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-Painter-

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Everything posted by -Painter-

  1. possible workaround that needs confirmation: - when the right engine does not spool up, start the left engine first - start right engine using bleed air from the left engine (only)
  2. delete the "do script file" action and add it as a new action with the new version file.
  3. Extremely well done!
  4. don't get me wrong - I am not talking about the LSO trap grading! My point - only - is the limit of the trigger zones to get the descent and cleared Charlie calls in the overhead stack. Eventually too close/ wide abeam should accept a greater limit as well before getting waved off due to that only - but real world Hornet jockeys can say more regarding such waveoff and when it does happen IRL.
  5. Sorry man, I am not talking about the "mission", but the script I want to use in MY mission and I decide myself if I create a "training mission" or not ;) I am aware of all the standards and SOPs. But like in the real world deviations might be a thing sometimes by good reason and airmenship. And by all means, the first pic posted above doesn't look like it has not met the applicable real world condition - he was in the correct Marshal pattern by the look of it.
  6. Regarding what Calmillo posted: I think it would be nice to have a bit greater lateral limits to trigger the Marshal stack calls. Maybe just being inside a 6 or 7 DME bubble and on the correct altitude (+/- limits) should be good enough to get that calls for descent or Charlie. Would be as well nice to be able to adjust these limits by ourselves as mission editors.
  7. When the target got the "^", he is marked as hostile already - isn't it? Otherwise it would be unknown with the half or full circle. So when you lock onto a ^ -target it should never be a friendly in theory - right? Additionally: when I lock a bogey (=unknown=unidentified=half/full circle), Jester should not call him "friendly" but "bogey". After he identified/IFF'd the target he should declare the contact (again) to clarify (still bogey/ friendly/ bandit).
  8. Confirm: you have not seen those issues after you closed that software (Quantum GIS)? We run the mission on a off-location dedicated server.
  9. +1 There is no visual reference you can see from the cockpit if your master lights switch at the throttle is on or off. The only light that gives you an indication is the landing light when on the ground.
  10. Tomcat spawns with wings swept on the carrier, which is correct and fine. Problem: Wingsweep is desynched for other clients (always? sometimes?) and causes damages to the other aircraft at the spot next to you. That causes a lot of trouble when you try to get a multiship-flight spawned on the carrier.
  11. the filenames are wrong - you need to exchange them
  12. The MAX weight in the ME shows 74.349 lbs. According to the F-14B NATOPS manual the max catapult launch weight is 76.000 lbs (NAVAIR 01-F14AAP-1, 1. August 2001, 4-17, 4.8, p. 311; field takeoffs 72.000 lbs).
  13. WeakLink solution: ctrl+alt+del - open task manager win+tab - drag&drop task manager on the second virtual deskto ctrl+win+cursor right to switch to the second virtual desktop (or via win+tab & mouse click on it) kill dcs close task manager go back to first virtual desktop (ctrl+win+cursor left or win+tab)
  14. Hey guys, 1. when flying with a human RIO in MP depressing the ICS PTT of course results in a hot-mic and you can talk to your RIO. Fine. 2. When flying with Jester depressing the same button pops-up the Jester-AI menu - which is acutally really smart, since this is your RIO at this point. Problem: Pointing at any option of the menu and pressing the ICS PTT again doesn't select that option your pointing on. It would be really nice to have it just working like the standard Jester-interaction button ("A") in this situation, since the Jester-menu-pop-up with ICS-PTT works fine already when no human MP-RIO is present.
  15. @swither - any suggestions how to avoid crashing until fix is in our hands? edit: btw. had several CTD yesterday after the patch while flying with Jester in MP. One of the crashes without anything I can think of causing it. Flying with Jester in MP - at the moment of the crash un-engaged level flight at around 8.000 ft.
  16. REAPER 31 | Painter - BLUE - F-14 PILOT
  17. Same problem here.
  18. In the real jet not only your body feels the Gs but as well the stick itself is harder to pull the more Gs you have. There is a counterweight on the base-plate at the front bottom of the stick - that counterweight pulls the stick to the front (center position) - the more Gs, the harder that weight pulls the stick to the center and you have to fight against that increased force. I agree - it is really hard to avoid over-G without that force-feedback but still dogfight the jet to its limits. Very good explanation of the force on the stick during Gs:
  19. Not sure if the module itself can do anything about it, but: Yesterday several clients did not see the mounted targeting pod on other clients planes. Even the RIO in that plane, but he was able to use the pod nevertheless. One client RIO was completely de-synched to several items in his plane.
  20. Thanks Flappie, that is perfectly good new to me.
  21. Would be really nice to have. I personally don't care that much about if it is the real life font since they change them sometimes anyways. But to have them changeable would be really nice - missing that a lot.
  22. Pressing the PTT for Intercom opens up Jester if you do not have a human RIO in your backseat, which is kind of smart. If you have a human RIO, Intercom PTT activates your mic for Intercom voice. Heatblur, please do not change that behaviour.
  23. In Multiplayer the aircraft sidenumbers does not change according to what is set in the Mission Editor or via Loadout/Weapon-Select screen. Not tested in Singleplayer.
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