Bugs and issues Nordic 1.0
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Extracted MFDs (FCR/HSI) won’t show any information on them no matter the aircraft in this theater or others. Reinstalling the MFD extractor program fixed the issue with other theaters. Once I go back and run the Nordic theater it doesn’t work and will cause the MFD issue not to work on the other theaters again.
With BMS running in background, stop and start the extractor, and MFD video is running again. Quick fix.
Best regards
MLU -
Exiting out of one campaign and loading another causes a crash…
Lots of places on SkyFox and X-Planes marked as NoName, have not tried Russian Bear as of yet.
JAS39C cockpit lights slightly out of place causing blurring effect.
JAS39C canopy close sound needs replacing as it loops the standard f16’s sound.
Couple of crashes when loading to 3D after fragging a campaign mission. (Happened on multiple aircraft so not attributed to a specific model)
Will keep pluging away and let you know of any other teething issues as I go…Thanks for the report unleashed, but i cant duplicate the ctd while switching campaigns.
I had some random crashes like you describe when entering 3d world, but the log says something about memory and then no ctd next time and then no ctd further down the road.
I think if i reinstall the theater after uninstalling it I might have those crashes again. Its on the list that i will post and update Thursday.cheers
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@MLU:
With BMS running in background, stop and start the extractor, and MFD video is running again. Quick fix.
Best regards
MLUThanks a million. Now everything is working.
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The rule restart falcon after every mission, is followed unleash the code?
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Possibly not Arty, was unaware of it. I knew the mandatory restart for theaters…. but not for campaigns.
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Notice whenever trying to fly the F35, the flight group is either being relocated or package planning takes a long time to materialize. I fast forward the time x64 and waited until 1500hrs and still no flights were planned. This is in the Xplane campaign.
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Notice whenever trying to fly the F35, the flight group is either being relocated or package planning takes a long time to materialize. I fast forward the time x64 and waited until 1500hrs and still no flights were planned. This is in the Xplane campaign.
Yeh, relocating sqdn is an issue with sky fox based camps. The thing I do is save it right after you get the notification and then load it and you will be on a different base. If you fast forward after relocation notification you may be fast forwarding on an empty base.
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Would changing this switch make a difference?
set g_bEnableABRelocation 1 // Airbase relocation
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Notice whenever trying to fly the F35, the flight group is either being relocated or package planning takes a long time to materialize. I fast forward the time x64 and waited until 1500hrs and still no flights were planned. This is in the Xplane campaign.
You talking about Vilhelmina 35th FS?
C9
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@Cloud:
You talking about Vilhelmina 35th FS?
C9
Yes, i guess thats the one unless there are different ones by different creators. If so I’ll post up the exact one I selected.
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Well I will try it now… that switch was unknown to me until just now. I have been doing above method and it works. But this method is worth looking at. I wonder what happens to sqdn when base is captured? Maybe it’s just on standby until liberated. I could try moving sqdn to base they get relocated to anyway but then in original map you have a jumble of different countries all on one airbase. Saving and then loading after notification will automatically start your sqdn at the new base. I prefer it this way that’s why I left it. if the consensus is to move away from the front from the beginning , I can add that to the list no problem.
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Notice whenever trying to fly the F35, the flight group is either being relocated or package planning takes a long time to materialize. I fast forward the time x64 and waited until 1500hrs and still no flights were planned. This is in the Xplane campaign.
The FFx64 is not advised at all. Max recommended is x8.
sent from my mi5 using Tapatalk
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The FFx64 is not advised at all. Max recommended is x8.
Give it a break!!
It doesn’t matter if it was ran at 1000x, the campaign file has issues.
But you wouldn’t know that.
C9
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Ground brakes both?
Toe brakes?
Aerobraking?
Air brakes?
[emoji38]
Just trying to help as u.sent from my mi5 using Tapatalk
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Ground brakes both?
Toe brakes?
Aerobraking?
Air brakes?
[emoji38]
Just trying to help as u.Arty, the running of a campaign file at an accelerated time, be it 2x, 16x or 64 time has to do with damage in the 2D vs 3D, not whether a squadron is flying or not due to some issue in the campaign file.
Have no idea where you get the max recommended of acceleration as being 8x. Read the RP5 manual, it is stated in there as 16x. But that doesn’t matter in this case.
C9
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I see DeeJay typing the answer for u as u read this post…
Just in case and maybe to save him the typing…
The running above 8x is spotted by the devs as it fubars the correct calculations.
Some functions have wait events and triggers that don’t have the time to get the results. It doesn’t crash but what u observe is different than what it would be in normal speed.
Why then 8x is ok? Well they tracked it and found that events are not missed so it’s a good speed for quick speeds.
I’m sure it’s way complicated than what I wrote, ain’t a Dev so they know better.
From personal experience I’ve seen posts and threads where ultra speed was used even on TE’s and when it was run in Bellow speeds or flawn in 3d at x1 things where way different.
So if it’s not the case… i’ll take it for granted if it will come from the devs. Sorry just trying to help.sent from my mi5 using Tapatalk
Edit: I believe DeeJay in another thread where u posted also and I mistaken what was posted (something about speed, sorry don’t remember exactly right now) has said the same thing.
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Iirc. Time compression x16 is ok.
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I’m not sure if this is the right place to put this, but it is the Bugs and Issues thread, so here goes.
The F-35 armament is… in a very odd place right now. I’m not sure by accident or design, but the weapon options available are very limited compared to its actual capability.
The F-35 only has room in its bomb bays for 1 bomb per bay. Whether it be a GBU-12 or a GBU-31, it can only carry one per bay. The F-35B cannot carry the 2000lb GBU-31 and is limited to the 1000lb bomb the GBU-32, which it currently does have access to in game.
The exception to this rule is the GBU-39, which it can carry 4 per bay.
Right now in game, only the GBU-32 can be carried, and it is incorrectly set to be carried 2 in each bomb bay. The reason for this is the door mounted pylon has been set to allow mounting of the GBU-32, whereas in real life, this mount can only carry the AIM-120.
The F-35 Wing Pylons should be able to allow carrying of the AIM-9X on all six pylons, currently the AIM-9X can only be carried on the outer pylons, the middle pylon can only carry an AIM-9M, and the AIM-120 can only be carried on the inner most and outermost pylons, which is incorrect, the AIM-120 should not be equipable on the outermost pylon as it is too heavy for the mount, only the middle and inner should hold it.
The only ground attack munition in game currently carried on the wing pylons is limited to the ASM JSM on the inner and middle pylons, and the Mk. 82 LDGP on the inner most pylon.
In real life, the middle and inner pylons can be used with the same ordnance as the F-16 and utilize the BRU-57 mount for dual carriage on these pylons.
So, in summation, the following list should be used:
Outer Wing Pylon: 1x AIM-9 series ONLY
Middle Wing Pylon: AIM-9 series, AIM-120 series, AGM-65, All GBU series bombs, All Cluster munitions, Rockets, All Mk. 80 series bombs, AGM-154 JSOW Ground munitions compatible with BRU-57 to be mountable using said system.
Inner Wing Pylon: AIM-9 series, AIM-120 series, AGM-65, All GBU series bombs, All Cluster munitions, Rockets, All Mk. 80 series bombs, AGM-154 JSOW, Ground munitions compatible with BRU-57 to be mountable using said system.
Bomb Bay Door Mount: 1x AIM-120 ONLY
Bomb Bay: GBU-12, GBU-31, GBU-32, GB-54, GBU-39, CBU-103, CBU-105, AIM-120As stated earlier, the Bomb Bay can only carry one of each type of bomb, though an exception for the GBU-39 allows 4 per bay, and in the bomb slot 2x AIM-120s should be carryable.
The F-35B cannot carry 2000lb weapons internally.
Furthermore, it seems very odd to me that the F-35Cs are land based, and yet there is an F-35B squadron based on the carrier. It seems to make more sense that all Cs would be carrier based, and land based F-35s be a mixture of F-35A and F-35B.
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yep this is the right spot to say this. all those changes will be done. and c model should go back to sea. this will also make the f35 a lot deadlier with the gbu 39. thanks for the detailed corrections. i just changed mine to your specs and this will be added to the list. keep these reports coming the sooner we get a pile of bugs the sooner we get a nordic1.2. i think we are going to squish bugs in piles of 50 to 100 at a time unless we find something really terrible. cheers
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I am attempting to use WDP and I am running into many faults. Before I list them all I thought I would ask if this theater works with WDP yet as there is no Nordic theater to select from.
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im not very familiar with wdp. but we didnt do anything special to set up for it, that i know. if you list the faults i may be able to get Falcas to tell us what needs to be done.