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#1
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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. |
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#2
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I am running a stock dedicated server and since the 4.13 update i see a lot of entries when firing rockets in the logs.lst:
Quote:
Quote:
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#3
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Hello Daidalos Team.
First of all let me thank you again for your great 4.13 version. I love it. My PC has three 32" monitor. In the game is great to fly with all the great view inside and outside the cockpit. I have been using the 4.12 version for long time and enjoying this advantage. But for bombing purposes I cannot enjoy it the way I would like. Since I have three monitor with a resolution of 5760x1080x32 the view from the bombing aiming is zoomed in too much. The image is centered as it should be, but too big. I took only a screen shot from the first monitor (the one at the left only to show up an example): As you can see the circle is projected too big on the screen and I cannot see the whole graphics. Using 4.12 the main menu view was too wide, but with the new 4.13 version this is great because the menu appears at the center and in a perfectly shape (thank you very much for this), now the image is not stretched. I love it. But in 4.12 in FMB the maps were using the three monitors showing a great view. But unfortunatelly for me, the 4.13 version took away this option and shows only the map using only one monitor. It is possible to fix this? As you can see on this image the map is using the whole resolution. What I would like to be fixed: * FMB maps using the whole resolution again. * Bombing using only one monitor (the center one, like the main menu in 4.13). * Full map while flying on screen using the whole resolution againg. I hope not to cause too much trouble. Thank you very much |
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#4
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Quote:
yes ... we already got couple repport with same problem ... we are much concerned by that issue ... the first applicant for correction
__________________
work hard, fly fast |
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#5
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Since I've installed the new version I've found that the in cockpit sound volume drops to almost zero when I turn my head exactly 90 degrees to the right but is fine when facing any other direction. This never happened before.
Fabulous update though and well done to the team. |
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#6
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When flying the Japanese bombers, (B5N2, D3A, and G4M1-11), the speed gauges in the cockpits indicate speed in knots. However when entering this data into the bombsight it enters as km/hr.
Its not really a big deal, as most can use the speed bar to convert it, But if flying on harder settings its kind of an inconvenience. Its been around for a while not just since 4.13. |
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#7
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EDITED:
Experiencing issue with all bombloads not just Fragementation bombs when the drop type is set to TRAIN and the number of bombs selected for drop is less than the full bombload. SEE THIS THREAD for update. In COOP mode, I discovered the following issue. Issue Detail: Host was the pilot and at LEAST one other human is in the aircraft manning the bombing station. LOAD-OUT: 16x20 Fragmentation Bombs Assume the bomber has the sight configured correctly. During the Bombsight Automation ON event, the messages "Bombs Away" is displayed on the screen but the bombs do NOT drop. All other load-outs seem to work. If only ONE human occupies the plane in COOP MODE and does the bombing, the 16x20 Fragmentation Bombs release as expected. In SINGLE PLAYER MODE the 16x20 Fragmentation Bombs release as expected. Tried this in Pairs and Salvo mode. Last edited by Tolwyn; 06-19-2015 at 10:29 PM. Reason: Enhanced Experience with OTHER Bombloads |
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#8
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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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#9
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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. |
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#10
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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
__________________
Cheers Wheelsup_cavu ![]() Lock N' Load - Time lapse build of an F/A-18 Super Hornet March Field Museum Pics-Riverside CA |
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