

iLOVEwindmills
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Everything posted by iLOVEwindmills
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Perhaps using it for ranging to get more accurate CCIP calculations? That's the only thing I can think of, I assume the system isn't implemented yet with the camera and auto release.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Who is this we and us you are talking about? I don't even know who you are or what side you fly. I never even mentioned sides being relevant in this but it seems some cannot help but take things personally because of some perceived slight to 'their' side. No, you can't normally push into 3 far airfields when you need to split your forces between CAP/CAS/SEAD/helo, and you have 10x the flight time while there is a defense that can go pure CAP. -
There are more pressing issues anyway when it comes to the effectiveness of bombs, which hopefully take priority over the modelling of additional fuses etc.
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What happened to the "in a few weeks"announcement?
iLOVEwindmills replied to sirscorpion's topic in Polychop-Simulations
Hellfires for the Bo105 as well, don't think we had any indication that was planned before this. -
It seems like its both JF17 and JH7 btw from Deka. If they do make it as a developer that should basically balance things out for red quite nicely. Some more Soviet stuff to pad things out would certainly not be bad though.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Pushing into pak5 when your only fighters are on maykop and minvody is a complete pain. It just does not happen when there are actually people defending it who have a slight idea of what they are doing. The flight distances are way too long for the attackers, and any lost plane means at least a 130nm flight from the closest base. Any defender that gets lost is back on station as soon as his wheels are up. That's not even counting the farp and deployed defenses. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
There is some issue with GCI having insanely bad radar coverage though, seems to be the case on both sides. Planes are dissapearing constantly even though they are flying near homebases. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
That would make things immensely confusing, and I don't see why it's necessary. We already have the side specific F5/21 appearing on airfields that are captured, it's a choice to add a few high end side specific fighters. -
How does a FFB stick prevent you from using curves? And how fast is the control response from a real 21 compared to this, is this how you feel it should be or do you have actual numbers? Also I never heard of a 'delay' on rolling, not even on WW2 machines.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
That's the reality of blue flag, nobody can push unless teams are empty. It's not possible to do anything with even teams as long as captured airfields have no fighters on them. -
Linear input leads to nervous and twitchy flying? Yes, that's what it does and that's why you can change it. Its a natural consequence of the sticks most people are using (and the limited accuracy of your arm movements I guess), not too mention the amount of different sticks and customizations that exist. Obviously there needs to be a way to tune this. Gain speed moving the control surfaces? Superpowers in multiplayer by adding curves? I'm starting to feel you don't know what curves do or why they are there?
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
People actually want AI back? It's been so much better without their all seeing cheats, and randoms triggering 5 airfield and sending entire fleets of them into the air. -
Fixed link
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Welp
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'Planned' was probably too big a word to use, it has been mentioned by Cobra a few times as an attractive option due to high degree of commonality with the 21. Looking further back there was apparently an old member of the 21 team who said it was actually 'planned' but that was a long time ago. This was obviously also before the Viggen, the LN/HB split and much more we had no idea about how it influenced their plans. So while there's no evidence they are working on it, these are still good reasons why they could do it. A lot of commonality with 21 would really lighten the workload for what is a small team now. Also a big thing is that they are looking to regain financial stability as per Dolphin's post, so a 'big' module that doesn't have to be build from scratch sounds attractive. If we're making wild guesses as to what they are doing, I don't think the 23 is the worst gamble to make.
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The 23 was planned at some point by LN, but this was put on hold/cancelled a long time ago. Not clear if any work was ever done on it, or if it was just a plan. I do hope their next plane is a Soviet jet. Despite being one of the older models the 21 still outmatches many newer modules in quality, and I hope to see more like it. 23/27/22, I'll take anything tbh.
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I find it somewhat hard to believe they'd put 2 WW2 fighters on hold to then make a different WW2 fighter.
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Don't get me wrong, I'm not suggesting that there shouldn't be ground targets. I think those are critical for making a mission interesting. But the scripting is not necessary to have the ground targets right? I'm just wondering if those extra functionalities are worth preventing the server from running stable. Maybe I'm not following exactly what the issue is, but its not possible to simply cut loose the scripts that give the problems?
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What are all the scripts even doing? I'm pretty sure that 95% of the people fly the server to do 21 vs F5 dogfights. I appreciate there are some ground targets, but I'm not sure if the capturable fields and stuff justifies the permanent instability.
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Please just admit the FA2 was not an A10 with amraams on it so we can move on with our lives.
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afaik the 18C can't use the pod, and the A6 we have heard almost nothing about.
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Which other module is underway that can do that?
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I actually got around to trying them today. They seem to have gotten the same treatment as R3R, very poor acceleration at higher speeds as you can see. You might be able to see in the vid, but it did not even get very close to the straight line F5 I was engaging. Then I almost kill myself by rear ending the missile. I would not consider it remotely worth it over the R60M. The range increase is negligible if it's even there at all. In addition, R60M are fully capable of doing head on attacks and are practically all aspect atm. This is on top of being significantly more manoeuvrable. R3R are still somewhat useful imo since they give you slightly longer range in a headon than R60M.
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Hi, sorry did not see you reply for a while. I just ran a quick test from airstart and after switching the gear level to 'up' it lost pressure to operate the brakes within 5 minutes. I don't know how long it took before, but it definitely was not 5 minutes. I'm looking here at the left needle of the gauge under the radio channel knob. Do you mean when it hits 5 by 50? Because the pressure was still dropping after the brakes seized the respond. I didn't catch the exact moment they seized being usable, but around 5 sounds correct. Also, the brake lever itself does not move anymore once you are out of pressure. This was initially the thing that made me think its a bug, or is it correct that the lever would seize as well? EDIT: oops, also did not see Golo's reply. Well, I'm hereby confirming it then.
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The previous FM was not right, all it did was flop through the sky like a drunken cow. The thing had flight characteristics that I would not even consider acceptable on a bomber, let alone a fighter. I'm not sure what the video is supposed to do, it does not show any of instability and constant wobbling in the previous FM. Neither do any of the other videos I have seen posted. All I've seen so far in these videos is confirming that the current FM is much more accurate than the horrorshow that was the last one.