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Eagle7907

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Everything posted by Eagle7907

  1. Again, thank you for the response. You guys are really moving mountains here and shows. I look forward to the next improvements for this beautiful piece of art. A true masterpiece. Late edit: In your example, it can technically go the another way as well. You could get an engine fire and it could still be producing thrust. Anyways, I'm very curious about this and being able to utilize this part of the simulation more in situations where we get battle damage, abusing engines, etc., but still able to return back home. I guess that also depends on ED getting the barricades working as well and somehow implementing that.
  2. Thank you for the response. That sounds great and I would like to see them implemented. Sure some here are debating the needed/not needed aspect of it all, but I think since it leaves the tests (yes that's all they are) as an open option for the player(s), why not? The more implemented, the more I think shows how deeply committed the developer is to creating such a fantastic product. In other words, it allows HB to flex their muscles and outshine the group of others (even more). I would also like to see fire extinguishing be tied somehow to damage. I'm surprised this hasn't really been a thing yet. You eat a missile, shouldn't you hear at least some kind of warning of an engine fire, or extinguisher failure? Something? Not really aimed at HB, but in general. I don't think there is an aural warning, but I've flown this module a lot now and never seen the FIRE lights come on.
  3. With all the fun from the E, I would definitely purchase a FF F-15C. I think the priorities of doing an aircraft solely based on multi-role and will everyone purchase it is in the past. We have so many flavors of everything at our fingertips presently. Nothing like back when FC2 was released. The FF Eagle needs to be born.
  4. I created a mission for using a loadout of 12 duranals, two fuel tanks, both NAVFLIR and TGP, and some self-defense weapons, ramp start, single player. I have the internal fuel slider moved fully right, meaning topped off. When I start the mission, clearly there is a problem with this particular mission but I can't figure out what is causing this problem. After I start the first engine, once electrical power is available, I select the fuel counter to CFTs and it shows 800lbs each when it should be 4000lbs each. It is obvious this may be worse than the AI wingman, because they can't even get to the AO for the attack since they run out of fuel after reaching cruise altitude. I know for sure there is a problem with this particular mission that I made, because I can go and place an F15E at the same spot on the same map without all the hard work of trigger zones and additional flight groups, same loadout, and I do get my CFTs topped off as they should. I'll share the .miz file, you need the Syria map. No mods used to my knowledge. F15Erunwayattack.miz
  5. I'm surprised this wasn't fixed yet for 2.9. Will this get fixed? Any burst height set above 700' is very short of designation or impact point. I hope this gets fixed before any further smart weapons get implemented. Would this fall under ED's territory or RAZBAM?
  6. Just was thinking about this since I'm making a mission on the lines of taking out a power grid at night. An easy way ED could implement this is by having an option for trigger zones, which can already be designed by shape to the user's liking, to designate or plan what light sources go out after a certain trigger condition has been met (like a certain building gets bombed). I think designing a whole electrical grid logic or structure would be pretty monumental task, but something simple like just creating a zone to go dark would be a bit less time consuming.
  7. Ah okay. That makes sense why it’s not in the manual then. Thanks. Sent from my iPhone using Tapatalk Pro
  8. I've looked in the HUD symbology section of the manual and I don't see anything that mentions these carat symbols. Can you point me to what they are? Was this something recently added? I didn't see it mentioned in the change logs.
  9. Huh, okay. I guess I missed what this is in the manual. I'll go over it again.
  10. I’m not sure if been reported. I’m getting these strange carats on the outside of the bank angle scale for the NAV mode. I’m SP on MT version. Not sure if that’s intended or not. Sent from my iPhone using Tapatalk Pro
  11. Ah, so it's also AI enemies as well that causes it. Great.
  12. This is still a problem. I find a stop-gap solution is to hop in WSO station and cycle the RWR. However, after being tracked by enemy emitter again will cause the audio and annunciation to trigger and not go away after enemy stops tracking.
  13. My wingman is having imaginary fuel being put on his aircraft. In the loudout window the fuel slider is completely 100% and with a filled center tank. After takeoff, about 5 minutes into flight he is telling me ‘Bingo’ fuel. Where did it go? Nearly 26,553lbs of fuel gone in 5 minutes? This baby is fast but it’s not a Space Shuttle. FYI: I also do a MIL power climb so I’m not doing a supersonic climb. Clearly -2 is not getting his gas, even though the planner says otherwise. ATTN: I think I may know the culprit. I’m seeing a correlation with having empty external tanks loaded and this ‘disappearing fuel’. So far every time I use them AI has very little fuel even though internal slider is 100%. After changing to full external tanks, the problem went away. Suspect empty externals is affecting internal fuel. Sent from my iPhone using Tapatalk Pro
  14. It’s a known bug. Check the release notes. Simple fix is to aim behind target about 100 feet depending on the BA. The trajectory is currently using a normal dumb bomb which is not correct for a cluster munition that uses parachutes. This is why the -87s don’t fall short or don’t have a problem, but the -97s do. The trajectory is incorrect or being assigned the same trajectory as an -87. Sent from my iPhone using Tapatalk Pro
  15. Right. So I ASSUME the only time a mudhen would take off with a forward CG is CFTs empty and a clean jet. However I’d like confirmation if that is correct. I’m seeking this knowledge for documenting purposes and module enhancement. Sent from my iPhone using Tapatalk Pro
  16. But would you takeoff and fly a mission in that state? I imagine if someone caught the discrepancy before takeoff, it would be a return to a hangar or flight line for a repair, but what would be a condition where there is no mechanical fault. I should’ve been more specific. Sent from my iPhone using Tapatalk Pro
  17. In what example would a mudhen takeoff with a very forward CG? I see the CFTs being empty does play a part in it, but would having no stores also push it farther? My intuition says yes, but I’m not that familiar with military airframes. Edit:exclude any mechanical faults. Looking for examples where a takeoff in this condition is just by normally loaded and operated. Sent from my iPhone using Tapatalk Pro
  18. Okay, then how to you stop the deedle-deedle? I killed the AAA, how to get it stop?
  19. Tried stopping the alerts by using the push button on left console. It will not cancel or stop the aural alert. I had to turn off the RWR to stop getting false positive alerts. Note: After patch in end of July 2023, this bug is still present. Sent from my iPhone using Tapatalk Pro CDIP97s.trk
  20. CBU97 telemetry seems to be off a bit when using a higher BA. I set them to burst at 1500’ and that is throwing off the bomblets falling over the designated area. This is in a zero wind condition. Track is coming (lengthy). Sent from my iPhone using Tapatalk Pro CDIP97s.trk
  21. I’ve noticed when you select STBY on the TGP it will show the video goes blank, however the pod outside will not move to the stowed position. I’m pretty sure it is supposed to. Oops, forgot to mention this is using MT version. Sent from my iPhone using Tapatalk Pro
  22. Don’t be embarrassed. It happened to me before too. I think it’s the MSL OVRD is what’s the culprit. It keeps the HUD with normal pitch ladder, so it looks like everything is normal. Sent from my iPhone using Tapatalk Pro
  23. Ah thanks. I didn’t think to try that. Cool. Sent from my iPhone using Tapatalk Pro
  24. I haven't noticed a report yet, but I haven't been able to get the VS mode on the radar to function. I press the OSB next to RWS and it just cycles the modes of RWS and TWS. I have not tried this in the non-MT version yet. Added a track file. No VS mode.trk
  25. Just did a file integrity check, still doesn’t work. Also tried looking into the mission file itself and I can’t see any reason why Smoke will not follow. Sent from my iPhone using Tapatalk Pro
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