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Wesjet

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Everything posted by Wesjet

  1. Nineline, I know this portion would more fall as a feature request - but if the unit is locked down to reload - shouldn’t the ammo truck also be? Regardless of if they decide to make movement cancel a reload automatically or not - the two vehicles I think should remain together. A cancel option & reload status from the F10 view when having selected a vehicle could help too.
  2. If a launcher was out of ammo, and it is reloading it won’t move. Moving the group will take the ammo truck away, pausing the reload. That can happen with other units too - it doesn’t seem to automatically cancel the reload. If you can drive the unit, you can hop in and manually cancel it. I encounter this a lot with artillery.
  3. I have discovered an issue with the DSMS system when switching loadouts. If you initially start with the LAU-88's with 3 mavericks, then change the pylons to be carrying 3 MK-82s on TERs and do a DSMS load from the load page, it will update the DSMS to show the stations are carrying the bombs, but it thinks they are mounted on the LAU-88s. This prevents those stations from working with other stations with TER 3x MK-82 in a profile. You can get around this by setting the station up manually using the INV menu, but once you drop the bombs (on a target or via SJET) the DSMS reports an inventory error on those stations, even though they read that they only have the TER, which would be correct. In multiplayer, this also prevented me from using SJET to drop the racks (whether I set them in INV as TER or as LAU-88) requiring the emergency jettison, but in single player I was able to use the SJET menu to release them. Track and mission file are attached. TER_Reload.trk TER_Reloading.miz
  4. Setting the Target Point is done via TDC Depress, not SSS Depress, and that does work correctly. :thumbup:
  5. I would also like to confirm, I am able to toggle the Point and Area tracking via the Sensor Select Switch - Depress. Verified my controls just to make sure as well.
  6. Noticed originally in MP (every time) - my laser behaves as if it has a latch mode. Depress trigger and laser is on and stays on until the trigger is depressed again. So far I have only repeated this once out to two attempts in SP. The first attempt it worked as described, requiring the trigger to be held. When it behaves like a latch, I have had weapons guide successfully while hands free from the stick - so it is not a label issue. I am not sure if you are able to view what inputs are being used, beyond the RCtrl+Enter axis display, but track is attached anyway. I am using the second detent on my HOTAS Warthog trigger for this, and it is also reproducible using the keyboard. GBU12-Laser-Stuck.trk
  7. GBU12 - Stuck in CCIP I have noticed an issue when setting up my GBU-12s initially. Typically this is in MP with a cold start, but I was able to reproduce in SP with a Air Start. 1) Select GBU12 (default mode is CCIP) 2) Select Mode 3) Try to select AUTO 4) Nothing Happens Work-Around: 5) Select Mode 6) Select FD (Or another mode) 7) Select Mode Again 8 ) Select Auto 9) Profile changes to AUTO. Track & Mission Attached. Edit: Also Noted that this is visible in Wag's training video with the GBU-16s. LGB Testing.miz GBU12-Stuck-CCIP.trk
  8. This can happen if you stop firing the laser when they get near the ground, and has been happening since before this patch. Your finger may have slipped off the trigger inadvertently. The bombs I believe should just fall unguided, but instead they turn into missiles!
  9. Okay follow up test report on MP: 1) My Laser and IR Marker operate like they have the A-10C's LATCH mode ON when flying MP (Click to turn on, again to turn off instead of press & hold). In Single Player it works as a press & hold as expected. 2) My first AUTO bomb run is WAY off target. 3) For round two I cycle to CCIP early and release, then back to AUTO and release a second weapon. Both of these impact the target. I had a similar result in my previous flight - after a CCIP release, the targeting was accurate. 4) For round three, I cycle in to another target and hastily do an AUTO run on that, which works fine. Additional notes - these are separate issues which if I continue to see I will make new reports. 1) My radar altimeter, despite being set for 200ft was warning post takeoff above that and had to be reset. 2) When setting up the LGBs, I could not select AUTO mode for the profile. MODE -> AUTO did not work. It was stuck on CCIP. I was able to get to it by doing MODE -> FD, then MODE -> AUTO. MP Track available via OneDrive here (too large for forum): https://1drv.ms/u/s!Au6nuN4_FUp2gft1NddyMomKXVaHQw
  10. Nineline, we are currently (Flying at time of posting) experiencing an issue with AUTO mode in multiplayer here as well. What appears to be happening is that the release cue for the AUTO bombing is having the bomb release when your aircraft is pretty much directly on top of the target. You can see this via the TGP symbology. The obvious result is that the bomb is past the laser as soon as it release off the rail and therefore doesn't guide. Edit: MP Track is too large to upload, so I tried to reproduce in SP but I had no issues in two passes. Will look to reproduce in a shorter MP track.
  11. You can offset some of the darkness by adjusting the gamma setting in the graphics settings, which I believe you can do while playing too. However, this will also cause daytime scenes to be washed out. So you can either adjust it back and forth or accept a happy medium.
  12. Thought I should add some findings too, track included. Couple spawns with a Hornet, infinite weapons turned on to make life easy. HARMs seem to behave a bit like how the AGM-45 Shrike was described on Wikipedia: "lack of punch in the warhead made it difficult for bomb damage assessment, as well as inflicting any damage to the Fan Song Radar vans beyond a shattered radar dish, an easy item to replace or repair." I mean this in the sense that I do not have much problems with large radars like the EWRs, SA-11 search radar and the older style tracking radars - all are either large units or have the dish on top of the vehicle. These almost always KIA or at least a technical kill as the unit is damaged enough to stop the dish rotating. I do have issues with reliable kills on more modern units like the SA-11 launchers (whose radar is at the front) or similarly like the SA-15 or SA-19. In my track you can see some kills on launcher and a couple fails. The HARM seems to be slightly too high at the end of the terminal phase, detonating above the target instead of hitting it and then detonating (like a maverick). That sort of result is what we see alot in our MP sessions - those tracks too long to be worth uploading. Edit: I would also like to add that when I use the HARMDISPLAY shortcut I get no targets, but if I go through stores and choose the HARM it all works. That's also in my track. HARMs.trk
  13. Having an issue in MP when playing as a tactical commander, where the Y key brings up the control panel despite the fact that I am using the chat pane. This also causes the chat to defocus. So far the issue only crops up under the following conditions: 1) Unit may or may not be selected to be driven by the player. 2) Use an external view (I was using F7) 3) Open the chat pane, and type the letter Y 4) The Ground Command control pane pops up, the letter Y is entered onto the chat entry line, but subsequent key presses do not count to the chat. 5) You can press Y again to toggle the control pane, but you have to re-select the chat to keep typing. 6) This does not appear to happen with any other key. There are no other letters with key bindings by default. The number row, despite having keybinds, does not appear to be affected by this issue.
  14. Hi all, I have been watching this thread with interest even though I have no problems as the local host CORS policy bug seems very odd to be showing up for a limited set of users. For you guys, take a look here - Chrome seems to have a security pack that disable local file requests as part of the Cross-Origin policy: https://stackoverflow.com/questions/3102819/disable-same-origin-policy-in-chrome Hopefully that is of some help.
  15. I tend to launch from 30,000ft or more on targets such as the SA-11. Something like an SA-15 Requires you to be lower so that it will track you but it also severely reduces range. For more range 35,000ft or more with or without a manual loft like bullet0 describes works too. I will say you can even go to 40,000ft but you lose maneuverability up there to defensive action is tougher.
  16. Wesjet

    Update

    I’ll do my best: Sighting Container = TGP? As for the development comment I think that’s more geared towards frustration in the development speed when they have payed full price (and except a complete product). ———- Hoping for the update this week & the JSOW videos.
  17. Related to: https://forums.eagle.ru/showthread.php?t=242543 ?
  18. Few of us on the Hollo Pointe / Hollo Pointe North server can confirm this. First person only issue.
  19. We didn’t have issues until the release of OB 2.5.5 either.
  20. Flew a Hornet last night and both my pilot and the ATC called out as 7-1-1. Some parts came through with the new voice from the updated carrier ATC. A friend in a F-14 correctly called out as and got a reply as Pontiac 1-1, but he did hear my call as 7-1-1 and the altered voice too.
  21. I would like to second this. I also tried folding and unfolding the wings later on with no change to the display of folded wings to my friend in an F-14. The F-14s wing sweep comes across the network fine.
  22. Thank you Rex! I figured there may be a limit on the older F versions, but without info figured it’s worth noting so someone could advise yes or no.
  23. As part of the thread on the AIM-7 acting like a ARH missile, it was noted after the thread was acknowledged that the Sparrow is lofting when programmed not to. I am not sure if that portion of the issue was noted, and as we aren't supposed to tack on to other issues - I am posting this. Issue: AIM-7 mode setting does not always work as intended. Notes: AIM-7M and AIM-7MH will always LOFT except when close, within roughly 3-4nm of the target regardless of being set for LOFT or NORM. AIM-7F always flies a NORM path, even when set to LOFT. Since I was using the various models of the Sparrow, I toggled the setting for each missile just to be safe. Track file attached. Sparrows.trk
  24. Excellent - thank you for this! Without this my server was not starting the mission, and I double checked my server settings to make sure it was OK. Added this to the dedicatedServer.lua and after a longer (appropriately) start up it is auto-starting the mission.
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