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#1
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I noticed that, too. Gunfire from inside the aircraft sounds better.
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#2
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I've noticed a difference in the new 4.12 patch of mixture settings. For example, In a LaGG 3 series 29 campaign I'm flying, I now have to reduce the fuel mixture to 80% at 3300 meters or I get the brown\black smoke of an overly rich fuel mixture going to the engine. I didn't have to reduce the fuel mixture until 5000 meters before the new patch. Nice addition the complex engine management that is more realistic. I remember when I was learning to fly in a Cessna 152 that I had to start leaning the fuel mixture to the engine above 3000 feet if I wanted more RPMs out of the engine. (I didn't do it in the pattern at the airport I trained at, but the field elevation was 2284 feet which meant leaning began shortly after take off.)
I see we now have a radio command for "bandits". How does this work? I have pressed the W key which is usually assigned to the 'bandits' call and padlocked an enemy aircraft and heard my lead say 'roger'. I've also just padlocked an enemy aircraft and heard the same 'roger' call. I think it's my way of pointing out enemy aircraft to an AI lead, but I'm not sure Exactly how to use this new command. Loving the new patch so far!!! Last edited by Dash 8; 06-19-2013 at 11:23 PM. |
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#3
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Most of my post widescreen landings have turned to crap due to the narrowed down clipped view approach angles that have been firmly embedded in my skull, so I’ve been spending a lot of my time using QMB scramble missions to practice circuits and the ground handling of my favourite rides to try and learn the corrected angles, as such I have had the opportunity to observe a lot more of my surrounding in the process.
While I’ve been tooling around I have noticed that the national marking of static aircraft in QMB are now missing (well at least the for Luftwaffe) and I assume that this all has something to do with the ability to use ones own skins on statics and is obviously NOT A BUG, however I've been so busy enjoying flying with wide screen that I have not yet worked out how to change these skins or found what is most likely a simple markings on/off switch. And now that I’m at work I cant even take the time to have a look in the files for instructions, so can some kind sole at least confirm that the details on how to change the static skin options is in the readme?
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Spud |
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#4
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Yep, all static aircraft now come with the option in the FMB to have markings on or off. Which is a terrific option to have! By default (as far as I can tell) they're set to off.
Not a criticism, just a personal preference - I would have set the default to "on" rather than "off", so that I dont have to go through each and every static plane in each and every one of my missions and turn all their markings on so they're visible. |
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#5
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S!
Tested the patch yesterday night. I love the targeting reticle adjustable light. Now in a Zero I can actually see my target behind the reticle I found the new FOV setting a bit lacking. On my screen it locked to something like 95-100 degrees. Why have limits anyways? If someone wants to play with "fish-eye" graphics, why not let them?
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AMD 1055T Hexacore@3,4GHz - 2x4GB 1600MHz DDR3 - ATI 6950 2GB, flashed to 6970 shaders - Windows 7 Ultimate 64-bit - 30" LG W3000H (2560x1600) - TM Warthog Stick + Cougar Throttle - wooden DIY pedals with Hall sensor - FreeTrack |
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#6
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Noticed that when recording a track, when the mission all the smoke and fell, in writing no smoke, no fire! (see track 93)
Also, a question for knowing the shadow of big smoke at certain angles disappear (see screenshots and track 95) Maybe it's just me, check somebody. Sorry for my english |
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#7
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Well now I've had a real look and still can't figure out how to turn the markings on for QMB static aircraft?
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Spud |
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#8
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Quote:
While the flexibility of toggling markings per individual aircraft is welcome, it would have been convenient (and arguably obvious) to include a global option as well, or at least leave them on by default. |
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