

Rolds
Members-
Posts
581 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Rolds
-
Cannot aim Kord gun in door gunner view
Rolds replied to Rolds's topic in Controller Questions and Bugs
This bug was actually fixed, as of the latest open beta it is back to mouse aiming and track it viewing, I didn't see that mentioned in the changelog but thanks! -
I have this same problem, my push to talk keybind sometimes works and sometimes doesn't. When it doesn't, fiddling with seemingly unrelated things (such as auto/manual prop pitch governor, clothes heating circuit breaker) eventually results in it working again but not in a consistent way so I am not sure if any of these are related to the problem.
-
This unit appears to not be able to take hits, and therefore damage. See attached video, notice on the mission log shots are registered and they appear to hit, but no hits are registered and neither is damage. Based on this video I believe the bunker should be reduced and destroyed over several hits from a sherman:
-
This the first time I ever had this bug, flown today on open beta in mission 1 of the big show. Gunsight disappeared around 13:50 mission time, about 25 minutes after start. Unfortunately I forgot to save the track I don't know if there is anywhere these automatically save.
-
[FIXED] CTD on master arm unsafe, track attached
Rolds replied to Rolds's topic in Bugs and Problems
3 racks of M/71 LD, 1 dispenser pod, 2*RB4J, Xtank -
Strange CTD, I got a C++ window popup that I have never seen before. Open beta, multiplayer, played today. Open Range-20191123-105107.trk
-
After pressing "4" in flight I am taken to the door gunner seat, and I can fire the gun with 4, but I cannot aim the gun. I am using track IR. I cannot find a setting to select between mouse view or track IR aiming, and I get neither. Could someone please tell me how to implement mouse aiming, or confirm this is a bug?
-
The track file is 17mb and therefore too large to upload so I'm left just describing it. I believe the player was set up to T/R with the tacan when he left but can't ask him right now. At that points the Stennis which was boardcasting tacan and ICLS stopped broadcasting both (I was receiving both on final approach when both went down at the same time as the other player left the server. Played today on 2.5.5.33552
-
Wish I could offer a track but this is crashing in a way that doesn't appear to let me extract one. In the above mission, chose on red coalition the F18 slot, set rockeyes for Auto release mode. with the hud as SOI pressing TDC down causes an immediate CTD. EDIT - in further testing I find that you need to set the QTY to 4 and change the interval to cause the crash. With the weapon set to fire singly I was able to set a target point with auto mode, but then changing the QTY to 4 and changing the interval to 65 on the UFC caused the crash. version 2.5.5.33552. Testbed 5.miz
-
I didn't get Rolex calls, or a press space when visual on target, in this mission in two tries. I only pushed to the awacs 144.2 freq when it came up in the dialogue with Dodge 2-2. I eventually decided to destroy the ship and the mission progressed.
-
I should add I've really enjoyed this campaign so far
-
Spoilers? My thought as we are flying home with the dustoff complete..."why didn't we demo the truck?" I imagine would not good for the current scripts to destroy a blue coalition truck that you needed to keep alive, maybe the mission could have it despawn and respawn an identical redfor truck then have orders to destroy it come from overlord to deny its remaining contents to the enemy.
-
Turning off civ traffic in the option does not remove boats
Rolds replied to Frag's topic in Mission Editor Bugs
I think the tankers in the Persian gulf map are part of the scenery which I think is a bit of an odd decision on the developers part, but I do know of a workaround. You can place a trigger zone in the area you want to clear of static boats and use the scenery remove triggered action to get rid of them. Can be done any many times as you like so you can get rid of specific static boats if you like, or to work around the restriction that trigger zones must be circular. -
Night vision on Gazelle L and minigun variants
Rolds replied to Polychop Simulations's topic in SA-342M Gazelle
I don't see why a crew member of an L or M couldn't just put NVGs on, is t this something where the mission editor could have a "dismount NVG" checkbox if people wanted to enforce no NVG gameplay? -
At first I thought this might just be op toppling the gyro but it is not the case, the artificial horizon and the turn indicator appears to have somehow gotten connected with the elevator trim. A moderate level turn can cause the artificial horizon to freeze in place, then using the trimmer switch unfreezes it.
-
This might be a real long shot, but for mission design it would be great if we could fly a maneuver, say a pop up attack, and record it somehow so that it is a script-able action for an AI to perform. For example if you wanted to do training missions like Kursant you could record the correct way to do the maneuvers and have the trainee fly formation with the AI instructor to learn them.
-
Having wind in a server interferes with the tail wheel
Rolds replied to Rolds's topic in Bugs and Problems
In this video I hold the stick back to show that it doesn't influence what I am complaining about with the tailwheel: -
Having wind in a server interferes with the tail wheel
Rolds replied to Rolds's topic in Bugs and Problems
I know and that is not the point here I'm trying to show the jitteriness and the way the tail wheel drags along stuck to the side. Edit 1 - I'm uploading a new video to show stick held back doesn't change this. -
Having wind in a server interferes with the tail wheel
Rolds replied to Rolds's topic in Bugs and Problems
Here is a video to try to better illustrate what I'm seeing. -
Page 3 of the mission 6 documentation has an End Vul time of 1454 which I think is a typo because the push time is only 1451. The lineup card shows an End Vul of 1554 which seems much more reasonable.
-
mvsgas I bet you're right, what I'm finding is it is like there is a wide cone under the aircraft within which the laser will fire, but once it is on you can move the laser out of that cone, which was confusing me a lot.
-
I am not sure if this is a bug or intended, but I am pretty sure this doesn't work the way it used to. It seems manually using the laser with the NWS button is now dependent on aircraft attitude. I was finding while flying in an orbit around the target that the laser wouldn't fire (no flashing character on the TGP screen and no visible IR pointer), but after much fiddling figured out that if I rolled the aircraft away from the target it would fire. I believe this is different from before, when it seemed hitting NWS button fired the laser regardless of aircraft attitude. Note that this is NOT an issue of the airframe blocking the laser. Once I figured this out, I could roll away, fire the laser, and roll back and the laser would still be on and still not blocked by the airframe, confirmed by the IR pointer being visible all the way to the ground and not clipping through or stopping at the the wing or pylon or anything. Hope that wasn't too confusing I also made a video to try to show this happening. Played today on open beta 2.5.5.33184
-
Would be nice, a little further testing revealed something else, depositing a cargo onto a moving vessel results in the cargo floating at a fixed point while the ship steams away, leaving the cargo hovering in mid-air. Perhaps this feature also needs a way to dynamically set a "link unit" while the mission is running, or something similar.