Jump to content

antiload

Members
  • Posts

    301
  • Joined

  • Last visited

Everything posted by antiload

  1. Hi all. Is it possible for anyone with the knowledge to direct me on how to set up a kill count that can be toggled on/off. Prefer in single player. I noticed that the Grimm Reapers have a global scoreboard that they use when testing or showing hypothetical scenarios. I tried to generate lua script via edge's copilot AI. And I was only partially successful. Anyone with any ideas or a tutorial would be great.
  2. Check the distance ring. Each missile can also hit and individual target or area if you click and edit and choose 1 target for each fire at point.
  3. CM-802AKG - This hasn't worked well for a while. I wish they'd just use the SLAM scheme but with the range of the original concept for this missile (if possible). When the jet was first released, this, and the CM-802 were a delight to use. I don't understand why it doesn't have the option to automatically bear down on the target. Also currently it isn't generating ground textures, so it's pretty difficult to impossible to spot your target. I have already raised this in the main ED weapons bug section a while ago.
  4. I tested this and they appeared Check you haven't got the coalition filter on - EDIT: scratch that, if you can see them in the ME then the coalition filter isn't on
  5. I press CZ on the FLIR. This works for me if I have used the FLIR and as also stated above.
  6. Hi, I tested the WMD tpod in SP from an automatic cold start (no mods). The problem seems to be that the pod does not lock (or appears not to ground stabilise) the target area of the waypoint. It seems snap to another area of the ground. For this test I ground stabilised where the camera actually snapped to, then I moved the camera to the actual target area. Very clunky, especially in the heat of battle. Maybe this is normal behaviour, but it's a change to previous versions. If this is a bug, it's been like this for a while. Note: the off-set maybe even wider in some missions, I can't really know. Maybe just seemed like that with the pod zoomed in. Anyway trk & mission file attached. @uboats JF17 WMD test.miz JF17 WMD Test .trk
  7. I've noticed that sometimes the WMD pod doesn't ground stabilise within its 21 nm threshold. I tried to replicate but frustratingly works from an air start. It happens in SP 'sometimes' from a cold start. Very frustrating. I will try to recreate it.
  8. The patch solved the ctd for me.. I tested this in SP after the last patch and is working for me. I tracked a moving target on radar, designated the FLIR, selected the specific vehicle, LTD/R armed & successfully dropped GBU 12. I will test on a stationary target as I didn't need to select WPNDESG.
  9. I'm getting a crash in SP. I arm & fuse my GBU 12's, TGP the moving target, arm the laser/LTD/R and get a crash. I sent the crash report automatically to ED.
  10. I think this is because you have to click cz on the tgp after a bombing mission.
  11. I like the idea of setting a factions (by flags etc..) allegiance depending on ones actions in game. For example, encroaching on certain areas, bombing a building by accident or on purpose, attacking an ally of that faction.
  12. Ah, finally proof of a flat earth
  13. Whoa! ED/or the fanbase talk about balance quite a bit. Going up against modern SAM systems can unbalance the outcome. That's why there's particular servers that prevent certain aircraft or weapons. I'm not saying this is a factor but pondering if ED consider things like that. I don't know maybe they don't.
  14. Totally agree. CH's work is outstanding. Although ED may have an issue with balance, as some of CH modules are very modern. However, I agree I think they should be somehow integrated officially by ED or put CH on their team
  15. Is it possible to turn the lighting up generally on the Syria map. I know it was improved some patches back but still looks at tad dull and dim, especially when approaching airfields for landing. Thanks guys
  16. Fire at Point, Special action in the ME
  17. Where an action can be triggered by a coalition or group in a moving trigger zone. It would really help with various assets turning on their weapons system (especially naval units), when in the moving trigger zone. Thanks - Keep up the great work
  18. Hi, I think there's not much more to add to this module. Although, it would be nice to have a HMD. The module has many things that other modules do not, like misting/frosting of the canopy, data card, ladders and engine covers at start up. It would be perfect if the could fix the CM802 AKG cruise missile as it is almost impossible to make targets out & it doesn't bear down on the pre-planned point.
  19. Just a random FYI, I noticed when flying in SP last night that I couldn't hear a click when I turned off/on the master external lights master switch that I had mapped.
  20. Hi, fly the jet to replicate the issue and save the track file. You can then post it here with a detailed description. Check the fuel button on the MFD to see what bingo is set - default is 2000 lb. The waypoint selected in the image shows 163? is that correct? that's a long distance to the waypoint. RWR screen looks okay, apart from missing waypoint sequence
  21. @cuth Hi, not sure myself, but it has been acknowledged. If there is a fix it would be in the next update, sometime this month, hopefully.
  22. @BIGNEWY Hi, I tested this again on a clean map of Syria. I added the same amount of steer points and a bombed a target, as I did in my SP mission. I replicated it all as per my mission. The only difference being (apart from a clean map), was I flew in the daytime. The mission went as planned with no problems. I can only think, if not human error it maybe a mod. I've ran the original twice and got weird things happening to the steer points, or the auto pilot. Anyhow, it's working in vanilla. Thanks for your input. I'll close this post as Solution.
  23. I will do a trk file and provide a miz file when I finish work. Thank you
×
×
  • Create New...