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MYSE1234

ED Closed Beta Testers Team
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About MYSE1234

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  • Flight Simulators
    Warthunder
  • Location
    Sweden
  • Interests
    3D modelling and texturing

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  1. We need to load the total possible amount possible, and then only use what we need. This is why you see the 72 flares and 1080 chaff even if you have no KB at all, or only have one loaded. So if you have one pod hung, you will only use that one pod's worth of countermeasures. Which is why you see 36 flares, or 540 chaff, left when the one pod is fully used up; Half the total possible CM on the aircraft has been used up as there's was only one pod using them. Would you have had two pods it would be 0 flares and 0 chaff left on the aircraft, as both pods would be consuming from the total amount. As for not being able to change the amounts anymore: That was an intentional change as it made no sense at all, seeing as the pods have dedicated compartments of the pod for chaff and flares. So sticking flares into the chaff containers, or vice versa, wouldn't really make sense. They kind of are what they are. Hence it was removed.
  2. IIRC it's the former; It looks at the unit's "IsJamming" flag, and if true it shows the effect. It would however appear that all ships, always have that flag TRUE. And I'm pretty sure I've seen jamming from aircraft, or have seen my jamming on their screen.
  3. Not being able to jettison the rack itself was an intentional change, as it was not possible IRL. What the jettison button does is it just drops any bombs on it, but the rack itself stays on the aircraft.
  4. This is an unfortunate bug that managed to make it's way into the last update, and is only affecting the waypoints in the kneeboard; It has since been fixed internally and will be included in the upcoming update. The text in the "Waypoint name" field will unfortunately not be fixed in this update (the random characters), but the one after it (but it's already finished and ready).
  5. If I were to guess, it looks a lot like this one:
  6. Correct
  7. Sure, it doesn't differentiate between a "normal" runway and a road one, it will just use whatever it has stored in "BANA" on LS.
  8. If you see B0 on the destination indicator it means LS does not have any data on it (unfortunately happens to aircraft that use the "spawn on ground" option), and thus have to be set manually prior to take off. This can be done either with a REFerence code (90xx) or with coordinates (LoLa), if you do it with coords you also need to manually enter the runway heading after the coords. So to fix the issue you're seeing you have to enter 9014 (for Kutaisi) on LS, after loading the cartridge. After that you will be able to select the correct runway (as LS now has data loaded into it, instead of nothing).
  9. Each digit is like a miniature projector kind of thing. No idea what they're called.
  10. The one(s) you've marked above are two decals saying: "Firefighting" and "Stab here".
  11. 37906 is that aircraft's serial number, and is a (AJ)SH model.
  12. Oops. Very important word that I missed to add. Fixed...
  13. Not sure, but you're likely doing something wrong then. It worked perfectly fine for me just now. Do you maybe have a track or a .miz you could upload? This is what the manual says.
  14. It's "0" and "4" to start program 4. And yeah, unfortunately the automatic mode is not working.
  15. Sounds like you maybe have a weapon selected, and are thus given altitude commands for weapon release. Having a Rb04 selected for example, it WILL command you to 240m.
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