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Alerax

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Everything posted by Alerax

  1. Interestingly, I just did some guns only dogfighting and it "felt" the F14 performs better with the fuel tanks on... No hard evidence, but anyone tested this? -Alerax
  2. Hi Beppe- 1.2nm aft from the boat is the max distance to not be long in the groove. -Alerax
  3. Hey Skull, the call for channel 13 is for comm channel (LSO callouts) not ILS channel. I suggest going to the Carrier Information Menu to get the ILS channel. -Alerax
  4. Colmillo- can you send me your tacview file? To get signal Charlie call, you have to be in between 10 and 11 o’clock at 4-6 NM from the Carrier with less than 500 feet/min of altitude change. Can you check if you meet these criteria? -Alerax
  5. Hey Chaser, this might be a PC issue. Have you tried unchecking the hide file extension? -Alerax
  6. Hey FunkyFranky - thanks man. This is what I was missing. Originally pegged the AoA to 10 degrees (= 15 AoA units), which wasn't that far off. Updated the v2.5.1 to incorporate the conversion. Thanks! Alerax
  7. All- v2.5 updated. Let me know how you guys like it. Note that the F-14B AoA calculations is a bit weird. Somehow, the aircraft's AoA does not match in the game AoA. Will tweak this as I fly the pattern more. Enjoy -Alerax
  8. Mariner, you are too kind. This is just a small clean up, nothing compared to what Heatblur has given us- an incredibly satisfying and detailed module to fly!
  9. Hi mkiii- turn knobs are a bit finicky to work with from the user side. It's typically something that needs to addressed by the developer (at least that's my understanding so far).
  10. Ah yes, however it only works for spring-loaded switches where when you release, it returns to center. Now speaking of that, I should update some of the spring loaded switches accordingly (e.g., nose strut). It would be great if there is a way to code switch increments where the position holds (e.g., lights switches, taxi switch). I think this can only be done by the dev.
  11. Hi all- I've been a bum and never really updated you guys on the progress. Just spent this past weekend updating the script for the F-14B and attempting to output a flight path tracker for post-flight review. Going to send this out for testing this week and if all goes well, will release the v2.4. -Alerax p.s. If anyone is interested to test, message me and we can connect on discord. I'll max at a couple of people.
  12. Sure! I only grouped them under "-Modifications" as to not get it mixed with the official keybindings. Also, if you know how to make toggle switches, please share! -Alerax
  13. Completely agree with OP. Until Heatblur implements all the controls, see my post for pilot additional keybindings. https://forums.eagle.ru/showthread.php?t=235493
  14. I feel you. For now, use this: https://forums.eagle.ru/showthread.php?t=235493
  15. Hopefully, Heatblur officially adds these keybindings.
  16. Being someone who enjoys binding all my keys and minimizing the use of a mouse, I've pulled together the missing keybinding controls for the F-14B (pilot only). Note that these are simple key presses and not toggle buttons. Heatblur- if you are reading this, feel free to add these controls on your next update as a stop-gap measure. I highly suggest creating a toggle command for the two position switches and up/down command for the three position switches. This is such a great module, and having these keybindings really make a difference for us sim pilots who strive for as much immersion as possible. JSGME ready, just put the "F14B - Controls" folder into your _MODS folder. Let me know if there are any errors. Enjoy! Alerax [updated 3-26-2020] F14B - Controls [03.26.2020].rar
  17. Hey All- So sorry for the radio silence. It's been a crazy several weeks/months. I finally got to the point where I can share the new updated Fast/Slow and Settle/Climb calls such that I'll upload the V2.3 this weekend. This will also include several additional bug fixes that have been mentioned in the post. In addition, I really appreciate everyone who has helped answered questions as well (HighwaymanEd, Jabbers, Painter, and others who I'm sure I've missed). As for the Case II/III release timing, this will have to wait until the holidays for any real progress. Just want to make sure I set the right expectations. Thanks, Alerax
  18. Thanks mdhoover- I actually have the Fast/Slow and Climb/Settle calls completed and is going through testing at the moment. However, appreciate you sharing the script! -Alerax
  19. Hi RyboPops- couple of responses, been busy with other things and coding so apologies for the delay. Unfortunately, I'm not aware of scripting ability to call out cockpit functions/arguments. Agree that this will be awesome and will look into this, but no promising. What I might do is to create another "mode" called Carrier Qual and allow players to fly this. Will have to queue this up with other features. First bug fixed, will look into the second bug. Good suggestion. The reason I kept it the same is because player's need to call to Carrier for lights. However, will put in something that allows for a different freq if the mission designer prefers. I believe you technically can do this already. Just check-in Pattern individually and fly in a section when entering pattern. Will consider this. Again- thanks for your patience and suggestion. -Alerax
  20. Hi RyboPops- you are correct. They are missing symbols (e.g. degress, +/-). In the next update, I've replaced them with standard symbols instead. And nice landing by the way! -Alerax
  21. -Definitely. Thanks for the suggestion. I'll add this to the list of feature update. -Yes, you are correct. The positions are referenced in the groove (i.e. from the ball call to the Carrier ramp)
  22. Hi Painter- I'll include a script to reload the F10 menu, stay tuned. Thanks for letting us know if the issues- Alerax
  23. Hi Painter- It sounds like there is some timing issue when a player loads into the game and when the menu is created. Can you try having the person without the F10 menu fly away from the Carrier pass 45NM mile then turn back in to see if the menu is recreated? -Alerax
  24. Ah- I misunderstood your question. Thanks for clarifying. Actually, you can save the file to any location you want. Once you use the trigger to "Do Script File" the script file itself actually gets saved into the mission (.miz) file and gets referenced from there instead. So technically, once you put "load" the LSO Script file in the Do Script File trigger and save your mission, you can delete the LSO Script file itself. -Alerax
  25. Hi HellsBells- Not at the moment, but should be an easy feature add. I'll check it out and let you know. -Alerax
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