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dorianR666

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Everything posted by dorianR666

  1. it would be very surprising if this was correct behaviour... how could you be expected to be able to designate something outside the screen, where you cant see it?
  2. great campaign. just wanted to come by and say thanks. ive had fun with it. though ive noticed a small issue in the railway bombing mission - other flights said the voiceover "passing IP" while actually passing RV (IP was still far away).
  3. it is possible, but i still doubt you could sink those 3 ships with any loadout.
  4. you havent sent the mission or the track though
  5. fly very high to increase you missile range and decrease theirs, fire a sparrow from far away, crank left and right to postpone entry into dogfighting range, fire another after the first hit. at this point you have already killed two if you arent unlucky. your wingman probably killed one too. like in all singleplayer games, dont forget to sacrifice your wingman by sending him ahead to increase your own survival. mission fails if you die, but not if your wingman does :joystick: i dont know what you mean by these sentences, so i cant help with that. you cant fire sparrows in anything else but STT so it doesnt matter. the moment you fire, it switches automatically. you wont get missile launch warning for infrared guided missiles, such as R-73. you also wont get missile launch warning for active radar guided missiles launched in TWS until activation, such as R-77, though im pretty sure they dont have those in the campaign. pressing undesignate in RWS with LTWS enabled allows you to cycle targets without moving TDC. they leave because the AI needs a task. no task => RTB. simple setup is "Search then engage" enroute task and then "Orbit" task. this will make them fly in a circle until they notice you and then they engage you. or just put a crapload of waypoints for them to fly.
  6. this is still an issue is the bug accepted? right side of the vehicle is smoke static object, its spawned fully developed (correct i assume). left side of the vehicle is smoke trigger action, spawned fully developed as well (incorrect). this is an issue with large portion of singleplayer missions and campaigns, which often spawn smoke on destruction of mission targets. this results in massive smoke object popping up in right in your face, it looks very silly. and most importantly, this used to work right. track attached smokebug.trk
  7. there is a checkbox in the unit settings area called Hidden on something (map? mfcd?), it determines whether the unit location is known or not. cant check what its called precisely right now.
  8. 4th image in the thread says 32bpp, which would be 32 bits per pixel, not 32 bit per channel. 4 channels with 8 bits per channel = 32 bits per pixel.
  9. i dont know whats in the fourth channel, but even if its unused it doesnt matter really. GPUs usually internally access image data as 32bit per pixel for performance reasons (unlike 24bit, its a power of two which is practical for computating pixel offsets and such). truly 24bit textures can decrease performance or even not be supported by the GPU. for example, some opengl implementations convert 24bit textures into 32bit automatically under the hood for these reasons. 24bit textures are ugly from technical viewpoint.
  10. yes, its bugged
  11. well, there is difference between bumpmaps and normalmaps. bumpmaps need only one channel because they describe merely displacement. normalmaps describe surface normal vectors, which are 3D vectors, for lighting and thus need 3 channels.
  12. i have seen this exact thing multiple times, but it was due to damage. for some reason, if you get hit in a certain way, displays "freeze" but only partially. some thing can be switched, some cant. i always thought its because the damage model is not really modeled. i have never seen it happen for no reason or collectively in multiplayer like OP says.
  13. same max range computation cannot be trusted.
  14. i see same issue with viggens radar on syria, my fps drops by 30. i guess the raytracing doesnt go well with the high poly terrain. in mig-21s case thats ground clutter apparently.
  15. no, this was described by ED as correct behaviour, not WIP. on multiple occasions in fact. go be an ass to someone else, k? i dont come here to be mocked
  16. apart from the fact that point track doesnt update target designation and you cant easily move the tracking box if you miss or lose the target (you have to cycle through all the modes for some unknown reason, with each change having some time delay for some unknown reason). :joystick::joystick::joystick:
  17. cool mod, thanks
  18. hi dispersing ground units doesnt work in multiplayer for the past year or so. it used to but not anymore. dispersion is not synced between clients so on each client the vehicles disperse in a different way, and their real position is synced only after getting hit (even just one cannon bullet suffices). solution is to disable vehicle dispersion in mission editor, pic attached. this makes ground units even more... unintelligent... but at least it works.
  19. np if it works, it works. :thumbup: if you see it not working again, feel free to upload the track. i know there are some bugs in hornet which appear with a very specific input order.
  20. that is weird could you upload a track?
  21. but thats exactly how its supposed to work. T/R and RCV are mutually exclusive. the first will compute azimuth and range, the second one only azimuth (so no symbol). pic attached is me on Tonopah Test Range Airfield with channel 77 like you. however you are in RCV mode which prevents symbol and CRS line from appearing.
  22. here is Boulder City TACAN beacon with CRS line on Nevada map on latest OB. try that.
  23. works for me are you sure you are on the HSI page and not SA?
  24. you should report this as a bug if a player can spawn in such a way that he cannot possibly resolve it and take off, its a bug
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