Ff you could have one thing in the next update it would be…
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In the hornet,
The nose has a pronounced left yaw when the gun if fired. I’d imagine that’s incorrect seeing as the gun is mounted on centerline. Feels like that isn’t quite right, makes sense in the Viper, not in the hornet.
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Arneh, I don’t understand. In BMS you get exactly those GM pictures of airbases etc. Press pinky switch to expand the GM radar to DBS2; and you will nicely see the runway of an airbase etc.
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Better SAMs behavior would be great ( ambushes, transfering lock data between batalions, turning off radar and so on) could make things a lot more intersting
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larger TGP visible range (instead of the 25ish miles limit) and allowing to load targets on distance greater than the 70 miles limit (for weapons such as the Delilah).
-Autogen buildings if it could be done
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Arneh, I don’t understand. In BMS you get exactly those GM pictures of airbases etc. Press pinky switch to expand the GM radar to DBS2; and you will nicely see the runway of an airbase etc.
Its still far from real F-16 ag radar, just search some videos or old thread here in forum. It really is better in RL
LOOK HERE
6.30 is where you can see how good it is in real life, even that old block
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- Better SAMs behavior would be great ( ambushes, transfering lock data between batalions, turning off radar and so on) could make things a lot more intersting
Dunno, '119. Last night I went after a Mi-8 that was either very brave or very stupid(considering there were at least 20 blue jets in the area),who was just tooling along at 4k. Right when I got down to medium altitude a sa-6 went after me. So, dumb helo pilot or SAM bait? The SAM site wasn’t radiating until it shot at me, then proceeded to start shooting at everybody.
Anyway, I was impressed…as I hung from my chute.:p -
There is no such thing, sonic effects repeating at multiple of MACH numbers.
Not that I don’t believe you, but since these images & videos are not photoshopped, I myself just thought that it might be an option to have something similar around that speeds.
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A dedicated A Viper cockpit. No idea If is even possible, but would be great fun.
Just for the fun of it, and to trigger @Molni in case he missed it!
http://forums.eagle.ru/attachment.php?attachmentid=32333&stc=1&d=1255633491
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Not that I don’t believe you, but since these images & videos are not photoshopped, I myself just thought that it might be an option to have something similar around that speeds.
I think to original poster for that question was just refering to the MACH 1 transonic cone. There was a little bit of a text slip up more than anything else. The original question is still valid.
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Arneh, I don’t understand. In BMS you get exactly those GM pictures of airbases etc. Press pinky switch to expand the GM radar to DBS2; and you will nicely see the runway of an airbase etc.
Well, you see the runways as numerous separate target objects, like any other targets. But I was thinking more seeing it as a terrain feature, and also have more terrain features like rivers, lakes, highways. Big terrain features which a radar should be able to discern.
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Nobody mentioned:
-AG improvement for HMCS
-HUD collimated in infinity for NVidia 3d vision (now HUD is focused very near outside a canopy, you have to change eye focus e.g. in a dogfight)
-maybe departures should also be fixed with regard to AIP charts “resume own navigation” not immidiately afer take offsorry, i know it should be one thing
Nevertheless, Devs, hats off for your priceless work!
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Well, you see the runways as numerous separate target objects, like any other targets. But I was thinking more seeing it as a terrain feature, and also have more terrain features like rivers, lakes, highways. Big terrain features which a radar should be able to discern.
Increase the Gain and you will see it….
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Increase the Gain and you will see it….
Not really. I can increase the gain, which gives me brighter white, indiscernible blobs, but nothing useful. And it’s the same blobs which are already there, just brighter.
Admittedly I haven’t flown with high gain a lot, as it seems useless, so maybe I have missed some feature of it. If so could someone explain or show what is possible to see only if you turn up gain?
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I’ll send you a picture tonight. In high gain, I can clearly see the river and the terrain elevation.
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Not really. I can increase the gain, which gives me brighter white, indiscernible blobs, but nothing useful. And it’s the same blobs which are already there, just brighter.
Admittedly I haven’t flown with high gain a lot, as it seems useless, so maybe I have missed some feature of it. If so could someone explain or show what is possible to see only if you turn up gain?
Beware, there’s a difference between the gain by the range knob on the throttle and the gain on the mfd rockers. The MFD rockers make large adjustments, the throttle only fine tunes a bit.
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If it hasn’t been mentioned yet… Moving carriers in MP
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If it hasn’t been mentioned yet… Moving carriers in MP
Will not be done
Worked a few months on that subject, there is no way to have a decent Carrier moving in MP.
Two major problems :
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The spawning is a monster nightmare in MP since the carrier continues to move (because it is controled by the host) while clients are loading pies and such the initial spawning point is wrong (sometimes spawn point is even pre calculated at TE loading !!! ) ….all of this makes the spawning in a moving carrier nearly impossible with the current architecture os intialisation of the aircraft and airframe class…
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the inherent network Lag, makes the operations on a moving carrier ugly as well…indeed, the Carrier objects are not using the Dear Reckogning code that is used by the aircrafts , the problem is that contraty to ground airbase , the aircrafts , even in static situaiton on the deck shall inherit from the velocity and angles of the carrier , which makes appear Lag very ugly.
The point is that when aicraft are taxiing on an airbase, when they are static, this is OK, all client see other clients as STATIC and when they move, the DR code smoothen the movement so the user thinks there is no lag, in reality nobody is checking the real relative positioning of the client …nobody cares if it is 5 ft shifting…On a carrier, since there is finally no more STATIC situation and with a speed inherited from the carrier, you will ALWAYS see a lot of sliding (including AI !!) while the Aircraft on deck is supposed to be Static.
To make a long story short, the fact we chose to make carrier static in MP is very deliberate and i dont see how we can make it move in MP in a correct manner …
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This is likely a dumb question, but couldn’t you make the taxi movement on the carrier deck be all relative to that moving surface, like how the taxiing movement on the ground is relative to that nonmoving surface?
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This is likely a dumb question, but couldn’t you make the taxi movement on the carrier deck be all relative to that moving surface, like how the taxiing movement on the ground is relative to that nonmoving surface?
of course this is relative to the deck movement, that is the point .
the displacement is relative, but to make it absolute in the world you need to add the carrier speed itself !! which is the source of our problems here , since the carrier speeds has some lag and especially more lag than aircraft speeds because DR code not used…
We may make an attempt of using DR code for carriers, but i think we will still see some slidings …less pronounced than with DR, but still , will look ugly to see aircraft sliding when they are supposed to be static.
Believe me , i spent hundreds of hours (and yes with the “s” ) on that very specific subject, even lastly where i have worked a lot on the subject , and i am the most frustated to have work so hard without acceptable result
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Is there perhaps some way to make the on carrier and airborne positioning different? So that on the deck, the carrier is the absolute frame of reference, and other nearby objects move around the carrier, rather than it moving around them? And then once airborne, you would go back to the ground being the common absolute frame of reference.
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Is there perhaps some way to make the on carrier and airborne positioning different? So that on the deck, the carrier is the absolute frame of reference, and other nearby objects move around the carrier, rather than it moving around them? And then once airborne, you would go back to the ground being the common absolute frame of reference.
i know this is Star Wars day, but what you are saying is science fiction ….
so on client 1 spawning : carrier is static and world is moving
on client 2 airbrone, carrier is moving…LOL
believe me guys, i worked a LOT on the question…and the people that know me, know how tenacious and perseverant i can be…
i was able to develop a physical model from scratch, i have been unable to solve this problem…maybe i am getting old ?