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  #231  
Old 12-26-2013, 07:47 PM
SaQSoN SaQSoN is offline
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Originally Posted by stugumby View Post
new jake looks awesome but has anyone noticed when seaplanes land they cut off their engine and glide in?? This was a recurring in and out glitch since the early pacific fighters days, seems it sback, not a show stopper but maybe something to look into?
This is not a glitch. The AI lands with engine on, if landing waypoint is on a water airfield. It considers a landing waypoint, set away from any base, as crash landing waypoint and acts respectively (no matter, if it is water landing with a seaplane - it still a crash landing, if it is not on an airfield).
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  #232  
Old 12-27-2013, 02:08 AM
Fighterace Fighterace is offline
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Looking forward to the next 4.13 update
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  #233  
Old 12-27-2013, 02:42 AM
stugumby stugumby is offline
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So what your saying in FMB terms is if there is a water based airfield symbol on the map it will land with engine on and if just set to land on water anywhere it glides in, fascinating, i stand corrected. Tried it with a fixed seaplane spot and it works fine, but if emplacing test runway 4 the plane glides in.

Last edited by stugumby; 12-27-2013 at 04:42 AM.
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  #234  
Old 12-27-2013, 10:37 AM
Pershing Pershing is offline
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Quote:
video about co-pilots
Is this about dogfight mode..?
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  #235  
Old 12-27-2013, 03:44 PM
jameson jameson is offline
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Maybe jumping the gun here, but this dual control code would seem to open up the possibility of permitting dual control flight training. Tiger Moth, Harvard p6 could be used to create scripted missions, ai/player, to get newcomers to the game up to some kind of base level, in flying and basic acm. This would rectify the games abandoment of training missions that occurred very early in the games history. Someone has to do the missions of course and agreement about what they should be....but would add to the game greatly.
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  #236  
Old 12-27-2013, 04:02 PM
SPAD-1949 SPAD-1949 is offline
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Quote:
Originally Posted by stugumby View Post
So what your saying in FMB terms is if there is a water based airfield symbol on the map it will land with engine on and if just set to land on water anywhere it glides in, fascinating, i stand corrected. Tried it with a fixed seaplane spot and it works fine, but if emplacing test runway 4 the plane glides in.
Also tried this.
With several AC and also with a Catilina.
Tried to force it to land on a landbased airstrip, since I thougt it had retractable wheels.
But it allways come down on the nearest larger open water, on rivers its not clear, sometimes it happens to meet water by accident mostly it just lands on flat land or crashes on not so flat land.
If it lands on flat land, all the men jump out and run, if it touches down on land but slips so far that it happens to come to a halt on water, they remain inside.
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  #237  
Old 12-27-2013, 04:51 PM
stugumby stugumby is offline
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Default fmb possibilities

To make a mission where rufe takes off from water near a ship filling in as seaplane tender,conducts its mission, how to get it to land engine running to near ship. Since there is no seaplane point I tried test runways 4_6 but no luck with landing engine on. Test runways were set to same color as player and linked in landing tab. Is there a tip or trick to obtain a seaplane airfid on any map with water??
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  #238  
Old 12-27-2013, 05:06 PM
Tolwyn Tolwyn is offline
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Can you please elaborate on the Co-pilot / Nosegunner / Bombadier relationship now?
  1. In Coop mode, who can occupy which spots?
  2. What are the restrictions?
  3. Can pilot still switch to nosegunner and bomb and have copilot pilot aircraft?
  4. Can copilot switch to nosegunner and bomb and have pilot pilot the aircraft?
  5. If pilot moves to rear-gunner, can copilot move to pilot spot? Meaning, are they considered "hot seats" or...?
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  #239  
Old 12-27-2013, 07:08 PM
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ElAurens ElAurens is offline
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Quote:
Originally Posted by jameson View Post
Maybe jumping the gun here, but this dual control code would seem to open up the possibility of permitting dual control flight training. Tiger Moth, Harvard p6 could be used to create scripted missions, ai/player, to get newcomers to the game up to some kind of base level, in flying and basic acm. This would rectify the games abandoment of training missions that occurred very early in the games history. Someone has to do the missions of course and agreement about what they should be....but would add to the game greatly.
The fly in the ointment here is that there are no Tiger Moths or Texans (Harvards) in the stock sim.
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  #240  
Old 12-27-2013, 09:29 PM
Marabekm Marabekm is offline
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Quote:
Originally Posted by Tolwyn View Post
Can you please elaborate on the Co-pilot / Nosegunner / Bombadier relationship now?
  1. In Coop mode, who can occupy which spots?
  2. What are the restrictions?
  3. Can pilot still switch to nosegunner and bomb and have copilot pilot aircraft?
  4. Can copilot switch to nosegunner and bomb and have pilot pilot the aircraft?
  5. If pilot moves to rear-gunner, can copilot move to pilot spot? Meaning, are they considered "hot seats" or...?
1. Im am pretty sure each is a different slot now. So on the planes which had all three positions then in coop you can have three different players in each position.

I would assume switching positions would be the same as it is now.

Of course I could be wrong here so please feel free to correct me if I am.
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