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Damaged gears do sink into the ground, a nasty surprise when trying to do pinnace ops.
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Update 24/12/24 - dust storm not working
K-dot-B replied to HR-Crumble's topic in Clouds & Weather System
Aww shoot... Well, thanks for looking into it, at least now I know its most likely a local issue. Since then I opened the mission file itself and there are some suspicious lines in it (names of seasons defined in multiple languages scattered in random places, weird), so maybe there's something deeply messed up with my game. I generally avoid mods for this reason, I only have SRS and The Way installed. Looks like major troubleshooting time for me -
Update 24/12/24 - dust storm not working
K-dot-B replied to HR-Crumble's topic in Clouds & Weather System
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Update 24/12/24 - dust storm not working
K-dot-B replied to HR-Crumble's topic in Clouds & Weather System
Thanks draconus for helping me! It's weird, I do see the dust in your track. I also converted it to a mission file and I even see it when I launch that. However, when I create a new mission (or modify an old one) I never get any dust. Here's a test mission that I made. It's empty, literally just enabled the dust tickbox, yet I can't see any of it: dust_but_not.miz -
Update 24/12/24 - dust storm not working
K-dot-B replied to HR-Crumble's topic in Clouds & Weather System
For the life of me I can't get the dust storm to appear. I tried adjusting the dust slider, tried various maps, dates, weather conditions, ran a slow repair, nothing works. Is it tied to some graphics setting maybe? I was looking forward to using the effect, but it's a big disappointment so far. -
@Flappie Hello, unfortunately this bug is still here. I made a fresh track today in the latest version. The Launcher Arm button fires rockets when pressed anytime after the first salvo is launched in the session, which makes it impossible to reset fresh launcher pods after a rearm. mi24_rockets_launcher_arm_issue.trk
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Petrovich Not Spotting Targets After Latest Update
K-dot-B replied to BoomBoom's topic in Bugs and Problems
Managed to reproduce it in singleplayer. The second track is an airstart and is much shorter. Edit: Interestingly, adding fog to the same exact airstart mission will allow Petrovich to see. mi24_petrovich_blind_9_11.trk mi24_petrovich_blind2_9_11.trk -
Petrovich Not Spotting Targets After Latest Update
K-dot-B replied to BoomBoom's topic in Bugs and Problems
I tried it in signleplayer and I noticed some weird behaviour. If I turn off the fog entirely Petrovich becomes blind, but when I set some fog with finite visibility he starts spotting units around that specified range. Maybe the AI can't handle a visibility value of infinite/undefined. I'll test it more and post tracks later. -
It supplies the 36 VAC systems if both 36V transformers fail. In an emergency 36VAC is supplied from the inverter to the main and standby attitude indicator, vertical gyro no.2 and the "gyro correction cutout switch". Section 2-69 in the Cold War Air Museum's manual has a lot of info on this. I think it's mostly an emergency solution, and that's why it's never mentioned in normal operations.
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Pressing the "launcher arm" button anytime after firing the first salvo will start launching rockets, regardless of weapon selector and safety settings. This will happen even after rearming the helicopter, so the issue makes it impossible to reset the new launchers. In the attached track I performed these steps: preparing the weapons on the ground, launcher arm works as expected, indicator lights appear taking off, firing a regular rocket salvo pressing the launcher arm again starts firing rockets landing and rearming pressing the launcher arm fires the rockets from the new pods, even after turning off the weapon safety switch bar in the front cockpit mi24_rockets_arm_issue2.trk
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Rockets can be fired when fire control switch is off
K-dot-B replied to bephanten's topic in Bugs and Problems
Worse yet, rockets can even be fired if the "Weapon safety switches bar" in the front cockpit is turned off. mi24_rockets_weapon_safety_issue.trk -
Rocket burst length incorrect behaviour when using 4 rocket pods
K-dot-B replied to NumberTwo's topic in Bugs and Problems
Yeah, it's definitely not obvious at first. Hopefully these things will be better explained in the new manual.