Jump to content

MYSE1234

ED Closed Beta Testers Team
  • Posts

    717
  • Joined

  • Last visited

Everything posted by MYSE1234

  1. Bx1-Bx5 will result in a nav fix, just like doing a nav fix on a B point. Only difference is that the system will not make you fly over them automatically. The use for these is if there's a good fix point along the planned route (that will be within the radar's FOV), but that is not something you want to fly past, you can use the non-RB15 waypoints (Bx1-Bx5) to make a nav fix. So something like: You're 60km from B3 and flying toward it, and it's critical you hit it it exactly or enemy radars will spot you (or whatever...). You're aware that you have some drift and that you have Bx1 on your 2o'clock at 40km. So to fix the drift you select Bx1 and turn on the radar. You see the fix location where Bx1 should be, and make a fix. Boom you've fixed the drift. After the fix you just select B3 again and continue on just as planned. I find them quite useful when flying over sea and gathering drift fairly quickly. Just pop Bx point(s) along the coast and do fixes once in a while, and you can keep flying the planned sea trip fairly accurately. Just select the Bx point that will be visible on radar and do a fix, then just switch back to the B point and continue on.
  2. The LAND/SJÖ switch is 100% used for the doppler radar and not the radar altimeter. It was tested internally too and does function.So the manual is incorrect on both what it affects and that it does not function.
  3. Do you know on what page it says 2 and 5 minutes for alignment and overheating respectively?
  4. The OP has been updated! EE version of the white cockpit CE fixes Reduced texture resolutions of modified textures from 8K to 4K - no visual loss and less memory used AN/ALR-300 symbology mod
  5. Will upload the EE version and the fixed CE tomorrow. There will also be an optional mod for the RWR.
  6. Your Viggen looks a lot like an F-5 in that track for me. It sure does look weird in that screenshot though, don't think I've ever seen them doing that myself.
  7. Any chance you can get a track file for us to look at? I'm unable to reproduce them turning away from the target waypoint in that same mission.
  8. That's what need fixing on the CE. As well as just updating the base textures in general, to the new slightly brighter ones.
  9. Yes, you need the F15 livery for the F10 and F21 liveries to work correctly. As @Rudel_chw said it's to save some disk space as the three can share some of the modified textures, and I used the F15 one as the "master" livery which hold the shared textures. The textures were made for the PBR materials added with 2.8.X, so it looking weird in 2.7 is expected as they weren't made for it.
  10. Maybe in the future, but likely not soon. I also noticed I need to fix the CE a little too, so might get both done at the same time while I'm already at it.
  11. It broke again?! I'll probably have a look in the coming days. Thanks for the heads up.
  12. I think if you install those last, in no particular order, it should be fine as they themselves don't conflict with each other. If I remember all the mods correctly..
  13. Edit: Actually.. Would I be correct in assuming you only installed the F21 livery? You'll need the F15 one for both the F10 and F21 liveries to work correctly. If you do not have the F15 one, that is what it would look like. Hmm, that is very weird. Using the downloadable zip above it looks correct for me. Just to make sure it's installed correctly. This is where and how it should look like: The new ones being the zipped F10,F15,F21. Also yes, there are two(?) F21 livries already that come with the module as standard: The "Akktu Stakki SF-37" and "37402"
  14. With the new PBR materials added to the Viggen last month it was finally time for me to rework the camouflage pattern, the decals, and also adding and changing some of the external details of the aircraft. Made with a modified version of the new templates. The liveries can be downloaded: HERE Get them while they're in stock! (97/100) Liveries included: F15 wing (152. div.) - A plain aircraft with no additional decals F10 wing (101. div.) - Same as the one above, but with the addition of the ghost decal on the tail F21 wing (211. div.) - Same as the top one, but with discolored and worn out paint F21 wing (211. div. Akktu stakki) - Same as the F15 livery but with custom nose art - IRL it's a SF37 that is painted like this Enjoy! More:
  15. Change the 1 to a 6 and it should work, for now. I'll update the post above.
  16. Probably worth it to change it from "non functional" to something else as it does in fact do something, but probably not worth going in-depth on it.
  17. Easy to check with a basic mission made in the mission editor.
  18. It does function. Only "problem" is that it doesn't really help in removing the jamming effect, but it does function as you can see the radar image change depending on the position of the knob.
  19. Yes, the numbers can be disabled by editing the description.lua for each livery that currently show the tail numbers, but should not. What you need to add to the file is this: custom_args = { [850] = 0.6, -- dynamic tail numbers (>0.5 = on) } Just paste that into the file(s) and they should be removed.
  20. Not sure what to say tbh, using the track it loads the cartridge just fine. 9099 is entered both automatically and manually, only difference is LS not being pressed after punching in the numbers when you did it manually. I'm guessing because you did not get the numbers on your end.. The 9 button is indeed held down when using the auto start but doesn't seem to affect it negatively in any way, other than being held in visually. And as you said pressing it in some way makes it pop back out. Do you have the ability to record a video of it perhaps, as unfortunately the track doesn't seem to very helpful in figuring this out? Preferably not in VR
  21. Oh, my bad. CB testers might have a different limit then. A dropbox or google drive (or whatever you might have) link will work too. Also with a file that large I assume it's from a multiplayer mission, are you able to replicate in in let's say the "cold start" mission too? Or is it only on that one mission? Using the cold start mission should result in a much smaller file size too.
  22. Right here in a post would work. Max file size is 64MB, so should be plenty
  23. It's client side only, but will require the server to not use "Require pure scripts".
×
×
  • Create New...