. Sadly, the plane is unflyable for me as it stands. It worked when I bought it, so it's something that occurred between then and now. Every patch for this game just seems to create five new bugs for the five old ones it fixed.
  4. I'm having an issue that feels related to this one. When I fly the Mig, I experience a significant frame rate drop compared to even the most demanding aircraft. The f-14 or F-4 give me 140 FPS on the exact same map, mission, and placement as I get 114 FPS with the Mig. And I get stutters in the air which I don't get with any other aircraft under the same conditions. Hot starting on the runway, in the cockpit I hear this slight clicking sound on my right, like a button being repeatedly pushed. The major symptom is that the WP/AD buttons don't function properly. Button 1 is illuminated to begin. But if you push Button 2 or 3 they illuminate very briefly, and the HSI upfront begins to switch to the range to their respective waypoint, but then Button 1 depresses on it's own again and resets it to one. I've checked key bindings, and literally nothing is bound to any of those buttons. I have to change them by clicking in the cockpit. It does this no matter how I alter the flightplan, or if I used the DTC. The nav system is basically unusable. Is anyone else experiencing this?
  5. I'm not aware of this taxi bug. Can you explain it to me, or reference where I can find out more about it?
  6. Any update on this? It continues as of last night. In further exploration, hot start from parking will work correctly, but neither ground nor runway do. (The command response error I noted above was user error on radio frequencies between one map and another.) It still affects Kiowa, Mi-24, Ka-50, etc. but not the Apache. I see nothing in the emergency hotfix this morning which mentions it.
  7. I'm always in awe of your in-depth knowledge about these Soviet/Russian systems. Assuming you have no secret inside source, do you have a recommendation as to the better of the Mig-29 manuals available on Amazon? Or is there a better source elsewhere?

    1. AeriaGloria

      AeriaGloria

      Well, in terms of English stuff you can buy not really. On Amazon both are valuable, the NATO GAF manual has 500 pages of systems info and graphs. The Alan Wise manual is a not very good translation but actually has a lot of information about combat systems like radar and IRST and weapons deployment 

    2. Typhonus2

      Typhonus2

      Thanks. Sadly, until my Russian moves beyond adding "ski" to the end of various English words, I'll have to make do.

  8. I can find no difference in how this acts compared to pre-patch. When you climb slightly above 10,000 ft, Jester begins screaming about lost cabin pressure. Happens every time as far as I can tell. I don't understand how this can be called "fixed"?
  9. Ok, here you go. Kiowa wingman is set to Ace, takeoff from runway. I take off, he just sits there. I ask to rejoin, nothing happens. I fly around a bit, same deal. He never takes off. This is happening with every helo I try EXCEPT the Apache, which works normally. If you try different starting scenarios, it behaves differently. For example, hot start from parking has him take off, but refuse to respond to any commands or do anything but follow you. Hot start from ground had him spawn INSIDE me on the runway, where we say locked together, and I couldn't take off at all. Anyway, hope this helps. Helicopter Wingman Bug.trk
  10. Didn't know how to post this, so I stuck it here, even though this module seems to be the only one unaffected. With all other helicopters I tested (Kiowa, Hind, Ka-50, and CH-47) your AI wingman will no longer take off. They just sit on the runway, uncommunicative and unmoving. I tried on multiple maps, with multiple numbers of wingmen. I tried reducing their weight by removing stores. I tried calling for rejoin after my own takeoff. Nothing worked. The Apache seems to work fine. None of the others I own will take off now. This is all from a hot start on the runway. I had no time to experiment with anything from the ramp. I decided to post it here since you've clearly made some changes to the ground and takeoff AI in this patch specifically for the Apache, and I suspect it may be why it's immune. Fixed-wing aircraft also seem to be unaffected. Hopefully, this will get to the right people, or others can test it and see if they get different results.
  11. I have indeed done something similar to this, and thus resolved the issue for myself. But, call me crazy, I'm one of those guys who think that a complete manual should be released to people who spent good money on the project within, oh, I don't know, four years or so of when it's promised?
  12. Yeah, although an updated table would still be nice. I prefer to set target size while enroute, often before the target is visible on radar.
  13. Thanks. Will do.
  14. Thanks. Although, honestly, this might be harder if you only have one ship, or ships that are all of the same size. Still, it's better than nothing. I've also gone back into the original, incorrect, PDF and changed it based on the <30,000 or >60,0000 RCS rule I found elsewhere. I tested, and at exactly 60,000 both large and medium settings seemed to work.
  15. Do we have any source of an accurate target size table then?
  16. Yeah, it's happening cold start, hot start, in air, etc. Is there any kind of keybind that can repressurize or something?
  17. I'm afraid the patch did nothing to stop the constant "we've lost cabin pressure" calls from Jester. I've yet to figure out if there's some keybind that is causing or can fix it. Any ideas?
  18. I too am having problems with Jester announcing cabin pressure loss after an air start. If you go to the WSO seat, and check the pressure on the rear left side panels, the pressure has leaked away. I've had some luck binding the pressure seal and other keys and reversing it. But other times he'll announce it and there is no loss of pressure. I suspect a bug. And it only seems to happen on air starts.
  19. Thanks! I'm spending a lot of time with the Viggen in the newish Kola map and this will make it easier.
  20. I read that section, and will give this a try. But I'll note that the manual piece to which you referred me, in its third recommended method, seems to detail a much more complex version of this math than you note here. Still, it's worth a shot. Thanks!
  21. To be honest, I'm unfamiliar with this technique. The number has always been provided right on the flight plan in my kneeboard, which I assume the developers thought was a realistic way for the pilot to get that information. I know that I can tell the waypoint's altitude from the map. How do I get the QNH, as many missions seemingly don't have missions. Also, is QNH universal in the whole map? Would it be the same everywhere? Or do I need to know QNH over the target - which, again, how would I get this?
  22. So, can we expect to see this fixed ASAP? Since the target QFE is listed on the kneepad, and not readily available elsewhere to my knowledge, it renders the module largely unplayable. Most of the weapons require QFE to properly target ground objects. Am I missing something?
  23. We're all getting this, right?
  24. I'm having the same thing. Flying the exact same mission repeatedly. AI will attack with iron bombs. Will not with HOBO, not matter what settings I use.
  25. The aircraft does seem to have a damage model. I've been shot down, blown up, smashed into things, etc. The helicopter has exploded, bullet holes and missing pieces have appeared, etc. I don't know if parts have lost functionality. But there's definitely some damage modeling there.
×
×
  • Create New...