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2alpha-down0

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Everything posted by 2alpha-down0

  1. Agreed. I greatly appreciate having the Flak 18 as a free asset, and I also appreciate the more accurate modeling of flak behavior. However, in the current implementation, there's really no point in having a free flak gun.
  2. Can you post a picture? They look the same as they always have to me.
  3. Confirmed that TACAN is buggier than ever in the F-5. Today I had two instances on Persian Gulf where I had to set the frequency ten below the actual in order to get a signal (99X on the map, 89X set in the cockpit to get a signal). This seemed to be the case with all TACAN stations. On the second instance, the bug manifested in the middle of the flight, as if the TACAN station changed frequencies. This was precluded by intermittent ability to change the frequency using the mouse/PointCTRL. My two wingmen could not get their TACAN working at all. My MP tracks are broken due to VoiceAttack use so no track is available.
  4. Look lower [emoji6] It’s in my signature. Edit: Here’s a new one: https://discord.gg/VGC7JxJWDS Sent from my iPhone using Tapatalk
  5. One of the servers we run is The Korean War. PvE only. Discord link is below.
  6. This will happen if you are in one of the dogfight modes. You may have bumped your switch for Dogfight Guns/Missile by mistake.
  7. The situation is pretty much unchanged. Outside of some changed gun sounds, the F-86 hasn't seen any updates or bug fixes to the M3s. Despite the incorrect lead it calculates, I still use the radar gunsight. It gets you close enough that you just aim a bit in front of the target and you hit. Much easier than shooting with a fixed sight. I've never edited the .lua, but entering the proper ballistic data should still fix the issue. If you don't care about multiplayer integrity check, go for it. Default head position in VR is fine for me. I turned off the automatic landing/bombing seat height adjustment.
  8. Check out "The Vietnam War" server. PvE against Mig21s and Mig19s, plus plenty of opportunity for air-to-ground. You'll need the A-4 mod, though. Discord link is in my signature.
  9. We've experimented with it in MP, and unless ED has changed something in the last couple of patches (they seem to be making changes to how downed pilots are treated), the position of the pilot is not synced in MP. If you as the pilot move around on the ground after landing, other players can't ever see anything other than your pilot standing around at the chute where you landed. In practice, you can talk on CSAR to come get you, then glitch/clip your way into the helicopter, but the CSAR pilot won't see you do any of it.
  10. It affects all covered switches in the cockpit. It's already reported:
  11. Can confirm; 100% reproducible. Track attached. @BIGNEWY f86 broken switches.trk
  12. Has anyone found a way to get the 88m guns to work with the barrage function? All other AAA appears to work fine as long as you pick an altitude that's in range.
  13. Live watchtower in the background, destroyed ones in the foreground.
  14. Ah, I looked in the wrong part of the -1; I see it now. Thanks.
  15. With all pylons loaded and selected, the Select Jettison function will currently release Station 4, then stop. No matter how long the button is depressed, it will not release 3 and 5 until the centerline (4) is deselected. Once 4 is deselected, 3 and 5 will jettison with a subsequent button press, however 2 and 6 will still remain. Deselecting 3 and 5 will allow 2 and 6 to be jettisoned. This holds true if trying to jettison 2, 3, 5, and 6 as well (i.e.: keeping the centerline but dumping all wing stores); only 2/5 jettison, then those pylons need to be deselected before 2/6 can go. Is this expected behavior? The TO-1 doesn't mention this behavior (pages 1-67 to 1-68). It mentions dumping in pairs, but is it supposed to stop the sequence after each pair? Here's a video showing the sequence: https://www.youtube.com/watch?v=vIOuhcc9QEY select jettison failure 2.trk
  16. Update: This appears to be tied to any ability of the subject aircraft to defend itself with air-to-air weapons of any kind, to include tail guns or internal cannon. This is why the B-1B works fine; it has no self-defense armament. Setting "Restrict Air-to-Air Attack = on" in addition to Reaction to Threat = NO REACTION causes the Tu-22, Su17, and Su-24 to act as expected.
  17. I can't remember if this is shown in any of the tracks or not, but an additional bug is that the wingmen in an AI flight with the task "Carpet Bombing" will drop their bombs along with the lead, regardless of if they are at the correct drop point or not (if they are avoiding AAA, interceptors, etc.)
  18. See attached tracks. AI bombers act defensively despite NO REACTION being set in editor. NO REACT FAIL 1.trk NO REACT FAIL 2.trk NO REACT FAIL FRESH MISSION.trk NO REACT FAIL SU24.trk NO REACT FAIL FRESH MISSION 2.trk
  19. I was killing them with guns and rockets last night. There does seem to be a script or trigger at work, though, since I was sometimes getting one-hit kills with guns.
  20. Flown correctly, the F-5 can compete with and beat everything you listed. It will definitely be at a disadvantage in some respects, but not hopelessly so.
  21. Loved this campaign for the Hornet; will be a real challenge in the Tiger.
  22. Wow, much smoother. Thanks!
  23. I've been dealing with the same issues. I haven't tried it yet, but the only thing I can think of is to record SRS/Discord audio live, then record the track replay in 2D later (assuming the track works properly, which is a whole other problem), synching them up in editing later.
  24. It should be noted that this bug only affects the LAU-3 pod, and not the LAU-68.
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