olaleier Posted November 30, 2004 Posted November 30, 2004 Forgive me if I missed this in the fix/added list, but will there be a way of jettisoning a specific pylon in 1.1? For instance adding a "jettison currently selected weapon" key, or changing the current jettison to routine to mean that...depending on how it's done in reality of course. :) This is what brought it to mind: The yellow lamps will stay lit on PI-10P weapons indicator after sub munitions release from the KMGU-2 dispenser. The lamps will be turned off only after the dispenser is jettisoned http://lockon.ru/index.php?end_pos=9&lang=en&scr=list&page=4 The KMGU-2 looked very good in the Su_25T_In_Action vid, I will make sure to put them to good use. :D Also much thanks for this: Ripple quantity and interval control logic for Su-25 And this... New ejection sequence with rocket-powered ejection seat And this... AAA and SAM units are only attacked with appropriate weapons and attack profiles - AAA is bombed only from high altitude, SAM sites are no longer attacked with AG missiles that have lower range than the SAM itself. Likewise the initiative to go after unassigned targets is decreased, and AI planes are now easier to control in their behaviour during ground attacks. And this and this and that and those things and on and on... :shock: :heart:
ED Team Olgerd Posted November 30, 2004 ED Team Posted November 30, 2004 Sorry, selective jetisson was not implemented yet. [sIGPIC][/sIGPIC] К чему стадам дары свободы? Их должно резать или стричь. Наследство их из рода в роды Ярмо с гремушками да бич.
Guest ruggbutt Posted November 30, 2004 Posted November 30, 2004 Just get in the habit of jettisoning the empty pods after you've made the attack run. :D
S77th-Paralyzer Posted December 1, 2004 Posted December 1, 2004 Would like to see this implemented also :D
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