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#251
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#252
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If you do change the routine, if it is at all possible, I would like to see you have the planes pull forward before locking their chocks far enough to allow another plane or planes to land while there are some planes that are still on the deck. As it is now it takes forever for multiple planes to land and despawn. 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 |
#253
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Has anyone else noticed that whole AI flights are ramming into each other on the way to missions? I think I've seen a post on this not long ago but search didn't bring it up.
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#254
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![]() Hope this will be corrected with 4.12.1m ![]()
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#255
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Has Daidalos Team taken note of?:
This important be functional for missions and SEOW campaigns. |
#256
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Is there are any of the surfaced submarines that fires them?
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#257
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All surfaced subs fire torpedos, apart from those 3 named above.
This was also part of their tactics, to attack convoys when surfaced. |
#258
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Uh, a bit late to the party, just discovered the 4.12 today! Anyway, patch installed, testing continues, love it so far, one thing bothers me though - when starting an ordinary, non-dedicated server, I can also see non-flyable planes on the list of the ones to chose from. Obviously, when I click them and choose "fly", the game puts me somewhere on the map, sitting in the middle of "nothing". Not a big deal when you remember exactly which planes are flyable and which are not, but with soooo many of them, I kinda lost the track of it. Thus, the questions are:
a) Is the issue related to 4.12, or maybe there was something wrong with my stock 4.11 backup copy I used to get to the newest version today? b) is there any easy "edit-with-notepad" way to clean up the multiplayer plane list and put only the flyable ones on it? |
#259
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You can use the AI planes from external if you fly a "normal" plane first. The changed list is essentially a feature of 4.11.
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#260
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@FC99
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