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Hez

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  1. Same issue. Can take up to 3-4 minutes just to pick an aircraft. HUGE 30 second delays between any click or mouse move on the new MP slot selection. And I've crashed to desktop about 4 times now due to slot changes or just trying to pick a slot on server join.
  2. Minor bug - It appears when switching off the navigation lights (from ON in Blink mode), the starboard wing green navigation light will not always switch off. Port light seems fine, but starboard light will remain ON if it was just illuminated when navigation lights switched off. If off at the time of the switch change then it'll remain off. Jet started up -> Nav lights to BLINK -> Nav lights to OFF -> 50% of the time the Green starboard wing light remains on
  3. It appears that since todays patch, when repairing, during the time that the aircraft is hovering in the air, the landing gear decides to change from DOWN to UP. Tested today on Engimas Cold War server. Tested with both gear correctly DOWN at start of repair (gear went UP and I was dropped onto the runway with gear UP). Also tested with gear DOWN whilst stationary on the ground, then moving the gear lever UP (no gear movement due to weight on wheels) and then run a repair. In both cases, once the aircraft repair has the aircraft hovering, the gear lever goes UP and unless mouse clicked, the gear remains UP and your jet is dropped and once again is broken. I am using simplified gear logic in the special options.
  4. I have encountered a few times on multiplayer servers an issue with not being able to fire the Aim9J with tone, both with and without uncage pressed and held (having not fired a single missile yet). I was also able to replicate what Dros experienced (by accident, not on purpose), just now on a basic mission, unfortunately it seems like I don't create tracks for single player missions by default.. But I do have a tacview file of it, if that helps at all (probably not, but hey!). Basically I'm testing the various sidewinders. In this instance, after launching my first Aim9J I am never able to launch the second, even doing some test gun firings, using both uncaged and just normal waiting for tone without pressing the 300-600 uncage button and still I was never able to launch that second missile. I use the special option to have 'simplified firing safety logic'. (Also, in this file I had some strange behavour at the start, where it took a long time getting tone on the first jet however I was able to launch eventually) F-1 Fox2Test CannotFireSecondAim9J.zip.acmi Does the F4 launch count as the latest update, or is that separate and updates will continue on the approx. every 6 week schedule?
  5. Yeah I'm finding this a lot, both on basic single player missions (me vs a single AI bandit) and PVP servers (I'm running multi-threaded). Sometimes you'll be entirely ready to fire (already in STT), and the sparrow will not launch. Holding the fire button down longer does nothing, I've tested and if it's decided not to fire then no matter how long you hold it down it'll never fire. You have to release and repress and hope it launches this time. I've been trying to figure out what is happening here, but so far I've been unable to do so. Seems, as OP has suggested, it's something to do with the radar struggling for a second to get a strong lock. But there is no indication when this is occurring, or why you can't fire. Also can happen at longer ranges vs a M2000 that's blink jamming beyond 20nm. At the moment this is the single biggest issue for me with the F15E - Not being able to trust I can launch a sparrow and not understanding why it might be isn't a great feeling!
  6. So when flying 2+ in PVP and your wing(s) are in non-western jets. Or if you've an automated/human GCI giving you calls in true as opposed to magnetic, as often is the case. It's not difficult to do the maths in your head, but it's extra mental workload which is easier to remove by everyone running true. Many jets have this ability
  7. Hi All, I'm trying to hunt down an option within the F-15E to change my MFDs and HUD to display True headings, instead of Magnetic. Can't find a way in the manual, also can't find it in any submenu in the current build. Have I missed it, or is this yet to be included? Or did the F-15E not even have a way to change to True headings?
  8. Just wanted to say a thank you for all the effort Aerges has put into this module so far. It is easily my favourite airframe to fly. And to echo the statements of CrazyGman, the thing is not at all to be underestimated in cold war PVP, be that 2-circle or even 1-circle fighting. ECW stats were reset recently for the quarter, so this is unfortunately everything, but suffice to say the thing is lethal. Probably about ~50% or more of these would be gun kills. It just takes a bit of time to get used to and has to be flown to it's strengths.
  9. To add to this topic, I've also encountered a new ACLM alignment issue: Since the most recent patch, it appears my alignment process on Enigma's Cold War server is failing in a new unexpected way. As per the F1 Flight Manual pdf I've been using Mode ALCM -> * button -> Parameter STS ..... watch value reach 720 and Green PRET is displayed. Then move into NAV and release my brakes. However, it appears now that my alignment ends with a Red UNI light and my Parameter PP then never changes/updates in flight. I tested 2 aircraft, just to ensure I'd not messed up the startup the first time around. It may be that the ACLM alignment must now be started after something else is finished, but I'm not sure what that change may have been or if this is a bug somehow? Edit: Just to add that I've previously flown the F1EE a large number of times on ECW server without issue, using ALCM alignment and this startup process, so it's only now that I've encountered an issue or this UNI red light. My startup process does involve battery -> engine start first, then once the engine stabilises I begin the ALCM alignment. Not sure if a change to this sequence is now needed - I couldn't see anything mentioned in the manual for certain things that are needed to be switched on/performed first/any waiting time that's required before alignment start.
  10. Yeah this feels like quite a significant improvement for me (I run high resolution) - nice to see some interest for possible changes in this area really. I'll certainly be running this as long as able.
  11. Experienced on Enigmas server, which doesn't enable Wake Turbulence - But it does include crosswinds so not sure if that's part of it because I've gotten it at times when I'm low level and only doing a 3-4G turn without rudder input and it'll still start kicking in. I actually got it on takeoff from Rayak, again it seemed there was quite a crosswind at the airfield on landing and it seems that might have caused the yaw oscillation on takeoff.
  12. I've since not seen the same issue reappear - It was most likely a mess up on my part somehow and I was too quick to write it up as a post rather than do some further testing first - Apologies! Marked as solved.
  13. So this was just after some very initial testing on a multiplayer server (Enigma's server, running the Syria map). Used ALCM to align before swapping to NAV, as well as doing my normal gyro alignment (CAP) prior to any moving. Everything seemed fine, but in the air, my HUD seemed to show the correct magnetic bearing, as normal. But the EE's IDN was showing ~5 less than it should have been. There is a new True/Magnetic switch on the IDN. However, when I tried using that, the EE's IDN was showing ~10 less than my HUD. It seems almost as if the IDN heading has been accidently biased the wrong way. Instead of 150 (as shown on my HUD and shown as my magnetic heading on the F10 map view) the IDN was showing ~145. When I tried swapping modes between True/Magnetic it switched to ~140. So I'm not sure if my alignment somehow was messed up (But my HUD was fine?) or if there is just some minor maths mess up somewhere?
  14. Have you tried using the Day/Night Selector Switch?
  15. It would be great for multiplayer if there was a 3rd option/setting (especially if it could be forced by the server) that only showed the callsigns of friendly aircraft, but not hostile aircraft. Instead of clicking callsigns show all/hide all, if there was an option for show friendly. Keeping their altitude etc is important, even the default assigned random callsign is fine, but the players actual ingame callsign removed would be ideal. It helps prevent someone on their other team using JTAC to target a player specifically, and just generally helps keep things fairer by applying some fog-of-war to the teams. Assuming the server forces the option on. As someone who plays as JTAC a good amount on multiplayer, I personally avoid calling opposing team callsigns out to my team, because I feel it's unfair, but I know it happens, even if not really from mallace but just warning players of a 'good player' to avoid or focus on etc. This one minor change could be pretty good for multiplayer in my opinion - I hope it's not too difficult to implement!
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