RC1b Bugs/Issues
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Additional testing request . . . Beta Testers - if possible please try create TE’s from as many different airbases as possible. Starrats has done a lot of work on terrain and one of the things we need to confirm is whether or not all the airbase leveling done thus far is working . . . if you see a/c wheels sinking beneath runways let us know which airbase and which locations. Also, please take notice of the taxi, parking, and take-off points for you and your wingman . . . some airbases seem a shifted. The ideal is for two-ship you should have one aircraft on the left side of centerline and one a/c on right side of centerline for proper positioning. . . . if that isn’t happening we want to know. If you see spawning of a/c on top of each other or reaching out beyonw the airbase parking areas . . . take a screen shot with the coordinates and Ned will track it down.
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I’m not seeing taxi lights on the Gripen:
I didn’t RAMP start (and I wouldn’t know how to start this beast as my Swedish / Norge sucks :D) and went straight to taxiway, but all other planes in the TE had taxi lights visible, so it maybe a issue with the plane.
I don’t know the “ct number”, the aircraft type is listed as “JAS 39A***” in Mission Commander.
Cheers, Uwe
EDIT: Copy on creating custom TEs, I’m currently flying out of BARDUFOSS in case others want to test different bases.
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The JAS-39 Gripen cannot be selected as a player a/c or as an opponent in “Dogfight”:
(I’ve checked the entire scroll list and it’s nowhere to be found)
All the best, Uwe
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Re: taxilights on the Gripen . . . it has lights but I think BMS is specifying taxilighting in the acdata file now . . . unfortunately, the Gripens are still using the really old FM format - so the lighting stuff hasn’t been added and that might account for the missing taxilights . . maybe use NVG’s ? I will add that to the list of ACDATA stuff and you guys and test is after that and see if we have squashed that bug… BTW, I roughed out the new format last night for the Gripen, but need to add wing vapors data and some other items. I should be able capture some light data and put that in too.
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F-16 default pit fixed… . for those that can’t wait go into the Add-On Nordic/Terrdata/objects folder
delete 8002.dds and rename 8002a to 8002.dds - I forgot to rename this texture back to its original when I was testing a graphic which is now 8016.dds. Else, wait for RC1b (hopefully this weekend).
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- F-35s top speed is way to high. I want to say it tops out at around 1230 mph, currently it’s set to around 1900.
If you are looking at the vehicle record/unit record those values are in km/h - using numbers from Wikipedia 1930km/hr is max speed . . . which is 1200mph. Please keep in mind I haven’t gone thru all a/c data - to check those and see if they were set or if they are dumbed down or what. . . so if you are seeing a relative value . . . that is a future task for the overall DB. Also, I had an earlier discussion about converting speeds to 85% max . . . since most aircraft don’t routinely fly at max speed - but again all a/c need to have a check on max speed and then rolled back across the board for an equivalent basis in game. I am always open to suggestions and also based on what seems to play best for the game.
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UI Is being rebuilt to 4.33 instead of dragging updates to our UI, Im going to pile our work on 4.33
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Good idea . . . speaking of UI, I solved the mystery for missing a/c. It was a UI issue . . . when you send me new UI files - I will update it for dogfight stuff from my end and should be fixed in RC1b. I went ahead and also covered down on all the current dogfighters not just our new a/c; missing Korean F-16s, F-15A, Tornado GR4, etc.
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Updated some radar data to make some modern Russian a/c more competitive
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added Mi-28N, Ka-52, and Mi-6 helos to DB to add more tac/helo operations for Russian side
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A new Ka-52?
missing buttons fixed!
compared and adjusted Art\Main\lcktxtrc.irc file -
A new Ka-52?
missing buttons fixed!
compared and adjusted Art\Main\lcktxtrc.irc filejust low-poly placeholder. converted from default ka50.
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lest folks get their hopes up . . . keep in mind Nordic like all Falcon theaters will always be a work in progress. We have many models loaded up that serve the purpose of holding a spot, allowing game play but are low-poly. The important, difficult work is being done upfront so that Nordic will be a very easy game to upgrade. I suspect that a year from now if some modelers and skinners get interested, Nordic will be really exceptional. There are so many things that can be done to give Nordic a signature stamp of individuality; terrain, airbases, naval ops, helo/tac ops, and of course some unique models new and old that will be most appropriate in this theater.
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I am uploading RC1b now - should be available within the hour if download completes as planned. Contact Starrats or Chuckles for the link.
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Got your download Tony, DB looks really good even with the low poly a/c.
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Thanks for the RC1b update!
When trying to edit a little test TE, I 'm having a problem assigning a HAVCAP flight of 2 Gripens to “Chalis1” (“no valid targets”).
I also tried “ESCORT” for the Gripens, same thing.
Am I doing something wrong or is this a problem with the new version?
I haven’t done anything different than in other TEs I’ve built where this procedure usually works. I’ve also tried a different plane (F16 Blk52 HAF Cft), same problem.
All the best, Uwe
EDIT: N/M, I think it was a problem on my end. The default team is now “USA”, and I added sqns to a Norwegian Airbase (“ADOYA”). When changing the owner to USA on another airbase, I could select the havcap target just fine.
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The Gripen loadout still has problems in this update: Fuel tanks are not centered (as reported in rc1a), and when creating an interdiction flight, the loadout screen shows two MK82 bombs that cannot be unloaded.
All the best, Uwe
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When trying to enter the TE mentioned above (created from scratch in RC1b), I can view the loadout screen in the TE editor, but trying to enter the loadout screen for an interdiction flight crashes BMS. The loadout sound starts playing, then it’s cut short and “falcon bms has stopped working” pops up.
The same thing happens on my system when trying to view the tacref for the JA-39C; the default f-18 shows fine in tacref while bms crashes trying to display the Gripen.
The test TE is attached (hopefully :D)
Cheers, Uwe
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When trying to enter the TE mentioned above (created from scratch in RC1b), I can view the loadout screen in the TE editor, but trying to enter the loadout screen for an interdiction flight crashes BMS. The loadout sound starts playing, then it’s cut short and “falcon bms has stopped working” pops up.
The same thing happens on my system when trying to view the tacref for the JA-39C; the default f-18 shows fine in tacref while bms crashes trying to display the Gripen.
The test TE is attached (hopefully :D)
Cheers, Uwe
. i will look into this tacref crash and interdiction loadout crash. but the load out on j39c and d is all ok except one pylon on the outer left is missing a pair of mk82se. other than that all the tanks pods and weapons are being put in the right spot. i do see the two bombs in wrong spot automaticly loaded for interdiction. to remove them i hit the clear button. i will look into this also. thanks Uwe.
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on outer left pylon there is a single mk81 where a double mk82se should be. under hdpt jas39(1) single mk81 needs to be changed to double mk82se. in bms edit. and this fixes d model also.