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Nealius

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Everything posted by Nealius

  1. +1. Especially the elevator trim. It's not granular enough for fine-trimming.
  2. I was about to post this as well. Railroad crossings completely break AI unit pathfinding.
  3. Typically there would be one tanker at 6,000ft. The CASE I stack would look like: 2,000ft - 1xx Modex squadron 3,000ft - 2xx Modex squadron 4,000ft - 3xx Modex squadron 5,000ft - 4xx Modex squadron Not sure where the Prowlers/Growlers would be as 5xx. They wouldn't have the same number of aircraft up as the other squadrons would, so I wouldn't be surprised if they were across the circle in the same stack as the tanker. CASE III situations I don't know. There's also "trick-or-treating" which I assume is the tanker coming down to meet the aircraft that needs fuel, but I've never seen a clear description of that.
  4. I thought this means that if the unit does not have GUED in the name then the effect isn't enabled. This effect is enabled by default on all units regardless of "GUED" in the name?
  5. At a certain (relatively close) distance, the textures on the HVAR pylons/underside of the wings swap from the front row of pylons to the aft row of pylons. Textures swapped, visible on both wings: Textures as they should be:
  6. What's the name of the line? I can't find one describing an explosion when dead. All the advanced features are disabled in mine, and my units aren't labeled with the prefixes for the extra features to work anyway. I also noticed the particular unit, the "Type 94" truck with the WW2 Japanese assets, isn't listed in the code where all the other logistics units are.
  7. They aren't disappearing, they're being obscured by another object depending on camera angle. The "yellow dots" are the zinc chromate interior of the fuselage seen through what I believe is the intercooler door. There is another, darker colored, object between that door and the visible portions of zinc chromate interior. In your last picture that object is obscuring most of the interior but a small amount of "yellow" can still be visible.
  8. Upon further inspection, the defautl C-47 textures do not have a description.lua associated with it at all.
  9. Standard version. I'll check the code for that explode on death feature and see if I can change that. I'm guessing it has a true/false line like the other features. So far I only have tracks on Marianas WW2 in the Corsair.
  10. The bombs mounted on the trollies scattered around airfields appear to be CBU-52s, which wouldn't have been around during WW2.
  11. The C-47 default liver has no name associated to it, being blank in the drop-down menu. Thus when the user has user liveries installed in their Saved Games, the default livery is unselectable:
  12. The layers from the template seem to be missing. There's just a wireframe and that's it.
  13. There seems to be something amiss with the logistics trucks when using 3.4. While strafing with .50cal the logistics trucks explode with a massive plume of dirt as if hit by a bomb; the standard DCS dirt explosion, not the VBIED mushroom cloud. They also detonate after only 1 or 2 bullet impacts.
  14. People who like the Zero and want the challenge. People who can fly with teamwork and tactics instead of lolgitgudskillissue min-maxing mouth breathers. The Japanese community in particular would literally throw their money at ED if an A6M were developed. People also show their ignorance of history with these discussions. Sure the Zero was inferior on paper, but a large part of the IJA/IJN failure was stubborn doctrine and forcing good pilots to fight until they died, then throwing undertrained pilots into the meatgrinder. The Allies, on the other hand, had flexible doctrine and cycled their best pilots through as instructors to train the next cohort of new pilots, passing on vital knowledge instead of letting that knowledge die somewhere over a jungle in the Pacific.
  15. I don't get any tailhook feedback. Only gear and flaps.
  16. Is there any way to tone down the lighting on the Fletcher class? They're super green.
  17. If only we could hack in the hook physics from the Corsair.
  18. Is this a recent change? In the past I've had Ju-88s using torps to sink LSTs no problem.
  19. Do you have "hear like in helmet" checked? That tends to hide a lot of sounds due to it simulating the pilot wearing earplugs+skullcap+helmet.
  20. But only Korea and after. WW2 USN/USMC nunbers are all over the place too.
  21. There's also a loud clunk when they lock into place.
  22. I saw those as well, 7A, 7B, 7C for example. I couldn't find any resources for any of them, even the tail letters, except for suggestions to buy a book called "The Squadrons and Units of the Fleet Air Arm" by Theo Ballance. Which of course is out of print and $200 for a copy if you can find one
  23. So in the example of the last Seafire, 115, the aircraft number is 15? I wonder which bureaucrat in the Royal Navy made this system because splitting the aircraft number with the roundel (and only on one side of the fuselage) makes zero sense whatsoever. Zero logic. Zero consistency.
  24. The port side is wrong. It should be showing 1-20 not 12-0 when "120" is put into the mission editor. Did you look at the first two images? Only the starboard side shows "single seat" then aircraft number properly, while the port side splits the aircraft number with the roundel instead of keeping the same format as the starboard side. What would the numbers be in this case? I've seen "2" "5" and "7" on Seafires despite being single-seat, as well.
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