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Opalias

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Everything posted by Opalias

  1. So with the Viggen's amazing short take of and landing capabilities I couldn't help but try to land on a carrier. To my surprise, it actually wasn't that difficult, even flying a normal carrier pattern is pretty achievable, sometimes I even stop short of where I would have using arresting gear. So as I taxi off the Landing area please as punch and contemplating a carrier born Viggen squadron I clip through the elevator on the carrier and lose a main. This has happened a few times and always seems to be related to an elevator. As absurd ad a Viggen on a carrier is, it would be nice to have the option, and if this clipping is related to a larger problem maybe this observation will help you get out in front of it before it manifests somewhere more problematic.
  2. I would check your bindings and make sure your trigger and safety are both still mapped correctly. Are you getting the expected HUD symbology?
  3. It’s because once you are weight off wheels you NWS button is your radio button.
  4. I like it. Sling loading is a lot of fun already and adding this and rescue mechanics would be a great addition as well as potentially integrate well with the carrier ops.
  5. So I’ve read the manual a bunch of times, but there are some things that are still very confusing to me about the bombing modes. I have been able to drop bombs, and often with accuracy, but I still don’t feel like I understand what is happening. CCIP is pretty straight forward and gives me symbology that makes sense to me intuitively, here is your first impact point, last bomb will hit here, you’re in charge of the timing. Easy. With dive bombing I’m still not sure if the computer is aiming for the M waypoint, or is it where my reticle was when I unsafed the trigger, or is it when I pulled the trigger, is the release cue just a visual telling me to drop, or does it enable a computer aided CCRP once I pull the trigger. Also the 4 g pull up is that just to stretch the bomb impact pattern? I tried to watch some videos, but the one that cover the most bombing modes ended a lot of his runs with a comment like, “yeah, that’s seemed to work, I think”. Again while I am very interested in improving my accuracy, anyone who can speak to the mechanics of what the plane/computer is doing would be greatly appreciated.
  6. 800003 is a group seeking search mode, it’s useful for avoiding I terfeing single contacts, but without a group the missile will decide there is no valid target in the search area, and fly to Bx9 and self destruct.
  7. Request to be able to stop a smoke/fire effect on a trigger zone as an action in the mission editor.
  8. I know polychop is interested in a OH-58D which would be amazing with the advanced sensors plus hellfire. Would be a nice middle ground with the AH-64.
  9. Would a KA-6 be a possibility? Especially if the A-6 became a full module having a tanker would be a whole new role to fly, and would remove the problems having AI tankers present around the CSG. I don't know enough about the A-6 to know what module modifications would be required to simulate the KA-6 properly though.
  10. We do break into flights for our internal coms, but it’s a 50+ person air wing. The numbers for the flights are also limited, if you have a group of 1 that can be ford 1-1 or ford 2-1 but not for 1-2 because the second number can not be larger than the group size, and the first number can only be 1-9 and all of our squadrons have more than 9 pilots. So it gets messy really fast. I would love to be able to expand the number of callsigns, or be able to assign flight numbers across multiple groups, but the easiest implementation I could think of was the tail number. I don’t consider that a knock to realism, the modex is used for Operations inside the carriers control zone, and since we can’t dynamically assign people to groups it seems a fair compromise.
  11. Turning a rotary switch in VR can be done by click and hold and looking up, but not down? Is this a bug or am I missing something? I use the buttons for most left/right turns, but spinning it large amounts like setting QFE in the Viggen, or setting radar altitude alarm points in the hornet can be difficult without a mouse wheel. Request you implement looking down as a mouse drag for VR and reduce the length of hold required to active the drag option. Sometimes there is a 1-2 second delay before head movement will spin the knob.
  12. TL:DR Request the addition of the ability to force/set the AWACS/EWR AI to instead of identifying flights by callsigns, call out tail numbers. I fly on a multiplayer serve with a large group of people, our planes are all separated into single plane groups so the group name identifies a unique aircraft. This one plane per group structure is useful for management as well as Tacview data, since our flight composition is very dynamic, this setup prevents the mission builder from having to resort the group composition at the last minute if extra people arrive late or don't show. Since each pilot is assigned a unique modex/tail number by not using the callsigns, of which there is a very limited number, but instead identifying flights by modex, it would cut down greatly on the confusion for the group especially when AWACS calls out a BRAA from a callsign shared by multiple flights. Hopefully since the AWACS already reads numbers this wouldn't be too hard to implement.
  13. In flight radar sweeps normally in general, if banked to the right (on requires slight bank) radar will continue sweep until right limit is hit and disappear. Sweep restarts once plane rolls back left. Experienced in multiplayer, bug was repeatable and experienced by 2 pilots separately.
  14. Can the group target logic attack a single ship? Or is the detection of a group mandatory for acquisition?
  15. On Abu Musa in particular most recently the AI Pathfinding has been almost unusable. When a vehicle is assigned with on road on the island, there is about a 50% chance that one of the vehicles in the convoy will decide to veer off into buildings of obstacles at any intersection and seemingly about a 25% during any random section of a given leg. The deviation seems to be reproducible, but if any part of the leg or composition of the path or group is changed, the behavior will be randomized again.
  16. Using push of set AI task on the S-3 with a task of set waypoint to action causes the tanker to secure tanking and withdraw the basket. Radio tanker options are removed Frommhe menu. Ultimately it would be great to have an orbiting behavior that would allow you to set up an orbit that follows another unit. That way the tanker could have its Orbit maintain a relationship to a strike group automatically.
  17. Patch is a big improvement on my system. Sorry to hear some people are still working through problems, thank you ED for the continued efforts to get the oculus community back in the fight.
  18. There used to be an upscaling scheme once upon a time, but it was dropped at some point. Have been using a label. Do for some time now to go to a small fuzzy dark grey dot. I play with a group and it’s surprising how small differences in settings change the max visual detection range of a lot of things. At least the labels, if set up properly, come in at a set range. Some of the more complex mods even change the size of the dot as it gets closer. Levels the playing field a little, and done properly they aren’t game breaking.
  19. Recently took AAA fire and started to hemorrhage fuel. Quick glance at the fuel management page and I mostly guessed that is was a left side tank. Shut down the left engine and fuel consumption returned to normal. Was even able to get it back onto the deck. I don’t remember clearly if I actually had solid indications of a left engine problem, or if I just didn’t want to deal with losing the right AMAD and have to go through the cross connect procedure.
  20. I know this has been brought up before but the symptoms seem to have changed slightly, and I was wondering how close we are to having MP spawns to the carrier a possibility. Currently AI spawns to carrier work well, with spawning and sequencing seeming to function as intended. However for clients attempting the same process its been hit and miss, some spots seem to have an almost 50/50 split as to whether or not the aircraft will collide, (Corral), others seem to consistently kill clients (Elevator 4) I've observed the client side interpretation of the spawn collision in three forms. 1. Player simply explodes along with adjacent player without rendered delay or visible cause on client side. 2. Player sweeps forward and back across deck, sometimes colliding, sometimes not. This appears to be the normal rubber banding observed with high pings or connection problems. 3. Player aircraft spawns to parking spot without movement across the ship, but spins to achieve the orientation of the parking spot and clips adjacent aircraft normally damaging both aircraft. Is the planned improvements to the carrier taxi addressing the same root cause, or are they separate problems? The hornet has been coming along quiet nicely, and its nice to have substantive improvements on a nearly weekly basis. Hopefully we can get to the point soon where operations purely from sea are possible without the need for players to rigidly sequence the spawn.
  21. Wasn’t able to find these mentioned otherwise for the latest build so I wanted to bring them up as I’ve been practicing some multi crew missions. Thermal Camera does not see active vehicles as “hot” for either player. RWR is only visible to Copilot. RWR appears on, but no alerts either visual or audiable appear for copilot. INS waypoints do not update correctly for pilot if they are programmed by copilot. This includes HDI. Auto hover does not maintain altitude in multi crew. Visual presentation of laser through NVG is rapid flashing that does not correlate with camera direction. Thanks for all the hard work, things have come a long way.
  22. S-3B only holds 13k internal fuel, and if the right wing tank isn’t oversized, that’s only another 2k. Without the Air Force, there is no access to a high capacity taker in the Fleet.
  23. Upon further troubleshooting, it appears that the cause is related to becoming bingo during a refueling evolution.
  24. I'm working on a mission which required an S-3 launched from a CVN to RTB to the CVN once bingo, if I use a radio call I have been able to successfully return the tanker to the carrier where it lands. However if the tanker is bingo and has automatically RTB I have been unable to find any command or set of commands that will cause it to land, it will return to the carrier, and then orbit until it runs out of fuel and crashes.
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