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Showing results for tags 'need track replay'.
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Hi, In some instances George keeps scanning the ground (low) and not forward anymore. Not sure when and how. Is there a way to center him back? Did deslave (fixed) but after choosing “searching area” he is fixed to scanning the ground low.
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Hi, I have a problem with the trim that I will describe below. I have 2 GBU-24s, one on each wing. When I release one of them, the plane obviously goes unlevel. My problem is that I try to compensate with the trim and it is impossible. No matter how much I activate it, the plane remains unlevel. If at that moment I release the other GBU, the plane goes unlevel uncontrollably towards the place where I activated the trim and then the trim starts to work and I can level it by activating the trim. Greetings and thank you.
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I can't believe nobody reported this and it still isn't fixed with the patch. Shrikes are utterly broken in MP. They track in SP and as soon as i play the same mission on my server (or any mission on a MP server) they don't track at all. This has been the case since the last patch. Can you please look into it?
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Been flying over Hatay, lots of enemy targets some are infantry units some are armored, tried all weapons but George took lots of time to fire and sometimes didn't fire at all, I was in range and high enough to give George the best chance to fire but he didn't and it happened with more that 5 enemy units.
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I mean... sudden death is something that can occur on a person, but is the CPG (or the AI buddy on the Apache) meant to be on the system failures table? I thought it was related to the aircraft only. Not even ordinance are affected by the random failures, afaik. Restarted the mission and it was fine, meaning it most likely was the random failures being triggered. Random failures was turned on.
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Just playing with George all new features and noticed it can detect enemy targets "hidden" in the editor, waitng for their activation. There is nothing ahead in the terrain, nothing on F10 map, but George after a search command, displays a full list of the hidden targets to attack
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Anyone else have this problem? After update the flir on with the Hornet tanks my fps. I used to get steady 90+, now in the same night bombing mission it drops to single digits with the flir on. CPU utilization is much higher too. Unplayable as is.
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need track replay AI CPG not lasing targets when in range
JaroGrozni posted a topic in Bugs and Problems
I noticed that when using RF Hellfires, George won't automatically lase the target when it gets in range. He lases it when the target is first detected and then just hangs until i give him the command to scan again or until i cycle the weapons to get him to lase again. He should lase it in intervals to see how far the target is in my opinion... The problem persists even if he has free fire selected and the target list populated. He just waits.. -
I created a JACT mission, and the laser marvick can track the JACT laser signal before firing, but always loses the signal after firing. So what I got wrong for the firing or the mission editing? I've attached the mission track and the mission file for you guys to analyzing. I've thought is it a bug for sina map? Course the same setup would work in Causscu map. Mavric laser problems.trk Sinai map groud..miz
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Hi, I have been practicing the AAR with F-16C in one of the instant action scenarios and I found that the AI flight that is supposed to refuel before us connects to the tanker, then imidiately disconnects and switches with wingman. This keeps repeating forever and I'm unable to get a turn. This happens with every instant action scenario I have tried. What's happening and how to fix it? Thanks for tips
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I'll go out for SEAD, shoot 2 of my 4 HARMs then the HARMs either stop targeting or won't launch. Even after rearming, the HARMs won't show radar emitting targets. This might be happening after I select a search for a particular radar.
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So from my previous bug report and the answer on it, i understand that the tv is actually at a higher zoom. but with the surrounding IR picture is basically means the same detail level. So whats the point??? I mean, i get it if the PIP show a higher zoom than the surrounding area. Isn't the idea then that you can use the surrounding area to see where your target pod is looking in the big picture, and then see more detail at the PIP? that would be a good workflow and i'm guessing here, but i think that would be the point. But if the PIP just shows the same picture, but just in TV mode, what is the use? I therefore think that the level of detail in the PIP should be higher than the surrounding area???
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When pushing the O2 test button, the needle rotates to and through Empty as it should. But when releasing the switch, the needle keeps rotating to the left and the caution light remains going on and off. I noticed that it only shows this fault when the Oxygen regulator supply lever is on. When the Oxygen regulator is OFF, and the restbutton is then pushed and released..it operates normally. Regards
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need track replay How to know if realistic damage is activated?
dresoccer4 posted a topic in General Bugs
i've been punching hundreds of .50cal holes in this "Zero" including multiple pilot shots, however there is 0 degradation of the enemy plane. Is this normal? I uploaded a screenshot so you can see for yourself essentially every single part of the plane has been hit many times, but there's 0 difference in the behavior of the plane and pilot. Anyone know what's going on here? null -
For what ever reason the basket is not lighted
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need track replay TGP does not work with FCR properly
karasinicoff posted a topic in Bugs and Problems
When Air to Ground mode. weapon selected AG PRE etc everything ready and on.. When FCR GM mode is on, it shows the crosshair on the waypoint. TGP also should indicate at the same location but it shows somewhere far in the air. Only way to synchronize both view is moving FCR crosshair on SOI just little bit then TGP moves right away to the waypoint. If I push CZ it comes back to wrong spot again. FCR moves to the waypoint but TGP moves back to somewhere in the air. I try to do it on Falcon BMS and it works perfectly. They shows at the waypoint from beginning. No problems. I think it is a bug or broken modeling. Please have a look this F 16 MFD. Hope this kind of error should be fixed before introducing the sniper pod. Hope ED should maintain current modules and assets as there are too many bugs and undone projects but keep selling new stuffs on EA. Thanks. -
I should have saved a track of this but it was a 2 hour mission. #4 in Operation Cerberus North. I was trying to land at Incirlik and the Hornet would not lose speed. I was stuck at around 350kts with the speed brake, gear and flaps down doing break turns repeatedly over the field. I eventually smashed it into the runway and rode the brakes down to the end. Wild. I can’t imagine this was some sort of failure was it? I’ll have to see if it will repeat.
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While in flight to drop troops accessed the FAC vehicle at the DZ to pop smoke, when I landed the troops were no longer in the back to disembark.
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I was trying to bomb a tank under a bridge today and it just kept blowing up when it hit the top of the bridge like an instant fuse whether I set it to delay 1 or delay 2. Is there something I'm missing or is this just not working right now? I haven't used GBU-12's with a delayed fuse in a while, but I don't remember this ever being a problem.
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Just been trying to play in the AH-64 in Single player. I jumped to the CPG slot and George descended to just off the ground even though the altitude showed 230 R. Nothing I could do would make him come up. Also swapping back to pilot from CPG is a very dangerous thing to do as the helo goes from stable to insane instantly.
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The last update 2.9.16.10523 introduced a quirk into setting interval of countermeasures on EW page. When one wants to adjust the interval of the countermeasure program, first click on Increase/Decrease OSB button goes in the opposite direction and only the subsequent presses start to work as expected. E.g. From default value of 1.0 clicking on OSB UP arrow the value changes to 0.75, subsequent presses advance as expected to 1.0, 1.25, 1.50... Way to reproduce: Spawn in Hornet (for example Instant Action / Caucasus / Ready on the Ramp) - Enable ALE-47 dispenser - Open EW page on DDI - Click OSB MODE to change to profile MAN 1 - Click OSB ALE-47 MAN 1 - Click OSB ARM - Click OSB INT - Click OSB Arrow UP Expected value: 1.25 Result value: 0.75 Similar issue with OSB DOWN arrow. First click DOWN jumps from 1.0 to 0.25. Thinking about it it looks like internally the starting value is 0.5, while displayed is 1.0.