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#61
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was just opening a mission i made last week that had p-40e and the plane is there under the camo net but it dosnt show up when mouse goes over the plane, cant remove it etc, didnt see any p40 except p-40new etc. This will effect many older missions and campaigns.
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#62
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#63
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You usually correct them by doing some workaround. You just need to set different heights to different flights. Also, bomber flight formations were on base 3, not base 4. Base 4 flights were a result obtained by the Germans after the Spanish civil war. The well known finger four, and was only employed by fighter wings. You will also find that building bomber boxes by three planes is far easier than doing it by four elements each. On quick missions, you must modify the basic set. On full missions, you just do one path, and then copy paste the others by doing minor changes in height and X,Y positions on different WP's. This alone will avoid that kind of mindless behavior. BTW, it is also affected by low flying groups. You are always forced to recheck missions with low flying planes, because they happen to love the ground to much, and all your flight might end speaking with the worms way too soon. |
#64
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- When flying the B-24, using the lock tail wheel command gives a message, even when the plane doesn't have a tail wheel. This doesn't cause a catastrophe though, like with B-25.
- Not really a bug, but the quick scramble mission in map NGNB_9-43 has a flaw. If the player is on the Axis side, there's a covered box on the runway that lops off the right wing of a plane that spawns there when the plane tries to move. (the mission is NGNB_9-43BlueScramble00.mis). |
#65
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After many years in the game I can say that the AI in your update(s) is a one long bug. I was never complaining and was hoping that it will be fixed but it wared me out. Rookie is flying like Veteran, Novice is flying like Ace, Veteran is Flying like God and Ace is a something indecent. If R. Bong could see what the bots are up to he would kill himself for his complete nonentity in comparison with them. The last battle a novice hit me with second or third shell from a ultimate distance when I make a steep and speed turn and roll and this happens continually, it's enough to see as bots fight againtst bots. This is absolutely improbable and unrealistic. The official team of the game never let such things. You know guys, you would not have good sell if you were the head of the game because you don't understand that you will not playing this alone. You make it for yourself or for online gamers but offline is murdererd, thank you very much.
You had make a very big work, new options, new stuff, all this new things. Please make next time new options in order to gamers could adjust AI ourselves, as you anyway don't do this |
#66
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The BRS-132 Rockets still can't harm ships that can easily be destroyed by RS-132s. I guess this is a bug, since anti-armour rockets are supposed to be efficient against ships.
I have attached a file with two demos that show this behavior. |
#67
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Good find. It works and it doesn't. Depends how the plane is killed. If you kill the 5th quick enough, it works. Like for example ram it so that it explodes. Too slow and 6th refuses to believe that it should take new leader and recalculate formation positions. In our testing we have a special buttons to cause different kinds of fatal damage to a plane in external view, so the slow kill option was never tested.
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#68
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In case you haven't noticed yet, one of the undocumented features is plane icons with arcade=1 option. One of the plane icon types will render the normal info plus planes throttle %, G-load, task and maneuver.
This was added to bust some myths like "AI always uses full throttle" or "AI can pull unrealistic Gs". Also many people seems to think that AI wingman doesn't defend the player like they did before. Task & maneuver info should make it clear that they do. They just don't hang always behind the player waiting for someone to come near. Instead the wingman will target enemy planes that are a threat to the player. Hopefully it will also help to debug the AI behaviour in strange situations. |
#69
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Taxi to Takeoff is still not working as it should.
The plane follows all the Taxi to Takeoff waypoints and then uses the "Normal/Original" TAKEOFF waypoint. After the plane raises its flaps the plane, which up to this point is still attached to the first Taxi to Takeoff waypoint, jumps to the "Normal/Original" TAKEOFF waypoint and circles back to attempt to go over the "Normal/Original" type of TAKEOFF waypoint again. If the plane misses the "Normal/Original" TAKEOFF waypoint it continues to circle at minimum altitude until it crashes into the terrain or it flys over the "Normal/Original" TAKEOFF waypoint. Once the plane flys over the "Normal/Original" TAKEOFF waypoint it continues on to the first NORMFLY waypoint. (This discrepancy can be easily seen when you watch the waypoint line attached to the waypoints and the plane.) This video show the problem. Unfortunately at the time I could not figure out how to get the waypoint line to show. Source: https://youtu.be/mVvO3n62GCw Wheels
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Cheers ![]() Wheelsup_cavu ![]() Lock N' Load - Time lapse build of an F/A-18 Super Hornet March Field Museum Pics-Riverside CA |
#70
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When I'm in the bomber's station and looking through the sight... FOV commands aren't working right.
Had some issues in the HE111 and the B24 with FOV commands. It only zooms in (smaller FOV) but doesn't come all the way back out. Also, manual FOV + and FOV - don't seem to work correctly either when looking through the bombsight. It does seem that switching to Pilot view or other view kinda fixes the problem; but this could be problematic with a fully human-manned aircraft. I have NOT tested with Pe8 or the other OPB & Type 90 MK1 sights yet. |
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