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Cobra847

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Everything posted by Cobra847

  1. Preliminary changelog for the next patch. Will add more items as I go through the repository logs. Fix to high drag bombs not releasing when waypoint is last before L-Waypoint. Various memory fixes Fix to 'fälld last' and TAKT weapon status indication for BK90, RB-04, RB-05, RB-15, RB-24 (&J) and RB75 Fixed gunsight hysteresis Rocked sight corrected for shallow dives Fix to horizontal velocity sight calculations Corrected erroneous exterior light intensities Adjusted hubcap metalness & roughness for correct specularity response Reexported all textures with corrected brightness levels for better dds compression Increased intensity of panel backlighting Enabled real-time mirror rendering
  2. These are all on their way. :) Europeans; expect them to arrive next week, everyone else, in the next 2-3!
  3. It's done - just being proofread a final time. Will try to release it before the weekend!
  4. We are remaking the background templates and will also revamp the text generated (and their positions).
  5. Sorry - I didn't manage to get to this when I had hoped to. The bigger issue is that our scans have large gaps on the lower areas of the seat due to blockage from other cockpit items (can't stick a laser scanner in crevices easily). I'll do my best asap!
  6. It's worth noting that the Tomcat, simply due to lack of FBW, is likely more of a Pilot's "handful" as well. Things get very.. sway-y at low speeds too :)
  7. The DDD is right in front of your face, and the TID is quite large. None of us have any issues using the RIO position in VR.
  8. Changelog for the new 2.5.2 PG Beta patch: - Fix to memory corruption issue causing inoperable HUD/ADI and other systems - Fix to issue where flight plan speed would be ignored if force speed was set - Fixes to auto trim and pitch stabilization - Corrected Kneeboard, map is now visible - Added missing image to NAV - tutorial mission - Fix to TILS system when flying fast - Corrections to rocket CCIP sight accuracy.
  9. Er - I don't think we've said anything like that? The mirrors should be available in the next patch.
  10. Growing up on the swat kats, it's hard to say no :D In general though, none planned at the moment. The main reason being that there are sooooo many realistic skins to do for the F-14, probably more than any other aircraft.
  11. We're wrapping up the manual now. We can talk translations once we publish it :)
  12. If you equip the LANTIRN, it's not a representation of what was in fleetwide combat use, no. We decided that we really want to add extra value to the F-14A & B for everyone, but implementing the full PTID upgrade is beyond our resources for this release. Note though, that it is still realistic. We're not entertaining prototypes or hypotheticals. Just not realistic for the -B Bombcats that saw action.
  13. Related to the ADI / HUD issue in the latest patch. Fixed for next 2.5.X rev.
  14. Fixed for next 2.5.X patch. Apologies. This error was caused by a very strange bug in the build process.
  15. I agree - and those are usually the hardest to work through (all of them, that is). We've just been focused on the truly big, complex, difficult stuff - like weapon accuracies. I don't imagine we'll remove the EA tag later this year without all of those small issues being squared away.
  16. No, but I'll elevate that to a priority fix now. With some luck it'll get into the next patch.
  17. F-14B with Sparrowhawk and PTID is unlikely. We'd rather spend that time on building an F-14D. Functionality wise, you'll already be very well off in the -B due to the LANTIRN. One thing to note is that our LANTIRN implementation relies on feeding the video through the fishbowl display. This was (according to our research, at least) - not something that was widely used in the fleet. Thus it can be considered to be a somewhat "experimental" version of the F-14 that existed for a short period.
  18. Fix for this is coming in the next 2.5.X patch.
  19. All weapon inaccuracies should be solved for the next 2.5.X pointpatch.
  20. I think - looking at it as objectively as we can considering our inherent bias - we feel that the Viggen is in a very good place currently. Not to dismiss your concerns, quite the contrary, but try to see everything through a relative lens where any missing features or bugs are rather minor relative to the total functionality and value of a product. I think we can safely say that the module is playable, realistic, and (fairly) well polished. We now have a springboard where over the next few months we will correct the last remaining issues and remove the EA tag, hopefully at that point 99.9% of you will be pleased with the level of completion. There will literally always be bugs and regressions however. If we were targeting a static, stable platform that did not change for a number of years, you'd eventually reach a state where the aircraft would not have any discernable bugs. It is also important to note that we are simply unable to fix certain issues until they are solved in the core platform. The BK90 has been an excellent example of this, and now we finally have engine level support for spawning submunitions. The task of integrating the new functionality into our Viggen is, however, still a hefty chunk of work and is currently underway. The kneeboard is fixed and will launch with the next 2.5.X pointpatch. Weapon inaccuracies are now fully solved and will launch with the next 2.5.X pointpatch.
  21. This is something that we really hope to change prior to release.
  22. All physical orders ship in May as noted on the store page. :) We're waiting for our manufacturing batch to arrive now.
  23. This is fixed but did not make it into the patch
  24. It is quite likely - but we still need to launch the A/B and everything that comes with it.
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