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Virpx21

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  1. Bingo! I guess I always have this off by default and forgot it was ever there. Everything seems to be working again then!
  2. Can confirm the issue with units not loading during mission start has been fixed with the latest patch, however I need to track down the next issue with modded units no longer being available to select from in the mission editor. They do actually load/run in the mission, but I can no longer see them in the list of available units when placing a new aircraft or ship.
  3. It's most likely a mod. In my case it was any and all of these (as in if any one of them is present, it will despawn units).
  4. After today's update, I'm noticing as well that a massive chunk of my ~2000 units (of all types) are being culled after choosing a side during mission start. After painfully removing all of my scripts and every modded asset, I've finally got vanilla assets to begin loading in again. Now I have the painstaking task of finding out exactly which of my many modded assets are causing the conflict. I'll update once I've identified it in case anyone else is running into this. EDIT- Looks like it is the usual list of modded aircraft that are the culprits. I've added/removed each one and they all will break the mission if present. I've removed everything in the mission file except for vanilla assets, and adding any of these mods you'll notice that the major cluster of ground units at FH08/FH09 are culled. null TESTING_Mission Breaking Aircraft.miz
  5. Anti-ship attacks broken for anyone else after the latest update?
  6. Haha, ok, that would explain it! Sorry for the extra trouble, I'll make sure to test these things first next time.
  7. My apologize if I spoke too soon. I haven't actually updated to the new patch, I was just going off the data shown on your site. What I was referring to was the purported range of 122nm for the Rb 103B and 140nm of the Rb103A. Like the other two systems, I assumed this was the max range at which the Lavett would engage an incoming target, which is higher than the 80nm and 65nm range of the Pac2/Pac3 and 108nm of the THAAD. Perhaps the Rb 103A does not actually fire at a distance of 140nm? Sorry, I could have tested it before inquiring.
  8. Hi @currenthill I didn't find much online regarding the Swedish patriot variant, but I noticed the RB 103A & 103B have a significant interception range increase over current Pac-2/3 missiles. Since I'm trying to keep my wargames as close to real life as possible, I wanted to know if these numbers are a best representation of available data or if they're artificially buffed? I didn't expect a non-US variant of the same system to have such an increase in range and even beating out THAAD, although it might be the case given the age of the system. Hoping you can give me a bit of insight there. Thanks!
  9. I couldn't believe my eyes...after waiting so long, large networked sam batteries are working flawlessly again!! I can finally resume building out massive missions with large TOT attacks! *Fingers crossed that they don't break everything again in a near future update*
  10. Bump. @BIGNEWY @NineLine Would appreciate it as well if you could take a look at this. Air defense against time on target attacks is pretty cooked while this bug exists.
  11. I could be wrong, but I don't think there has been a fix yet for the mods that are based off the Flaming Cliffs F-15C, which are currently messed up in 2.9.6. For the moment, you can add a separate F-15C to your mission and if you hop into the F-15C first, you can then hop into the F-15EX. I'm taking a break with all that's still broke, so I don't know if you can takeoff from the ground, but it will work if you start in the air.
  12. If you're personally firing either the AIM-260 or AIM-120D, then the workaround is to fire it below 20k MSL if going below 345 IAS or 350+ IAS if above 20k MSL. Not exactly sure what about the speed/altitude that is messing with them, but they work fine once within those parameters. AI won't keep those limits though and tend to just burn to 36k and ripple them off while going to slow. Only thing I found for that which sort of works is setting their AA engagement range to half.
  13. Why am I not surprised lol! To be fair, I was doing some testing specifically on those aircraft to see if they were broke and in my test mission, they were already airborne. To be honest, there seems to be too many things broken with them atm to where I'll probably be switching back to 2.9.5 for a long time. I finally found working solutions for the AIM-260 or 120D3, but the AI don't care about the work arounds and just fire off dud missiles lol.
  14. Haha, ok that is extremely unfortunate. All the good stuff that you modders are working on just keeps getting broke. I am holding out hope that the AIM-260 & AIM-120D are not partially broken due to a core issue as well and I'll see a fix for those soon. I have some very massive campaigns that have taken months to work on which heavily rely on so many modern mods (a LOT from you especially) and ED just keeps breaking them. For your mods, I think I'll just stick with 2.9.5 for a good while, since they're thankfully still working properly there. **EDIT** If you're not aware, I just found out by accident that naval assets for at least USA are broken as well. So yup, definitely sticking with 2.9.5
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