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Everything posted by Reflected
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Excellent, thank you so much for the valuable insights! Much appreciated. I guess I'll leave it on 'CM' for the Horrido and Jagdflieger campaigns
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Calling Luftwaffe history buffs: I'm looking at the different ammo belt options in the rearm menu. Which one would be most realistic for a frontline squadron in 1944? Would they specifically rearm with "anti bomber" for intercept missions? But those are not pre-planned, they just scramble...so did they go up with "combat mix" or did they use "anti bomber" all the time since that was their main role? What would be the historically accurate ammo belt to be used in my campaigns? (same goes for the 190) Thanks in advance!
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Winner winner chicken dinner! Excellent idea, and you're right! On the winwing stick and throttle, the 2 positions of a switch count as 2 separate buttons, which is great. But when assigning the controls I released the paddle switch too soon it seems so the released state counted as 'depressed' in game. Many thanks for the help!
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You probably know that with each of my campaigns comes a custom UI background that you can select from the options/misc menu. I'm happy to announce that as of the next update you'll also get custom menu music when selecting these themes.
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The track works, then I take control and it doesn't. My track is from a vanilla mission over an empty map
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Crown says "We have a reconnaissance team with 2 wounded and the enemy is right on top of them. They're in Bravo Quebec 5-2-8-2. Contact Bravo 6 on 42 decimal 6." So you switch to 42.6 on the FM radio, and just fly in the general vicinity of that location. BQ5282. Or find the circle that's there, and take note of where that circle is relative to a landmark you can recognize easily (golf course for example) https://en.wikipedia.org/wiki/Military_Grid_Reference_System Once you are in the general vicinity, you'll make that call automatically, no need to use the radio menu (you're trying to press the comms menu button which doesn't work in the air. You need to press the push to talk button on the stick like in the real Huey) Icons are disabled for the campaign, there was no GPS back then and visual navigation/ dead reckoning is quite easy on such a small island.
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I didn't even know you could close them...
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Yes I will, in all of them. I thought I already have..
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30mm hit effects are tiny compared to real life
Reflected replied to motoadve's topic in New Damage Model Bugs
I'm with you here, I've ripped P-51s apart with a few 30mm shells. They're plenty effective. Maybe more so than what I see on the guncam footage, but definitely not less. Perhaps it's just the structural integrity of the wing spars that's overdone? -
I have the normal spring centered stick. I don’t have the Hornet though
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Mine is also a winwing F-16 stick. No matter if I set custom curves with deadzones, or the new special option curve, the AP has zero effect. I'll try to record a track. EDIT here you go. Special options disabled, curves set to a deadzone of 12! Zero reaction to the AP switches... f16ap.trk
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Seems like I didn't include this page in the mission kneeboard files, I will now. But all the checklists are available as a pdf in the doc folder of the campaign: Paco will of course not be immortal until you're supposed to shoot him but that's after the fight's on call.
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I don't think so. but it's core AI code.
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OK, I disabled the new special option. Set a deadzone in the controls menu, but the AP still doesn't do anything...
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I have a much bigger deadzone but set via the special options...why are those ignored, then?
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I meant in real life. In real life the wingman doesn't turn on their formation lights. But it's still moot as I still don't have control over the AI's lights.
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As soon as ED will extend the 'unlimited fuel' trigger to the player's aircraft, it will work
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Rudder effectiveness at taxi speeds
Reflected replied to Reflected's topic in Western Europe 1944-1945
I'm not expecting not to touch the brakes, I know how taildraggers work. What I'm saying is that the US Warbirds' rudder has absolute zero effectiveness at taxi speeds right now. -
Rudder effectiveness at taxi speeds
Reflected replied to Reflected's topic in Western Europe 1944-1945
Ok, so I'm not just imagining things... -
Rudder effectiveness at taxi speeds
Reflected replied to Reflected's topic in Western Europe 1944-1945
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I just saw this video and it reminded me of something. With the exception of the Spitfire I can't make any of the other warbirds turn on the ground or stop turning by using the rudder only, without differential braking. When I taxi the Spit, and add a burst of throttle, say 1500 RPM, the rudder can initiate a turn or stop one. In combination with the brakes it's a nice experience. In the P-51, P-47, 109, there is absolutely no point touching the rudder, the only thing that can make them turn are the differential brakes. Stopping a turn requires so much braking that the plane just stops (if I taxi at the recommended speeds) I wonder why it is so? Please please don't turn this into a generic 'taildraggers' thread, and yes I know about tailwheel locking mechanisms. Don't hijack the thread with those. It's about why the Spit's rudder has some (little ) effect, and why others don't at all.
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@MAESTR0 beautiful update, thank you! Can you please confirm if any of the parking spots changed at any of the existing airfields? Placement or numbering, anything. Such changes can potentially break missions and campaigns and it would be nice to know if I need to check/test anything. Thanks!
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+1, I'd also love to see some Iranian bases on the map. So much historical potential for mission makers...
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Deaf soldiers die young
Reflected replied to DimSim's topic in Spitfire LF Mk.IX Beware! Beware! Campaign
Yeah, happens a lot with the ground AI. They deviate from their path so much, they basically have free will... they deserve to die… -
Communication with AI wingman
Reflected replied to LOW_Hitman's topic in F-14A Fear the Bones Campaign
The Tomcat has 2 radios. If you're on the same freq on radio A, but you're telling him stuff on radio B, he won't hear it.