

Minni
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Good suggestions all around. While we're at it I'd add to the list the ability to import drawings to ingame maps (TAMMAC, TAD etc.) as Polychop did with the Kiowa. Their method isn't necessarily the most elegant when creating larger missions with multiple assets and it does require some effort but it's a proper start and shows it can be done in engine. null
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Yep. There's no way to know who's doing what now. I'm hoping this issue is acknowledged at ED fairly early on
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Hey ED, kudos for getting the lights to work but my initial concerns are now validated since we can't block people from using the LSO view and the viewport doesn't work too handily in VR. It feels a bit silly having the rogue LSO flash W/O continuosly on you after performing the rather rare perfect approach.
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[RESOLVED] Jettisoning empty externals after AAR causes unrecoverable spin
Minni replied to Minni's topic in Resolved Bugs
Yeah, it was a blast in VR when it first happened. I felt a bit crosseyed for a moment -
[RESOLVED] Jettisoning empty externals after AAR causes unrecoverable spin
Minni replied to Minni's topic in Resolved Bugs
I gave the Harrier another go. Or actually tens of them since I wanted to find out whether or not there is a sweet spot after which the spinning no longer occurs. It seems that if you AAR the empty externals from empty to full and spend over 1600 pounds of new fuel (1200lbs or less remaining per tank) it won't spin. Anything less than that used produces the spinning shown in the video and it apparently is more violent the less fuel used. At the 1300lbs per tank mark the plane doesn't exactly spin but starts... shaking. Violently. I tested this with the same parameters as in the video: by spawning in air with the empty externals, refueling until full and jettisoning the tanks every 100 pounds until it no longer happened. edit: I recorded the 1300lbs and 1200lbs remaining per tank jettisons. At the 1200lbs one you can see the jettison itself doesn't induce any shakes but after that the plane has the rollrate of a Skyhawk on speed and it'll rip your wing off. Tracks below: 1300lbs Jitters Harrier_AAR_1300lbs_jitters.trk 1200lbs smooth but rollrate flips to ludicrous Harrier_AAR_1200lbs_smooth_but_rollrate.trk -
Hello, I've encountered this bug and it's been repeatable for quite some time now in MP and SP as well. If you start your flight with empty external tanks loaded, hit the tanker and then jettison the bag your planes becomes an unrecoverable rollercoaster of death. This seems to be the case with the outerboard external tanks that for now have given me a five for five success rate in consecutive tests. The inboard external tanks, when loaded on their own without outer tanks, seem to be functioning as expected (ie. no violent spins) in my tests. As shown in the video below, I start the mission from the air with outboard tanks installed and empty, refuel, disconnect when full and once I select JETT everything goes black. I had zero input on the stick or pedals (I forgot to enable the overlay before pushing jettison but I believe you get the idea since the violent jerk is immediate after jettisoning) and once the spin starts no amount of any input will recover the spin. Below is a track of the recorded mission and a recording made in VR, sorry for the shakes. Harrier_AAR_uncontrolled.trk Similar thing happens with the Mirage as well in the same conditions.
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CMPTR PILOT, the default position. I cycled through all the drop modes as well when we started troubleshooting but no joy. The issue isn't that we couldn't get the proper drop cues. In fact LANTIRN shows TREL and when the pickle button is pressed switches to TIMP as it always does but since no station could be selected the bomb won't release.
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Hello, This is apparently tied to the GBU-24 but I have a recollection of this happening with other GBU's as well, not just maybe as often. I believe this has been an issue ever since the release of the module and since I haven't found an explanation as to why this happens anywhere I feel this is indeed a bug. When the plane is set up for A/G (Master Arm on, HUD A/G, stations selected as desired, weapon wheel set correctly, the whole shebang) the station flag(s) on the pilots ACM panel do not flag the selected stations and munitions can't be dropped. Just now I did a sortie where we first tested the station after departing and everything worked up until we got to our IP and the flag wouldn't rise on the station we were supposed to drop. We cycled multiple times from A/A to A/G, tried all the different stations (only one was A/G though) and the flags wouldn't budge. As the plane hadn't done more than 2G's after the first test and the actual attempt to drop I'm having a hard time figuring out what could be the problem here. Any ideas?
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The optimist trapped inside me thinks they're postponing the AI A6 since they're making the playable version after the Tomcats are finished.. :music_whistling: They had (some very detailed) renders of the A6 over a year ago so who knows, maybe we'll get at least the AI Intruder ingame sometime this year. Would also be a decent first chance to make the KA-6 for those cooler refueling ops, playable or not.
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I've made a few missions where I've had a ADF beacon transmitting from a trigger zone. You can do this by setting a radio transmission trigger on the desired frequency and the game reads it as properly transmitting station and you can home in on that. Note that you (apparently) need a .ogg file, even a completely silent .ogg looping lets you home in. It works for static stuff if you want to create your own stations but things get more complicated if you want your beacon to move. Other way is through the advanced waypoints. Under "perform command" you have a similar menu but you have to set another command for the frequency. This is side locked so a blue unit transmitting on 600kHz is only transmitting to the blue coalition and the ships waypoint options, for reasons unknown) are limited so you can't use this on ships but you can for example set a car driving around and transmitting as a moving homing station if you wish. Then there's always scripting which allows for way more and then some but is that much more difficult. Tarawa let's you set up the TACAN through the advanced waypoints as well. You set it up on the WP you want it to start transmitting. Kuznetsov doesn't have this. Then again, KA-50 doesn't have TACAN so you're out of luck there :) edit: whoops, misread your message Accipiter and actually answered nothing there assuming your ship is moving. Sorry about that. You could try and make an AI helicopter stay on the ship and transmit but it's a silly workaround that I haven't tested. edit2: you could also try and make a triggerzone moving, there's at least (UNIT INSIDE MOVING ZONE) which ties the created zone to a unit. I'm not sure if this breaks the transmission though.
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RCTRL+K (iirc) marks your position on the ingame kneeboard charts, it's kinda like a cheat since it works even when all F10 map options are disabled. As to the others, if you have the extra 50 dollars you can get a drawing tablet and a VRK tool so you can DIY the kneeboard pages. I know it's not exactly what you're looking for but it's another tool in a box. edit: note that this only works in VR, you may want to look in to it before you go shopping https://forums.eagle.ru/showthread.php?t=246970
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ED has stated in the past that the boom and drogue physics are being worked on making AAR more realistic/difficult. Granted it's been at least a year with practically zero news about it so it may have been pushed beyond the back burner pending bigger stuff.
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That certainly wasn't my goal and differing opinions are welcome. This, however isn't really a vote, so I feel barging through the door and being dismissive towards new ideas/wishes on the count of "not realistic enough in these two scenarios" is definitely not the way to voice said opinion. Especially since the wish specifically was for an option to decouple the wave height IF THE MISSION MAKER SO CHOOSES. This doesn't take anything away from anyone and surely separating two joined values shouldn't be a huge development hurdle.
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I may have worded myself poorly. My intention was to suggest the disconnect feature as an option in the editor for those who so wish to do for some reason. Those representing the wind=waves school of thought could simply let the defaults apply.
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That's stretching it a bit, eh? I'm fairly certain you can actually see my logic and reasoning here without being snarky.