2alpha-down0 发布的所有帖子
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All of my sim peripherals are plugged into a 7-port USB3 hub with external power, which is then plugged into the exact same motherboard you have. My headset's USB3 is plugged into a separate USB card in one of the PCI-Ex1 slots. All 7 ports on the hub are in use and I have no stability issues. Two sets of flight controls, rudder pedals, PointCTRL, a second keyboard, and a Jetseat. As long as the hub you choose has supplementary external power, you should be fine.
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Still not fixed as of todays patch.
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Here I thought I just needed to re-adjust my A/B detent settings. Glad it's not just me that's noticed this lately. Coming back slightly from mil power and then going to A/B seems to work every time, but going from mil to A/B is hit or miss. Will have to dig into this a bit more.
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Make sure to update to the latest A-4 release that is compatible with 2.8. https://github.com/heclak/community-a4e-c/releases/tag/v2.1
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Would like to see this, too.
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1. No other changes required for the server. 2. Mod dependency is tied to the mission. If the active mission contains an A-4, then by default they will need the A-4 installed. 3. By default, they will not be able to join the server while the A-4 mission is active. There is some trickery you can do in the mission file to remove the mod dependency (in which case, those without the mod will see a digital camo Flanker as a stand-in aircraft), but this must be re-done every time you edit/save the mission file.
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This is also supported by the documentation provided for this bug that was fixed a few months ago.
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Assuming the PTT button for VoIP and SRS are both mapped to the same control, the transmission should go out on both services without conflict. They do not interfere with or talk to each other in any way.
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Definitely a needed feature. The ability to isolate a radio to the left or right audio channel would help immensely as well.
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If you're referring to the incorrect lead calculations for the gunsight/improper ammunition values, that has not been resolved. The AIM-9B's performance has been corrected, however.
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Agreed. If I make a mission for a flight of Sabres, and two of the pilots can't fly it because I put a Kdo.40 in a Flak 18 battery somewhere (so that it will actually function), that is "splitting the community".
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The game already does pick up mods in a mission that are not present in your client install. Look to the bottom left in the server information window. If the mission uses mods that you do not have installed, the mods will be listed. What you want seems to be more of a server browser feature than an IC fix. EDIT: Not sure if the "required modules" edit overrides this feature or not.
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Crazy that this is still a problem. We got around this by using the payload restriction feature on each individual aircraft, leaving the airfields/carriers/FARPS set to unlimited. For our purposes, we just wanted to restrict weapons to a certain time period, so that worked well (albeit with a significant time investment to retrofit missions). If the design intent is to limit munitions availability or simulate logistics, then yeah, there's no getting around this super-irritating bug.
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I checked last night in the various F-5 instant action missions and didn't see this behavior. Does this only occur when the threat is late activated?
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Thank you, Flappie
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Reposting from the F-86 section as this has gotten no attention there, and it in fact applies to the missile itself and not just the Sabre. Thanks Curly for finding all this. Summary: After the GAR-8 is launched, it takes about 2 seconds before the missile will begin to maneuver to intercept the target it is tracking. The GAR-8 in game may also not pull enough G. According to various official sources, The missile should begin to maneuver 0.5 seconds after it leaves the rail and pull up to 12 g. https://forums.eagle.ru/topic/288435-gar-8-aim-9b-guidance-activation-time/
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The behavior of the 88s is by design. It does, however, make the free Flak 18 useless without the WWII Assets Pack. Haven't received a response yet as to if this was an oversight or not. https://www.youtube.com/watch?v=OY0ahJ_heoU
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@Flappie @NineLine Pretty decent documentation here.
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It appears that the missile doesn't start tracking until after the motor burns out, which always seemed odd to me. Thanks for digging this up. I don't think this is specific to the Sabre, as the missile performs similarly when fired from other aircraft. This may need to go in the Weapon Bugs section.
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