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Buzzles

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Everything posted by Buzzles

  1. Jeez Skate, I appreciate the info, but that was almost a necropost :lol:
  2. @Nineline, what's the status of the main items in this thread? There's: 1) Potential muzzle velocity changes 2) Gun cooling changes, apparently coded but not in game as of end of March. I assume 1) is still in debate, but did 2) make it in?
  3. So, I knew there were prev threads about it, this is from June 2016 https://forums.eagle.ru/showthread.php?t=167980 Turns out I posted in it at the time saying it'd changed, which was backed up by a couple of others like BSS Sniper. There's a few other threads at the time too, like this bug report: https://forums.eagle.ru/showthread.php?t=162596 Now, fun times depend on if the sight's wrong, or if the sight's correct but bullet muzzle velocity is too slow as argued in this long running thread: https://forums.eagle.ru/showthread.php?t=165936
  4. Not that it helps, but this current behaviour was added in patch a little while after launch from what I remember. At launch and a little while after, I recall the having the pipper on target working absolutely fine.
  5. You didn't say what your own skills are. Are you a coder, modeller or texture artist? Aside from that, you have 2 posts and you're a new account, so assuming you've not been lurking for a long time and are actually new here: you'd be best suited to go look at the "How To" section to get a thorough understanding of what a module as you're proposing would require. Just some of the features you describe would need a pretty complex EFM.
  6. If there's no guide, why don't you do what the other guide writers all had to do? Fly it a lot, try things out, learn from your mistakes, then write the guide yourself.
  7. Regarding the OP's suggestions, imo there's not enough options on the current menu to warrant encapsulating them into sub sections atm. Even then, I'd rather see side navs coming out from the current right hand menu strip than dive into new screens. As a further opinion, the section titles in the OP are not that clear at all, and are actually harder to understand by trying to be themed rather than just clear words.
  8. This was asked before and I recall the answer was that the 3rd party needs to request it. Think Newy or Sith said they'd not requested a section as of yet.
  9. I think you're making some big assumptions about how ED manage their builds internally. Read around enough and you'll find they've got at least one main dev branch and an internal test branch, along with the OB and Stable ones. The OB candidates come from the internal test branch. They're definitely not doing CD into the OB branch as you're assuming they do. Also, as an aside: Dev cycle != release cycle. Just because a set amount of time has passed, doesn't mean code gets merged from feature branches into main. If you want a more bug free experience, stop using OB and go back to the Stable branch.
  10. 4 years waiting for a texture fix. Can any of the ED testers confirm it's still an active ticket, but just sitting down in the queue?
  11. I think quite a few people are waiting for the new Damage Model before dipping into WWII online. I know I am.
  12. Nice choice with the RG350. I've got one of the cheaper ones, the RG421, and I'm quite impressed with Ibanez guitars, you get a lot for your monies.
  13. Oh my... okay: The thing you need to understand is that they're not completely separate and independent pieces of code! Modules are built to run on certain versions of the underlying platform and use features from it. In the SC example, the Stable branch simply doesn't have the underlying code to support the module. It's that simple. Same for the aircraft. You can't just move a module *backwards* from different base code branches, it simply won't work. In pseudo: Code A has feature: X Code AB has features: X + Y Module 1 requires: X + Y. Therefore Module 1 can only work on AB, not A. Edit: beaten to the punch by c0ff
  14. Some of those you've asked for are actually in progress. ED have the F-4 on the backburner and Razbam are doing the Mig-23, both playable modules. Razbam are also making a new model for the EE Lightning, so at the very least it'll be an AI plane. In a similar timeframe, M3 are doing an F-8 Crusader as a playable.
  15. If you look on the bug tracker, Rudel's resolved a bunch on Friday and said they should be available on the next expected OB patch (20th May)
  16. Not comparable really as it was a private contract ED was paid for, they just made it a public module afterwards.
  17. The search functionality is great, it'll tell you there's quite a few threads for WWI already. Like the big one from 6 weeks ago: https://forums.eagle.ru/showthread.php?t=266193&highlight=wwi
  18. I've seen some bad threads over time on this forum. This one's near the top of the list.
  19. I think this is a language/translation thing. AirTractor in US/UK is a brand name and a company. The term "agricultural aircraft" is the self descriptive term in English for the class/type, which is what you're looking for I think. This thread is about AirTractor brand aircraft, not generic agricultural ones.
  20. "You must think in Russian" Also, no, it's a totally fictional aircraft.
  21. If you wanna test it, you can set the nose cone control to manual and tweak the knob on the front top left dash to control extension/retraction. Easy to do on the ground.
  22. That is not how business works. That is also most definitely not how software development works.
  23. The smaller transports would definitely find a roll. SP not so much, but tbh, could be fun anyway, but definitely in MP, provided ED update the Stores system for airports/farps and tie it all together. Being able to do cargo and paratroop drops would be pretty cool too. I'd totally buy a C-47/DC-3 regardless though, just for the sake of flying it.
  24. Just tested, works fine for me, using a cold start aircraft. Can you post a track showing startup and takeoff?
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