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Everything posted by Bankler
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Thanks for the suggestion. I have reworked the radio menu system lately. Will look into having this option in the official version. It's a good idea. Yes. I'll have to put some work into making sure the math works for it, and maybe tweak some things. But it's my ambition to release a version for the SC. The optimal solution would be to only have one mission, with both carriers included. There are some technical challenges with this approach though, so I'm not sure yet.
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You sir, are a genious. Thank you so much for sharing. It was really helpful! <3
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The results are currently not saved on disk. My pleasure! Glad you enjoy it! :thumbup:
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Respectfully Gripes, you are talking about something different than everyone else in this thread (except your last sentence, where you say you haven't tried it). You are talking about how AUTO works. And yes, that seems to work okay. The thread is about "AUTO to CCIP" which is a completely different thing than AUTO, where your program remains in CCIP but you're temporarily forced to auto by pressing wpdsg. The bug we're discussing is that you currently don't revert back to CCIP after pressing undesignate. And no, you don't have to press pickle to start hud designation. TDC depress works just as well (in the sim at least). I don't mean to be disrespectful btw, just trying to keep on topic. :thumbup:
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Just tested this. Airstart Hornet with Mk 82. AUTO to CCIP doesn't seem to work at all (regardless of program). If I'm in CCIP, as soon as I press WPDSG, it sets both the program and hud to AUTO. When I press undesignate, it doesn't go back to CCIP. On another note. If I WPDSG, and then manually go to CCIP, I still see the designation diamond in the HUD. This is very convenient, however, Wags specifically states in the AUTO to CCIP video (2:38 ) that there is no way you're able to do this in the Hornet.
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Agreed. It sounds very strange indeed. Would be great if ED could verify if this is a bug or just weird but intended behavior. One thing to notice though: Undesignate and uncage don't do exactly the same thing (but almost). If you designate something, then press undesignate, it moves to one area in front of the aircraft (it seems to be 10 degrees below the horizon, regardless of current pitch?). If you press cage, it boresights. To be honest, I'm quite confused that you are still in WPDSG mode even after having designated something with the Tpod. I assumed designating with the pod would mean you no longer have the wp designated (however TGT is indeed still boxed, so I'm obviously wrong). Maybe there is some offset functionality hiding here? But if that's the case, shouldn't we also have some kind of cursor-zero function to back to the waypoint. In the current implementation, you need to undesignate and then press WPDSG again.
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Thanks a lot for the warm words. It means a lot to me! As Zyll mentioned, there are F-14 slots in the mission. The script accounts for the Tomcats ideal AOA and such. Sometimes the wire estimation can get a little off, especially if you are heavy (lots of fuel) but for the most part it works okay. Just like Greyman suggested, you can sort of use pattern mode to do this. It won't estimate the wire though (the current technique I'm using to estimate the wire requires a full stop). It will say 58/63 for a perfect pass (since the bolter will give you 0/5 points for that part).
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Haha, yes, I noticed that yesterday! Oops. Sorry for that.
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This happens every now and then (not only in this mission, but in general with the carrier). In 90% of the times, you can wiggle the nosewheel left and right a few times and the wire will let go of the hook.
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I sure hope so! I have pre-purchased it, but it's hard to tell before I get my hands on the thing though. It's possible that technical stuff makes it hard or impossible to do, but it's hard to tell at this point. If ED would give me earlier access to the module I can investigate it earlier, but I'm not sure if that's a possibility.
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VERSION 5.2.0 SPRING UPDATE!! :clap: 2.5.6 Compatible You can now download version 5.2.0 in the Original Post! Thanks a lot Sedlo and Kato for helping out with debugging. Much appreciated! Hope you all are doing well in these difficult times. At least it's a good opportunity to stay inside and pratice traps! :thumbup: Cheers, Bankler CHANGE LOG 5.2.0 * Now compatible with 2.5.6 version (changed script launch to "Mission Start" instead of "Once"). * Tweaked carrier group formation so that the ships don't interfere with each other when group turns back south resulting in a halt. * Fixed bug where if you enabled "Public Feedback" through the F10 menu you would also toggle the LSO Voice, and vice versa. * Removed unused speed boat. Enjoy!
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Very good and interesting question!
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Thanks guys for being proactive with this, finding and sharing the fix with others! Much appreciated! If next patch works okay I will release a new official version asap.
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FYI I'm still on 2.5.5 because of issues with 2.5.6. Will not attempt to make it work with the latest patch until it's in better shape.
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Thanks for the heads-up guys. Well, this is frustrating. I decided to rollback to 2.5.5 so didn't even notice. Can't promise when I'll have an opportunity to look at it, but I'll work it out eventually.
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Huh, that's interesting! I wonder why they didn't mention this. It's a huge bug that's been there forever. So happy they finally got around to fixing it! Quick test shows it seems to work as intended (weight is in the ballpark of the ME approximation). Loadout: [2x9M, 2x120C], 42% fuel Before: 31844 lbs in ME 36150 in CHKLST (Waay off) 6.8G limit (Incorrect!) Now: 31605 lbs in ME 31687 lbs in CHKLST (Pretty close!) 7.5G limit (Correct!) :thumbup::thumbup::thumbup::thumbup::thumbup: Great work on this!
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Agreed! I've been longing for this, and it feels really good! Great work, the dev that fix this!
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Problem solved! New version, compatible with new patch is out: 5.1.0 * You can now use the F10 radio menu to Reactivate TACAN in case the "random TACAN death" bug should happen. * Replaced the KC-130 with a KC-135MPRS as a workaround as the bugged KC-130 stopped the mission from loading. * Changed the tanker route into using a race track waypoint. Download 5.1.0 on first page. Keeping 5.0.0 available for a while just in case. But this new version should work even if you have rolled back.
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[REPORTED]KC-130 is invisible after latest patch
Bankler replied to DeathAngel1's topic in Object Bugs
Be advised that the symptoms can be different depending on context: 1) Mission with Hornet (Player) and KC-130. Mission loads okay. KC-130 invisible. 2) Mission with Hornet (Client) and KC-130. Mission fails to load. (Probably since it tries to show the model as preview when selecting slot) -
Some progress here. The KC-130 is bugged. It's invisible. And if that aircraft is shown as the preview aircraft when selecting slot, the mission won't even load. I will post a fixed mission in short.
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For me it dies on loading during "Terrain Preload: 100, Stage 38" Investigating.
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No, sorry.
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Sorry, no plans for Skyhawk version at this point.
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Not sure about adding navy grades. It would be so much work verifying that they are correct, and I don't want to give someone a grades that can be compared to real-life unless I'm very certain of its correctness. Regarding CQ, there is already a function in the F10 menu where you can change from the default "break" mode to "pattern" mode. Could this be what you're looking for?