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3mta3

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Everything posted by 3mta3

  1. The AI gunners are surely snipers right now. But I recently read Speer's Book - Inside the Third Reich and in it he mentions that Galland and himself estimated one German fighter would be lost of each enemy bomber destroyed. A statistic that seems amazing until you realize there is no safe way to approach these heavily armed bombers and they are very hard to destroy. Speer/Galland actually thought they had the advantage with that attrition rate as the enemy crew (2 pilots) was usually lost or captured while the German crew (1 pilot) that survived parachuted and may return to duty. Anyway, a historical perspective that getting one bomber is pretty darn good.
  2. First time flying the F5 in ages, and yep, black hud, nearly unusable. I can't figure out why ED seems obsessed with HUD's that are nearly impossible to see through.
  3. Same issue here. Stuck holding short. Also could you load the MWS? It's defaulted to not installed now unless you load it in mission editor.
  4. I just struggled with this same issue. It seems like you have to go CMD forward again after passing IP. FPM should change to the diamond symbol. I also believe the small cross on ground goes away but is still being used. Took me about 10 attack runs to figure it out. CCRP also works with same technique, not sure if it’s a bug or not. It you don’t see the diamond instead of FPM, bombs won’t release.
  5. The tanker is reporting its velocity now on the initial rejoin call. With the 2/14 beta.
  6. I had same issue. After landing and rearming, when I hit "U" to connect, jet was thrown wildly, causing damage to carrier and of course my aircraft. I was partially off the deck, but able to do a repair. Tried again, same result, except this time aircraft exploded. I'm trying to narrow it down if it's only the "second" launch as the initial launch after spawning was fine. Still testing. Added a couple of tracks. I've had it happen on CAT 3, four times now. cat launch problem.trk cat launch problem2.trk
  7. So if anyone else wants to have the historical symbol on the tail - you need to rename the file bf109 to Bf-109K-4_DIF in mods/campaigns/Bf 109 K-4 Jagdflieger Campaign/liveries/Bf-109K-4/livery you want to modify. Reflected - thanks for the wonderful campaign, I'm having fun flying the 109 again. Also have your P51 campaign and going to purchase the F-86 as well. Thanks for giving me a reason to fly the warbirds again. Nice break from the jets.
  8. If you change the flag for ground starts the enemy cap can be stopped by bombing airfields. They won’t taxi or takeoff into a bomb crater. I made trigger zones on all the runways I want to stop and then trigger an explosion with a radio command. Puts that airfield out of service. Also it helped to edit the weapon load outs of the enemy units that spawn. They are on the map in the upper right portion of the map I believe. Take away the radar missies and lower them from Random to average good. All this really helps keep the enemy caps in control else like you say I’m constantly swarmed with enemy cap aircraft. The other problem I fixed was having the user generated CAP flights return to different airports. Changed the landing waypoint. They ALL are trying to return to Kashab which is a restricted airport in that landings and takeoffs happen opposite directions. I’ve seen the AI jammed up trying to land orbiting with gear down, go around repeat for the entire time I’m in the mission. And you can’t spawn a new flight until they finally do land.
  9. Do you have the description.lua changes needed to activate the historical liveries? Or perhaps a download so I don't have to manually change them? Just looking through the mission editor and several of your included liveries have the hakenkreuz ghosted out, but many don't. So I would like them all historical. Thanks.
  10. I've been waiting for someone else to mention this. Happened to me several times. Didn't save the tracks. Seems to be caused by running engine for quite a while on the ground. Generator fails, cannot be repaired.
  11. Really like this mission. I've been having trouble with the AI support flights. They all get balled up trying to land/Depart Khasab so I can't get new support flights for a different area. Maybe have the support flights RTB somewhere with more runways. Also the ships around Havadarya, they seem to not be persistent? I destroyed them, and when I restarted the mission they were back again. Is there a way to dial back the A to A threats a little bit? Thanks again. Love the mission.
  12. Ok, interesting. Most jets won't gravity feed for start, and it's rare that the engine can stay running at anything but low altitude with the fuel pumps off. I will have to take off with the fuel feed (fuel pumps) off, climb and push over and see if engine starves. Edit - So I did just that. Fuel feed switch off, massive pushovers, neg g, inverted flight. Engine ran entire time. Shut off fuel master, engine quickly flamed out, did a neg pushover and then turned fuel master back on, engine immediately relit with no fuel pumps on. So I'm pretty sure the fuel feed switch and fuel pumps are not yet working as they do in the real jet. It was interesting to see in extended inverted flight the oil pressure does fall off, indicates zero, Hyd/Oil Pressure warning light comes on, But as long as I could maintain the neg G the engine never flamed out. Maybe I just didn't do it long enough. Was fun to try. Made a ok flameout landing at the end, just for fun. Entire flight was with fuel feed switch off. Viper neg g with fuel fee off.trk
  13. Weird, did exactly that. Battery switch on, Hot Mic switch on, Intercom volume full up, canopy closed. No response. Hot Mic switch off canopy closed - no response. Hot mic switch off - canopy open - immediate response. Viper ground crew fuel doesn't respond with closed canopyt.trk
  14. Well it doesn’t work for selecting fuel feed either. I ran it the entire flight in forward and another in aft and didn’t cause any change to the relative position of the fed/aft fuel needles.
  15. Works for me with engine running. Canopy open. No joy canopy closed in any power configuration including ground power. No bug though. So all is ok. It’s just me.
  16. Battery on, engine off canopy closed no response. Engine on canopy closed no response. Only response is if canopy open.
  17. See attached track. Try calling rearm with canopy closed, no effect. Canopy open, they respond. Chocks are also invisible but still work. Track won't upload but same .trk as the engine feed inop report track.
  18. No effect noted, can start and run engine with switch in off. No change in fuel feeding on Aft or Fwd Setting. Viper ground crew fuel feed switch flight.trk
  19. I have this same issue. Ground crew respond only if the canopy is open. Along with this issue - I noticed that Chaff/Flares do not rearm.
  20. I love the mission. It was a little frustrating to get shot down by a Mig31 while refueling right over the carrier group. Didn't bother shooting at the S3 tanker, just me. Didn't have enough fuel to do anything, I just thought that I would have some protection right over the carrier. Guess not. Great mission, other than that.
  21. I thought they were supposed to be locked when wings folded? The static aircraft all have ailerons fully drooped, vs the player flown aircraft (powered off) where they are locked. See attached photos.
  22. Thank you, found a duplicate civilian standard livery in my saved games folder that was causing the conflict. Works fine now!
  23. Thanks but I have already searched.
  24. I've noticed a missing texture/livery. Olive drab. In mission editor there are two entries for this livery, but both display the missing texture livery when selected. I've searched Bazar/Liveries/uh-1h and there is no "olive drab" folder nor is there one in my saved games/liveries folder. I've tried repair. No mods are installed. The question is where is this double livery entry coming from and how to I repair the missing livery?
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