Jump to content

MorgothNL

Members
  • Posts

    40
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. So, since I never fly with wing tanks I did test those. After 15 tests, the right wing fuel tank will consistently rip off at 5-ish Gs. The left one never rips off, even at 9Gs. I also tried other weapons on wing stations and regarding the wing stations, the right fuel tank is the only one I managed to rip off. If it is a bomb or rockets or the left fuel tank, it will take Gs untill the plane itself breaks. I also tried 4xMk82 on the center pylon, this also rips off, but at a higher G load than the 4xSAMP400 (which makes sense of course). So I am just not sure what is coded and how it is coded, but it seems to be as simple as: Only right fuel tank and center pylon can rip (if the center pylon has multiple bombs). And they rip quite quickly now. So it is not a bug or big issue. But there is inconsistency between what load can rip off and what can't, and the medium G load low to break center pylon is new. By all means, work on the F1M first Wing ordnance wont rip.trk Only Right Fuel tank rip.trk
  2. Here is a simple track file on cauc showing: - 5+G below 400kts does not seem to break the 4x SAMP pylon - 5+G at higher speed snaps of the 4xSAMP pylon - Mark 83 on center does not break off, not even at 8+ G, neither do inner wing pylons (didnt test outer). - 1 SAMP400 left on center also does not break off ever So what I am saying from experience and what is shown here: - I have NEVER had ANY pylons break off in the years I've been flying the F1. Not a single time, regardless of speed or Gs. You say that there was a random chance.. I'm saying I've never seen it happen. - Now, the 2, 3 or 4 SAMP400 on the center snap off really easily, while 1 SAMP400 center or any wing pylons still never snap off like before. Don't get me wrong, I am not saying it should not break off. Just saying it never happened and at this moment only the center can snap off (maybe a bit too easily though). As a bonus, if you equip a MK83 after you broke off the 4x center pylon, you will see the MK83 with pylon spawn and the Mk83 will instantly fall on the ground :D. (which means big boom on servers with some kind of splash script XD) LastMissionTrack.trk
  3. Hmm.. I've been flying and bombing with the F1 for years and NEVER had it happen before. Now it happens consistently when you pull even a bit of Gs. So at least the threshhold must have been reduced significantly. I used to dive down and drop wing bombs first and pull a huge amount of Gs to pull out of the dive. Then I would drop the center bombs after. Now, those center bombs are gone already during my aggressive approach to target.. and if not, 100% they would be gone after the pullup.
  4. Okay, the center bombs not dropping is 'user error'. And seems to be unrelated to the original posted issue. I may have missed the change, but the F1 will now break the bombs off under medium G-load. (I've pulled insane G's during my hundreds of hours doing F1 bombing, so I am sure this is new). Once they break off, you can't rearm them (thus the light will not come on) because you are damaged. It needs a 'repair'. (The rearming window will show them equiped but they are not) I am not going to test all the options, but I checked and you will lose the entire center pylon when you pull 5+G's with more than 1 SAMP400 still on. If you only have 1, it won't break (unfortunately, cause then you could drop 3 and intentionally break it off to get the draggy pylon to fall ). This is what happens after you snapped off the pylon and try to rearm: https://www.youtube.com/watch?v=eU4KvtT_zug&ab_channel=MorgothNL
  5. I am running into the same issue. The centerline bombs don't work. I had 2 sorties now where they did not drop or are not equiped at all? (I'm online so can't check on F2). I will try to reproduce with a track on offline Cauc later. Here are 2 screens to show what I mean. I just did a sortie that was 'bugged' and now I rearmed. Pressing the center bombs button does not make it light up. The wing bombs do light up and do work for me.nullnullnull
  6. I did some testing too, and for me this is also the guaranteed stutter zone. Around this north most 'island' the FPS drop is very consistent in often in all directions. The distance from this zone where the FPS drop starts is not consistent for me. Sometimes I get the drop when looking at this direction at 80-90NM. But sometimes it happens starting as close as 20NM. And also anything in between... or even FPS drop in the range 60-90NM, then no drop from 60-30NM and then again drop starting at 30NM and closer. Whenever the FPS drop does happen, it is when looking in the direction of the mentioned 'stutter zone' on the image. EDIT: Some more testing tells me that not all modules are affected equally. I didn't try them all but for example the F1EE seems to be heavily impacted while the M2000 never seems to get the issue. Also, after a bunch of reslotting and jumping between modules, the FPS drop does eventually go away even when I reslot in the F1EE. Also, once you get it to be fixed by reslotting etc, it stays fixed it seems until you load into another map etc. So seems that whatever is causing it, does get loaded into RAM/cache or whatever and once it is loaded, it is fine.
  7. Same issue here, FPS drop to 15-20 when looking North direction. Track file added. It even happens when I just create a mission in the editor with only the player aircraft, so should not be hard to reproduce on ED/Ugra end.. (I do understand it may be related to specs or variables that not everyone uses) LastMissionTrack.trk
  8. Ah yes sorry, I saw the mention of fixed and saw it was from 27th of Feb. For some reason I thought that was 2-3 months ago.. only now to realise we are only halfway march
  9. Seems like this bug is back. When putting the switch in single drop, it will still drop like it is in Salvo mode.
  10. This please, I see this request over and over.. can we get some ED feedback on it?
  11. Why are we years past this request, and ED never replied to it or implemented it? Seems like a minimum effort thing to implement that would help tone down F16s, F18s etc a bit in certain scenarios.
  12. It is not just a server ban issue though. Often anything related to multiplayer is ignored or low priority for ED it seems.. but in this case it also affects single player. Currently I have to judge myself when to restart a mission. For example I didn’t see a certain enemy convoy and got hit by 3 TOW missiles.. do I just continue like nothing happened? Where is the immersion and fun in that. But quite often you don’t know what hit you, so it is hard to judge if you should be dead and restart or if it was just a few 7.62 rounds. Damage model is not mentioned on the roadmap but it should be a top 3 priority, well above MFD subpages etc You should really mention it on the roadmap to avoid this question repeatedly. And some kind of priority indication would be welcome too.
  13. This is not just an online issue. Even when playing single player I have to judge when I restart a mission because I should have been dead. No fun to continue a mission like nothing happened, after being hit by 3 TOW missiles.
  14. Hmm, patch notes mention George + fog issue is fixed, no mention of petro + fog fix… let’s hope they forgot to mention it. Can someone check? I won’t be able to update for a bit
  15. I have the same issue since about 6-9 months ago. Before I would hit about 14 out of 15 ATGMs. But since then, Petro missed 3 out of 8 and even more sometimes. Back when he was still hitting I was often about 70% 'stable'.. often having some pedals input and even making some side / up/ side movements to avoid fire. Now.. I fly 100% trimmed and steady, and still he misses large tanks quite often. Once you start targeting Bofors/flak, the miss ratio skyrockets. (These are all static multiplayer targets on various servers) It has come to a point that 1 Mi24 sortie will annoy me so much that I give up and switch module. This really killed the Mi24 for me. Approaching a Vulcan, firing ATGM at max range.. full steady 'Miss', quickly fire another 'miss' and then the vulcan or other ground units get me cause I get to close being too annoyed too turn around but fire the 2nd shot on the same run.
×
×
  • Create New...