Bugs and issues Nordic 1.0
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Hey,
Just a little heads up for WDP.
Nordic theater is not added to the WDP database. The database for WDP contains all the theaters, countries and airports.
The information included is much more compared to what is stored in the theaters database itself.
For example the Runway lenghts, frequencies, ICAO/IATA names, transition level and these kinds of things. This is all needed for WDP to full work to its best.
As long as the Nordic theater is not added, it won’t really work.Working on it, so just be patient.
When this is done, WDP will find the Nordic database and will collect all the needed data for vehicles ect as needed.Gr Falcas
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try it out man replication is really important, my hours of flight are really late comparatively to when I post here. I tried it twice in a row, got the same results each time. It flies like a painted brick with the tanks on her, at least for me. I even nosed down from around 20k to full 90 down and on the energy boom dive i went from doing about 175 IAS up to a whole 215 IAS across 10K of angels so I know something’s UFOish as of now.
Unless Sweden isn’t telling us something, and those leading edge electrogravitics are being exported
noted; flying brick! I need to test this but last time i flew j39c it seemed OK. will have another look at FM for Ranger822
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she’s fun as heck without the tanks and in cat I, so thanks! don’t want to seem dickish.
will give any feedback or experiences I see. I’m not mentioning the big stuff I’m noticing like the obvious WIP stuff (EF cockpit, airbase freqs, etc etc etc) but if I notices anything screwy and I can replicate it at least twice, I’ll add it here.
Something you might want to mimic and broadcast to the community is that they should attempt to replicate their own bugs after a boot cycle at least twice. Getting Ctd’s and relocation hung tasking is par for a falcon day, so I’m not holding any of that against the theater, it’s more of just, the street it was built on, so to speak.
:).
have an awesome day, just a sidebar, among other things I worked as a very basic assembly coder in the early to mid 90’s. I really agree with your philosophy (as far a s development) and I am impressed by your work. If I can be of service ( financially or otherwise) reach out to me by PM.
The development of high fidelity flight simulators is imperative to the survival of both innovative industries and the hegemony of the power quo.
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not to worry just keep pointing things out. the ils is getting changed as we speak. the base coords were fixed so this might help with weather. i dont know yet. as far as volunteers … terrain worker would be nice.
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a real big thing I’m noticing is there are two awacs packages being tasked sentry 1 and 2 and most of the time, neither respond on UHF or VHF, also, it seems the tasking is running flights to the extremes of the ranges of the airbases, for instance the last DEAD i tried tasked me 300 miles north to the IP, for a rounder of around 600 miles.
PHEW, thats a haul…no tankers on station by default. Campaign is really only place I spend time because I’m on the road.
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ThAts what I do sometimes (ppt) but also ask awacs for nearest runway and it gives out directions and radio to closest runway. Also fairlycertain, you should try starting with a few player controlled sqdns if you go to intel/sqn/ in the campaign ui you cans click the green box to set your own flights. And if you set up a few sqdn like that you can have your own escort sqdn s too.
I know this is not a fix but it’s how I usually fly.
The ai can send you on some long long flights I know. I have landed for gas when tanker wasn’t available too.
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the missing recon buttons are fixed. updated art\resourse\main with f4restool. kto had 5 files that were not in our main file.
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I have landed for gas when tanker wasn’t available too.
holy shit you’re a genius, why didn’t I think of that? I’m going to go put the big cone hat on now and spend sometime talking to the corner of the room.
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in Xplane and a few vintage we have tankers come to theater from off map. awacs too. bright side for these planes is ai cant attack their base. that can also be a bummer if you want to attack their base. i have some long range bombers at some of these also. i am trying to decide if this is a good idea or not. do you (anyone) like the idea of bombers comming from Russia from a base to far away to destroy?
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Haha Ned, your imagination is far away ahead…
Nikos. -
I should mention this feature is brought to you by demer and Falcas. this is the first time i have tried it in a campaign. and was wondering how this aspect is recieved by simmers.
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in Xplane and a few vintage we have tankers come to theater from off map. awacs too. bright side for these planes is ai cant attack their base. that can also be a bummer if you want to attack their base. i have some long range bombers at some of these also. i am trying to decide if this is a good idea or not. do you (anyone) like the idea of bombers comming from Russia from a base to far away to destroy?
Wow, just noticed those. Very cool idea.
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I should mention this feature is brought to you by demer and Falcas. this is the first time i have tried it in a campaign. and was wondering how this aspect is recieved by simmers.
Nope, I didn’t do that code in BMS another coder did.
Only made it possible is MCGr Falcas
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in Xplane and a few vintage we have tankers come to theater from off map. awacs too. bright side for these planes is ai cant attack their base. that can also be a bummer if you want to attack their base. i have some long range bombers at some of these also. i am trying to decide if this is a good idea or not. do you (anyone) like the idea of bombers comming from Russia from a base to far away to destroy?
I like the idea. Questions: can I still frag flights from the squadron located off map? (in case I need a tanker for a package) I assume waypoints within the map can be modified (location, speed, time and altitude); do off map waypoints show if I select flight plan? can I modify speed, time and altitude for these waypoints?
I have not checked the campaigns yet and will do it as soon as get back home, if there are tanker squadrons within the map disregard my questions.
Cheers
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F22A - The game is listed clean weight 31 670…
But by Wiki has weight 43 340… -
I like the idea. Questions: can I still frag flights from the squadron located off map? (in case I need a tanker for a package) I assume waypoints within the map can be modified (location, speed, time and altitude); do off map waypoints show if I select flight plan? can I modify speed, time and altitude for these waypoints?
I have not checked the campaigns yet and will do it as soon as get back home, if there are tanker squadrons within the map disregard my questions.
Cheers
You can frag for those squadrons and move the waypoints normally. They are in the OOB but have no airbase. The units spawn in flight over the ocean at the top corner of the map.
Is there a way to add squadrons to this invisible airbase in Mission Commander? -
Yes you can. “Off Map” option is on the list of airbases in Falcas’s MC and then you jus type in the x-y numbers… MC explains it to you while you do it. If you hold mouse over certain boxes instructions pop up.
edit: the add sqdn is greyed out until you type in workable xy
@Falcas we appreciate the feature whom ever provided it I thought I knew where it came from . Just wanted to point out it wasn’t me. -
I have hijacked off map flights before. I alway exited 3D world before rtb. In campaign the attraction of off map base for me was necessary support AC will not loose their base. Russian planes come from East of map to seem like they come from Russia.
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F22A - The game is listed clean weight 31 670…
But by Wiki has weight 43 340…Will double check…. Wiki told me havoc’s first flight was 1982. (24yrs off)
Edit; but i didn’t thoroughly check the entire post which has the correct info.
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Check :
http://www.lockheedmartin.com/us/products/f22/f-22-specifications.html
I do not know how FM is doing, whether it is working with the correct weight data …
I still noticed :
Maximum take-off weight 83,500 lb
In game max. weight 62,000 lb