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Sabre-TLA

DLC Campaign Creators
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Everything posted by Sabre-TLA

  1. The AI behavior seems to change with each update. Normally this a good thing as we want the AI to improve but not when the change causes a collision. We will investigate and see if we can have him hold at a waypoint until you have landed.
  2. Your most welcome. Please let us know if you have any additional feedback. We are always interested in how we can make the missions better.
  3. This mission is to test a simulated Engine Failure After Takeoff (EFATO) so restarting the engine is a cheat as you should be trying to land with only one engine. On shutdown you should go through the normal shutdown procedure with everything turned off as per the description (however one engine will already be off). The Amplified Checklist has detailed steps for a single engine landing. Please post more questions if you have them.
  4. Hi Everyone, ED's recent improvements to the AI have changed their low level behavior so now they break the hard-deck more frequently and cause a termination of the engagement. We have put in a fix which reduces the frequency of this occurrence however it can still occur on occasion as a hard deck violation is a valid kill. You can also still break the hard deck so watch your altitude when engaging at low level. ED have added the files into the repo for inclusion in the next patch update. Thanks.
  5. ED has added the files to the repo for the next patch update.
  6. ED has added the files to the repo for inclusion in the next patch update.
  7. We will propagate the same fix we did for the F-5E Aggressors BFM campaign to this one and the FA-18C Aggressors BFM campaign as well. I'll post once the files are submitted to ED for inclusion in the next patch update.
  8. We have developed a fix and the files have been sent to ED to include in the next patch update. We didn't remove the ability to break the hard deck but it should occur much less often. Once patched, please report if further issues are found. Thanks.
  9. Thanks for reporting the issue. We will investigate and tweak the triggers to make it playable again. We do consider a hard deck violation a valid kill however if the AI is doing it too often then that's not realistic. Will post an update when we have a fix.
  10. Good idea! We did retest on the weekend and though we didn't get a collision we did see the instructor get dangerously close on short final. We have some ideas to improve it so will post again once the patch is sent to ED for inclusion in the next patch release. We will propagate the fix to other missions where a similar collision risk on landing is evident.
  11. Unfortunately the AI does that from time to time. We did have a fix that should have had the instructor return to the previous waypoint but some recent game engine changes have likely impacted that fix. We will retest again and see if we can get it working as planned.
  12. Sorry to hear that. The AI is unpredictable at times. I believe he is supposed to break away when you are landing but something may have changed. Did it happen on any other mission (as the logic is the same)?
  13. Thanks for your continued interest. We are still working on them. I believe the current BFM and ACM campaigns should work properly with the new AI changes but please report any issues and we can investigate. We are still testing the coming campaigns and will report any issues we find as well.
  14. All practice missions are setup using the ACE setting.
  15. We just found these excellent training videos on youtube by Requiem. If you are new to the F-5E I highly recommend this series. He also has videos for many other aircraft as part of his Air Combat Tutorial Library. They are presented in a very easy to follow format and he also includes downloads to his documentation from his video posting. Highly recommended if you want to learn proper procedures for the F-5E. Here is a link to the first one: https://youtu.be/JibCd3fpc2U
  16. I think it's a known bug as reported here: We will retest and if we have to switch it to Y to work we will update the mission.
  17. Sorry you are having problems with the mission. We just retested the practice mission in the current open beta and the plane did appear after checkin with the range controller. They appeared at the 9 o'clock position and the flares were also visible. The code is the same between practice and qual missions so I expect the same result for the qual mission. Which mission were you flying? The trigger is set after you checkin with the range controller at the IP waypoint. Please try a repair and post a trk file if it happens again and we can investigate further.
  18. Sorry you are having issues with the missions. The first mission is a formation flight around the NTTR so flying to the waypoints is the way to accomplish the mission but the F-5E is an older bird so it's navigation aids are limited. You can use the TACAN to get fixes to each NAV point or fly by Dead Reckoning. The included pdf documents will help a lot with the navigation as well as the in-game kneeboard (you can also view the map within the kneeboard while flying to ensure you stay on the flight plan). For spotting the bandits they will typically be on your nose and the controller will give some guidance on where they are from a compass heading perspective but if you are not using VR or your screen is small you can turn labels on in the game settings and this will provide some additional information on where the bandits are located. Once merged there is a padlock feature in the controls that can be used to padlock the bandit so you can see where they are in relation to your own aircraft. This can help with maneuvering but it does take practice to get good at BFM. The ACM campaign is particularly challenging as the bandits will have missiles (compared to the guns only BFM campaign) so they will be more challenging to engage but you have the addition of a wingman who can cover your six or you can order him to engage (and you cover him). Both campaigns only determine if you kill the bandits not necessarily how so if you can get them to break the hard deck or crash that's also considered a win. For the radio messages ED has recently introduced a message history capability to review old messages. You can see more about it here: If you continue to have issues please post a trk file and we can do some analysis and report. Thanks for your interest in our campaigns.
  19. BFT05 was corrected last Nov (2021). If you are still having problems please post a trk file and we can take a look. It's entirely likely a recent game engine change has caused some trigger issues.
  20. ED has been making some improvements to the AI dogfighting capabilities. Check out this video posted in February: https://youtu.be/Q_rR-ijtmaI We have updated our test system with the latest patch and will be doing some testing this weekend so I'll post an update after that.
  21. Sorry nothing yet. It's taking us a long time to get the final required elements completed. We will post something as soon as we have any news.
  22. We studied the triggers and have added some enhancements to correct the unexpected voice over trigger and a more positive shutdown response. We will submit for the next patch update once we complete testing.
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