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Everything posted by Red_Camarada
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SA page "[FRIEND] - NO ID" active, still shows RWR ID.
Red_Camarada replied to Czar's topic in Bugs and Problems
thanks for reporting that, Im experiencing this from at least 4 patchs ago. -
Stering on spit is almost impossible
Red_Camarada replied to Red_Camarada's topic in Bugs and Problems
yes, all assists are turned off -
Hi everyone, I was flying the F18 today after the hotfix patch, flying against a F16 when I started to crank around 47nm the radar loses track and then it only reacquire around 30ish miles, yesterday before the hotfix I was not having those issues. Also worth mention that the target does not make any hard turns or whatsoever. F-18 loosing track on gimble.trk
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Stering on spit is almost impossible
Red_Camarada replied to Red_Camarada's topic in Bugs and Problems
the multiplayer and singleplayer mission is the same, I just made this scenario and launched a multiplayer server on my machine. I tried another server launched on a friend's PC and same results. The main thing here is that I can taxi arround in singleplayer but in multiplayer is just go round and round while taxing -
Stering on spit is almost impossible
Red_Camarada replied to Red_Camarada's topic in Bugs and Problems
same mission same scenario, in single then multiplayer server singleplayer SPIT_wheel.trkmultiplayer SPIT_wheel.trk every assist is off, autorudder and takeoff -
Hi everyone, I was playing with the spit in a multiplayer server today and noticed that the tail wheel were always pointing right inducing my plane to always turn to the left. When I apply brake to change the wheel direction it indeed changes direction but as soon as I release the brakes the wheel again starts to turn my plane to the left. I double checked my axis, and one friend is having the same issue, but in singleplayer the issue does not appear.
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Indeed, as shown in the print the missile is passing 30kFT and no smoke is visible, so as it stands now the game does not simulate the ATM alterations impact on smoke plume
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After today patch the SCUD missile remains smokeless, hey @Flappie know something about a upcoming fix?
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This happened to me once, but after a repair SA2 got back to its normal state
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thanks for the infos @Moose_Jaw
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Understood Moose, thanks for the info If you can share the docs later would be nice
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Hi everyone, its nice to see an improvement on SA2 and SA3 guide methods to an accurate model, but after the latest patch the kill radius of SA2 seems a bit bigger than it should be, is this correct? Some pilots stated that those SAMs tend to explode far from the target due to poor eletronics, does this mean that the plane will be destroyed?
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Hi everyone, nice adition that now you can see your AIM9s lock on flares, but I was testing some of them and noticed that all AIM9 models seems to be equally susceptible to lock on dispensed flares, is this correct? Should 9X be equally susceptible to lock on flares like a 9L? AIM9L_lockflare.trk AIM9M_lockflare.trk AIM9X_lockflare.trk
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Hi everyone, after the latest patch the guys fixed the SA5 second stage being smokeless, but some liquid motors still remains smokeless. The picture attached shows SCUD missile flying through 30k FT while still smokeless. The correct behaviour should be like SA5 second stage, the air temp should impact the contrail of the missile motor.
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yes, now is working nice
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DECOUPLE 33ft and 1600ft winds!
Red_Camarada replied to TEMPEST.114's topic in Weather System Bugs & Problems
What kind of news do I expect? Seriously? maybe the kind of change that let us set 30ft and 1600ft wind individually, would be nice. In fact it is has been done by one of our community members so this should not be a 7000 men hours for ED -
After the last update, the smoke generated by the harm started to react with atm temperature, so now is correct
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DECOUPLE 33ft and 1600ft winds!
Red_Camarada replied to TEMPEST.114's topic in Weather System Bugs & Problems
no news regarding this topic? -
thanks So, @NineLine no news to share regarding this long-standing bug?
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hi everyone I was testing some weather features and noticed that the wind at 1600ft changes dramatically, for every 1 knot on sea level 2knots are added to wind at 1600ft. This does not seem to be realistic since with this altitude diference not much should change in terms of wind speed. Do you know any planned improvement to this feature?
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Hi everyone, I was testing some stuff using the Kusnetsov and noticed that the vertical launchers does not work as they should, as shown in the track attached, the missiles launches in a leaning profile it does not go up before activating the thruster. odd_laucher_kusnetsov.trk
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pls, this feature would add a lot to CA gameplay