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Jself

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Everything posted by Jself

  1. Setting the tankers to unlimited fuel will stop them from running dry, but I totally agree a cap would be very nice and would allow mission makers a better ability to force players to manage their.
  2. I agree.. would love to see this implemented, right now any type of AI flight lead or escorting the AI is pretty bad and feels extremely un realistic
  3. I just went through 19 pages of the wish list and looks like only one of them was marked as requested. I'd like to see some kind of voting system where the requests with the most votes would be considered. That's fairly standard process in the software world. It doesn't seem like a whole lot of progress has come from the current method
  4. I came here to post this exact suggestion. We have limit Afterburner in the ME, it would be awesome to have other options, turn rate limit, climb dive limit, etc. It would make escort type missions much more realistic
  5. I'm trying to create a formation flying practice mission. I have 1 flight of hornets with #1 being AI and #2 being a client slot. I have the #1 set to hold a circular orbit with a stop condition when the #2 forms up. Trigger is set when #2 gets within 500ft (moving zone) then flag 99 fires. The orbit is set with a stop condition on flag 99 being active I works fine in SP but as soon as I put it on a MP server the AI will never stop the orbit and push for WP 2. I even tried it without the orbit and a switch WP and that will never work as well you can see in the track files in SP as soon as I form up #1 breaks off to the right. In the MP track file he maintains the orbit orbit stop working in SP.trk test form orbit.miz test_form_orbit-20231210-142802 - MP not working.trk
  6. I've only flown on our squadron's MP server in the Strike Eagle until today. I'm having terrible PIO on the tankers on MP servers. Its incredibly hard stay connected.. I can sort of do it from the back seat, but out of the question from front seat. No matter what I do I can't get it out of PIO. I made a simple SP mission with same weather and Wake Turbulence on and I have no issues with PIO and I can stay connected in front seat easily. Seems to only be in MP
  7. you can do just about everything from the front seat... so I'm guessing that wasn't a priority for early access
  8. Jself

    SOLVED - disregard

    SOLVED - disregard
  9. figured it out "F-15ESE"
  10. Anyone figured out what to name the folder in the miz file to add a KB just to the Strike Eagle?
  11. Jself

    Supercruise?

    I did it with a load out... 8x GBU-12s, 3 bags, 10k lbs fuel total) no way it should do that. Level flight Ang 32, mil power. Engines or drag definitely need some work
  12. Any one been able to get the new Sinai map installed on dedicated server?
  13. Anyone have luck installing the New Sinai map on a dedicated server?
  14. Any one know if its possible to have a single button press alternate key strokes? for example I'd like to have a button that would generate an "A" on the first press then a "B" on the second, then an "A" on third..and so on
  15. I heard the latest W11 build broke Sim Shaker for Avaitors.. can anyone confirm? I'm ready to make the switch to W11 for a monitor issue I'm having but I don't want to do it if its going to break sim shaker
  16. any update on this one, my squadron gets this bug just about every time we all spawn on the same carrier.
  17. while we're add it lets fix the "Hold, Position" bug as well
  18. I'm trying to make a MP mission to where a client fighter cannot be attacked by SAM systems if they stay below a certain AGL altitude. I'm using the unit AGL Above/Below AGL condition to trigger an advanced action for the client to turn Invisible on/off. It works beautifully when I launch the mission in SP mode from the ME, but once I put it on a MP server, the SAMs will engage regardless of altitude Any ideas on how to make this work for MP client flights?
  19. VFA14 MN - CASE III w-ACLS-20220429-184156.trk VFA14 MN - CASE III w-ACLS-20220429-183517.trk
  20. video - Same mission, just changed freq to 336.0
  21. If I change the frequency on ACLS in a mission running on a MP server it will only transmit data if its set to 336.0 in the ME. Any other frequency will not transmit the data. If I run the same mission in SP mode from ME, it will transmit fine on other freqs. It also seems that the Kneeboard doesn't display the freq correctly if there is a decimal other than 0
  22. I will post them once I finish the build, it is very much a WIP right now. I didn't document my Hornet build very well, so I'm trying to do a better job this time around.
  23. I found your files and am working on a build. I redesigned it slightly to use a min stick and 4 way+push hats for the grips. I mirrored the parts in tinkercad for the left grip and adjusted the controls to match the real one. I have a 2 stage trigger designed. I'm currently working on sanding and filling the right grip while the center parts are printing. I plan to use 3 Arudino micros with a 6x6 button matrix and 2 axis (3 for the center section). Thanks for sharing the files!!! Part 1 of my build https://youtu.be/dxNo1tBHWPc
  24. no.. I just used screen shots form the game and some stuff I found searching google and used MS publisher to size them correctly. The clear is just some clear plastic sheeting I got at Hobby Lobby and cut with scissors
  25. The Diodes are required if you ever think you will have 2 (or more) buttons pressed at the same time. Without the diodes it will cause ghosting and you will not gettthe output you're expecting. I used momentary toggle switches but still did the diodes just incase. You basically wire them inline on either the rows or the columns of the matrix but not both. As far as making multiple UFCs..It would require each to have their own arduino, and you would have to come up with some kind of a swappable mount I never got around to making a wiring diagram. The Arduino sketches I provided both use a 5x5 matrix. here is a good video on how to wire that up -
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