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Everything posted by Bankler
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VERSION 6.1.0 AUTUMN UPDATE!! :clap: Polish and F-14 groove time score fix You can now download version 6.1.0 in the Original Post! Finally F-14 pilots can get full score in the Supercarrier version (thanks to fixing the bug where F-14s didn't get groove time score). I guess that's a good thing, considering my average score when trying to land the Turkey! :helpsmilie: An AWACS has been added, so that you can make use of your datalink when doing MP carrier practice. There are also a couple of other tweaks, fixes and improvements based on user feedback. Thanks a lot! Cheers, Bankler CHANGE LOG 6.1.0 * Added AWACS aircraft. * Changed the wording for ideal altitude at the ninety from "450" to "450-500" (you have always gotten full score for anything between 450 and 500, but the wording was confusing). * Added "Settled" and "Extended Downwind" to the summary shown to all players. * Fixed bug where Tomcat pilots didn't get any groove time score. * Changed sidenumbers on all aircraft. * Changed callsign format from "Chevy 1-1" to "Chevy11". Enjoy!
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Thanks for looking into it already! I can confirm that we generally do not use the AI radio comms for recovery (we have humans doing marshal, tower and paddles, so it wouldn't make sense). I cannot 100% confirm though, that noone did it. Maybe someone pressed it, but I don't think so. Regarding keeping aircraft off the JBDs during recoveries, that's an interresting thought to mention for your devs when tracking down the bug. But it's of course not viable for us as players. During CQ, aircraft constantly recover while they shoot aircraft from CAT #1 and #2. Thanks again for the attention! By the way, if it turns out that it's hard to solve these problems in a graceful way in the next few weeks, maybe you could consider implementing a "hard reset" radio option, that resets the deck crew state machine completely? (Just thinking out loud here, not sure if it makes sense from a technical viewpoint, depending how it's all implemented)
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This is the current experience: https://m.twitch.tv/videos/735278006 (Sorry for the below average landing performance. Lots of beginners flying this time. Try not to focus on that. Posting the video to illustrate how bad the deck crew work in MP). I can provide a track if that's helpful. The one from this event is 188 MB though. If you need a short(er) track, and you don't have the resources to perform MP tests yourself, let me know, and I'll see if I can schedule some guys to help out. This really needs to work.
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That's not really it. From my experience, the first few launches seem to work fine. But when being more than a just a few guys in MP, practicing traps, continously landing and launching, the ground crew will eventually stop responding for some people, with AFAIK 100% repro rate. When this happens, if you tune in the AI Tower, they call out "Hold position, hold position!", and there is no way to make them respond ("request launch" does nothing). This should not be marked as [NO BUG]. Because it is indeed bugged. Just requires you to play MP.
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The plat cam crosshairs are too low, or the plat cam position or angle is off. When you're slightly below glideslope, the platcam will indicate that you are high. Not until you are very low, the aircraft shows below the platcam crosshair. This makes life hard for our LSOs. I hope this is a matter of a simple tweak! :thumbup: The screenshots shows paused moment of with the aircraft view on the left and the platcam view on the right. As you can see, they don't match at all. Trk included (for what it's worth in this case).
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Missing this feature as well! :) Turning it with the mouse is so fiddly!
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The special-for-joystick binding called "Parking Brake/Anti-Skid binding doesn't work. Binding the TMWH Flap three-way switch these two special-for-joystick bindings, the "down" position OFF/ANTI-SKID works as intended when going from the middle position and back. But the "up" position (that should select Parking Brake / Anti-skid) doesn't react. Screenshot and track included. F-16_ParkingBrakeSwitchBug.trk
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[REPORTED]Washed out exported displays
Bankler replied to USAF-Falcon87's topic in Bugs and Problems
Looking at your image, I think the exports look VERY dark, don't they? This is my experience with my external screens as well. -
Thanks! I can confirm that you currently do not get groovetime score with the Tomcat in the SC version. It has been fixed locally. So in the next version, it will be alright. Feel free to contact me on Discord if you need a fixed preview version of the mission.
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So the way I need to do it is to hook up 1, 2 and 3 while letting 4 wait behind the JBD? Then after 3 has launched, 4 can hook up and launch, and catch up with the other guys? Or, I guess, launch in the order: Cat 3, Cat 1, Cat 2, Cat 4, in order to minimize the intervals. That way #4 could start hooking up as soon as #3 has launched, while #1 and #2 are launching.
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Well done!! :)
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I have a 4 ship flight, all clients. I want to launch with quick intervals. Three aircraft can hook up with cat 1, 2 and 3. But #4 cannot get deck crew service and hook up on cat 4 until #3 has launched. Is there any special order you need to do things in to make it happen? Or is it just an IRL fact that they never hook up aircraft to cat 3 and 4 simultaneously? (Running latest Stable)
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While rubberbanding on the carrier isn’t an issue for me the last few patches (it got much better lately), the fact that his aircraft gets destroyed on the deck because of latency issues isn’t “his” problem. ED, as well as any other game developer, knows that people have different connections. The code should be written in such a way that it assumes aircraft wouldn’t suddenly start moving erratically on deck, and guard for it. There are multiple ways of solving this, either in the way aircraft position is synchronized and movement is predicted over the network, how aircraft on deck have their position specified in relation to their parent transform (i.e the carrier) instead of world position, or even (as a quick and dirty fix) have a relaxed collision detection between aircraft on deck, always, or only if lag is identified. Writing code catering for poor connections is not trivial. But it’s part of developing any multiplayer game. Some lag issues are technically impossible to fix, but this is not one of them.
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In the latest version, I added a feature where you can turn off the inflight-feedback completely, so that you get no help, but only a scoreboard at the end. It's not exactly what you're asking for, but might still be something of interest for you.
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Hi Brun, thanks. And big thanks for sharing the UFC stuff with the community! Regarding the question, the target is actually 450-500 (different Navy people have been teaching different things I believe, just like with abeam distance). However, if you aim for the NATOPS number (450), think of it as a game of shuffleboard. By all means, go that low, but don't stray even one foot below that. Same thing with the 500 technique. Go ahead and do it, but then make sure you're not over-doing it. All this stuff is per Lex's advice btw, not something I just made up. :) Regardless, yes, I agree, it would be more clear if it said "Target: 450-500"
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I still have no idea. It's not even linear. Tested with the supercarrier tacan. Alt Range Ratio 35k' 32.7nm ~1.07 30k' 27.5nm ~1.09 25k' 22.0nm ~1.13 20k' 16.8nm ~1.19 15k' 11.6nm ~1.29 10k' 6.3nm ~1.58 Also no idea why ED just can't tell us how it works instead of leaving us guessing here. Is it a secret? Or a WiP thing that was not meant to be shipped (which would be fine, and understandable)? Either way, just tell us?
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ED? Provide some clarity maybe? :)
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Do we know why it does that (IRL)?
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With the newest patch, the laser turns on automatically a while after having dropped a bomb. As far as I can tell, it doesn't matter if TRIG is boxed or not, it always turns on. Furthermore, if I press and release the trigger (with TRIG boxed) the laser stop firing as soon as I release the trigger. This was not the case before; it toggled on and off with every press (though it WAS the case in some scenarios depending on MP or Editor context when the Tpod first came out months ago). 1) Can I somehow disable auto lasing? 2) Can I get the laser to latch in the ON-position, for instance when buddy-lasing, or do I now have to hold trigger? (and if I now have to hold it, is this really intended?)
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"A" is the same number as the one under "FUEL REMAIN" under FPAS. So that one I believe we have figured out. "B" is still mysterious imho. Even GB wasn't sure and natops isn't too clear about it either. I think we might need some ED input here?
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Your suggestion seems correct. Question is, "Distance from TACAN station where pilot should begin descent"... to accomplish what? And by what kind of descent? When I started a 250 kts descent at the point the HSI suggested and maintained it, I passed over the TCN at around 8800 feet.
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What are these? Top one (A) seems fuel related, maybe estimated fuel on arrival on the currenlty selected wp/tcn? Buttom one (B) seems distance related. It seems to count down towards "something". But I don't know what exactly. Maybe like a top of descent thingy or something?
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Tacan stops broadcasting in multiplayer after a player disconects
Bankler replied to Rolds's topic in Multiplayer Bugs
This is still bugged. Even on the Supercarrier the TACAN, seemingly at random, can stop transmitting after a while. It's a key feature for recovery, so I suggest ED puts some effort into this soon. AFAIK, it's not related to player disconnects. Bignewy: Any updates? -
It’s quite dependent on your final turn. If you turn a little late (or don’t bank enough) all the numbers will get skewed. 380’ over the wake could show you a centered ball, but it depends on how close you are to the boat as you cross the wake. If you are too far back (which most people are) it will show you a low ball at that point. I might be stating the obvious here, and if so, I’m sorry! :) Anyway thanks a lot for your kind words.
