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Posted

Hi,

 

I wish I wouldn't have to make one but here it is, if it can help finding problems.

 

The first I have here is with Su33 payload edition when on Antiship mission (not seen on GAI, CAP or Fighter Sweep, didn't try others).

 

I created a payload adapted to the length of the flight, and after some tests, came back to make the definitive payload configuration for the flight. But when I selected the test configuration previously created, it pulled it back at the end of the list of available payloads. So I tried once more and it duplicated it.

When I finally reached seven similar useless configurations, I removed them all in the MECustom.xml with the notepad. Strange it's on this mission type and not some others.

The problem is that somehow, I had troubles setting the same payload on the lead and his wingman as long as I had two clone payload configs in the list.

 

Another little problem, not really a bug, seems to be a missing bitmap (ECM pod on german Tornado IDS). The object and textures exist but the bitmap "view" in payload menu doesn't.

 

Maybe is it like this on the real ones but, does the navigation indicator freeze when selecting a non-navigation mode (seen on MiG29 and Su25)?

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

Re: Feedback (bug report)

 

Maybe is it like this on the real ones but, does the navigation indicator freeze when selecting a non-navigation mode (seen on MiG29 and Su25)?

Known (and big) issue, navigation information is not kept on instrument when in any combat mode.

Listed 1st in the "US avionnics enhancement wishlist" ;)

Whisper of old OFP & C6 forums, now Kalbuth.

Specs : i7 6700K / MSI 1070 / 32G RAM / SSD / Rift S / Virpil MongooseT50 / Virpil T50 CM2 Throttle / MFG Crosswind.

All but Viggen, Yak52 & F16

Posted

Since the release of Version 1.1 is relatively near, perhaps bug reporting should wait until after it's release. The bugs that would be listed here may already be fixed. I doubt there will be any new fixes implemented in the add-on at this point.

Posted

There are so many little problems insignificant enough to be forgotten in the minute till they appear again like this strange one in the editor when you have ground groups:

you make a group (like a Kub site), you arrange the elements of the group in a certain configuration (to cover a particular area) and you make other ground groups around.

By simply selecting this group then, selecting some other, randomly the configuration of the site will be lost and all units will be brought back on a straight line (sometimes, it also resets the unit types changing some of the vehicles from the group).

The only way to avoid this effect is to unselect (by clicking on the ground unit button on the left bar) the last selected group before selecting another.

Edit: If you make a group you edit and modify (change some unit types), add another group, then delete the last created, as the selection goes back to the previous, it is reinitiated.

 

This kinda bug is not a real big issue, but annoying enough when it comes back and back again each time you make a precise mission adjustment, to hide some vehicle behind building, etc... and, as you click on another group, PLOP... the previously selected one resets (I don't know if it also resets a group you just hid).

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

  • 2 weeks later...
Posted

Is it normal to loose a lock and remain unable to lock again when flying inverted?

I hardly imagine a radar/IR tracking device loosing its target when its antenna's upside down... missiles wouldn't hit!

:wink:

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

Depends on the radar. Oh yes, you're flying an Su-33. Sort of ... I think that'll be fixed in the addon, but we'll see. There -are- certain roll limits imposed on the Russian radars, but they're not implemented entirely correctly from what I've heard - I could be wrong though.

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

It seems to be in BVR mode only... but since we consider a common case where a plane in the detection cone remains in antenna's mechanical limits when the tracker's upside-down, the result displayed varies on some radars according to the projection method but not the fact the radar has an echo (which remains independant of roll angle)... or I have to go back to see my old aerospace collegues to get familiar with recently developped inabilities...

thanx to M$?...

"critical radar error: InvertedFlight32.dll not found. Have a good crash." :shock:

 

...I'll stick to my shoes ...modern transports aren't safe any more. :wink:

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted
Is it normal to loose a lock and remain unable to lock again when flying inverted?

I hardly imagine a radar/IR tracking device loosing its target when its antenna's upside down... missiles wouldn't hit!

 

Actually, yes, apparently it is normal. It was something added to the 1.02 patch of LOMAC, as apparently the real radar has this limitation as well.

 

Taken from the 1.02 readme.

Russian aircraft will lose a search track on a target if they roll more than 110-degrees

 

It makes sense that you would really only notice it during BVR, because since 1.02, the EOS automatically attempts to maintain lock on the enemy aircraft if the radar loses lock for some reason. Obviously, EOS will be unable to maintain a lock at any great distance, but in WVR, it stands a good chance.

Posted

110 degrees? :shock:

If it was really a projection problem, the limit would be under 90...

Maybe someone will be able to tell us why such a limitation. :)

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

Ok, not really a bug now, merely some adjustment to do on planes balance:

I was wondering why I had so much difficulties with downing an F4: while the F14 went down in 4mn, it took me 12mn and all my kero to get rid of the Phantom, so I had an F14 and the F4 face to face with guns only and the F4 ripped out the Tomcat in 2mn. I may be wrong but it seems the Phantom is too light or has to much thrust and turn rate (it took a vertical climbing at the same rate as my M29A).

 

Another point I can understand on-line but less in solo (it lightens packets) is the fact the sight of AI planes is lined up with velocity vector (except for landing). Is there a particular reason to this?

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

Another strange one, with ILS this time:

the glide bar is displayed too high and the alignment vertical bar sticks to the left of the HUD while the plane is perfectly in the only runway axis.

Seems to happen when cycling navigation modes to nop (pathline pointing to the center of diamond/runway approach line) then ask for landing clearance: the diamond and line disappear and only the square surrounding the runway remains and the ILS goes mad.

(I have the track somewhere if it can help figure out what happened exactly -PM me-. I zoomed out and in the MFD to check if it wasn't another base ILS I was tracking but there is none miles from the one I use)

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

I was trying to figure out why my FPS rate was really messed up on some trips and not on others and why above some big cities, I had a better image frequency than above small industrial ones. Well, it seems the factories smoke trails are to blame. Each trail takes out more than 5fps... just imagine what remains when 5 factories are in my field of view. It's just a slide show.

I tried to turn them off, but switching scenery, lowering detail levels, etc... just make the image ugly while those damn smokes keep killing the FPS.

I did a search on the forum for a tip about hiding these without turning off all other effects and I don't find any.

Is it possible to turn these off and if not, to link them to one of the existing switches like scenery in one of the next versions?

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

Not really a bug but a real AI weakness:

fuel consumption management seems to be really hard for it, close combat seems to mean "full after-burner" and wingmen trying to join the formation when left behind (even if not far and not so fast) use it too.

A real problem on MiG-29 for example, it's practically impossible to fly reasonably far from base without having them flying back short on petrol while you still have 75%!!! The result is: you just have to avoid enemy shots long enough without using your AB to see them flee and shoot them in the back... :wink:

Another example is with putting interception groups (GAI), they simply take off and fly all the way to target with full AB while military thrust at an optimal altitude would be real better... Sometimes, even with fuel tanks, they have to fly back before being able to engage.

How to shoot down an excellent AI flying F-15 with a Su-25.

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

  • 4 weeks later...
Posted

Hate to bring this back but I didn't find any other thread regarding this:

 

When you set the cockpit-view angle in the video edition mode, you quite never have the same angle reproduced in the replay/demo modes. Quite annoying when you have a nice shoot situation in a replay... :cry:

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

Posted

The problem only appears when you modify F1 view angle in video edition mode. All angles set during the recording are correctly reproduced in replay. It seems to be linked neither to time-rate nor to FPS...

Mouse view is disabled so it shouldn't be involved.

"Heroism is the only way to get famous when you got no talent" Pierre Desproges

"Whether fifty millions people say a stupid thing,

it's still a stupid thing." Anatole France

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