Bugs and issues Nordic 1.0
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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.
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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.
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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.
If you are talking about the “set g_bEnableABRelocation 1 // Airbase relocation” , keep in mind that this will affect all theatres and Campaigns.
There is another way using the FLAGS for the desired Sqn.
I don’t have it in front of me now, but IIRC there is a FLAG named “NO PLAN”. If activated, the Sqn will not deploy anywhere.In my experience with POH development, “Airbases take over” by the Ground Units are really important for the Campaign. It seems that Conquering an occupied Airbase (even with a single Sqn on it) takes a lot. In fact, it seems that it normally happens when the Enemy Air Forces destroy its operability (so no friendly planes will be able to take off from there)… but the Ground Units will have to be pushing during the period of time when the Runways (Airfiled) is out… otherwise, it will recover, and once the Air Operations are resumed, the Ground Units will fail again to conquer it.
Once both things happens, (Airfield out, and ground Units attacking it), you will receive a message that your Sqn has been Deployed to “the same airfield” they are already…but the Sqn will disappear. (At least that is what it does in POH with the “set g_bEnableABRelocation 1 // Airbase relocation” activated.
Additionally, I beleive(by some random experience) that if the Sqn has no planes available to fly, the Ground Units will take over the Airbase as well… but I haven’t tested it out deeply… That’s why I usually put self propelled SAM/AAA on Armored Battalions… so they can push the Airbase while killing any takeoff attempt from brave pilots under siege.
Hope this will help… and by the way: Big Time Thanks to the whole Team. GREAT WORK!
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Hey Guys,
I just loaded up a BARCAP mission out of BODO (F16RNoAF) and noticed that the right wingtip station (9 I think) was not showing a loaded missile when viewed from the cockpit. I tested with an AIM9 and AIM120B, both did not show in the view, but were definitely loaded on the SMS. They showed up when looking from external orbit view [Key 9]. Has anyone else seen this? Just wanted to check if it was my local installation. I have attached some screen shots.
Thanks to all involved in creating this theatre, awesome work :drink:
Cheers!
Dave -
The first and biggest problem seems to be that there is no Nordic map to choose from, so I cannot choose any of the airfields in the theater. Until there is a Nordic map to choose from it may be a waste of time listing all the faults. WDP seems to be looking for all sorts of files in other theaters.