Ff you could have one thing in the next update it would be…
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I would like to see animated GSE and/or servicing crews.
I also think an option to add to the ramp start would be to complete a walkaround the jet prior to getting in for the ramp start.
Cheers!
already implemented
press “0” to exit the coclpit then move with mouse or keyboard arrows.
Press “2” or “3” to re enter the cockpit
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already implemented
press “0” to exit the coclpit then move with mouse or keyboard arrows.
Press “2” or “3” to re enter the cockpit
What a GREAT Easter egg! … I love that kind of hidden features in our favorite sim!
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What a GREAT Easter egg! … I love that kind of hidden features in our favorite sim!
Works way better than Ctrl-E i was using before!
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already implemented
press “0” to exit the coclpit then move with mouse or keyboard arrows.
Press “2” or “3” to re enter the cockpit
Sarchasm noted!
:rolleyes:
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? …
If the receiver can’t stay stable in astern, the boomer won’t clear him for contact. Period. IRL, when I am clearing a fighter for contact, he has to prove me before that he won’t kill us (we do not have ejection seat … just a more or less useless parachute.)
In game, if your n°4 is low fuel about to reach the bingo (whitch means, aborting the AAR and divert) and you want him to take fuel in priority, you can skip your turn, abort n°2 by ordering him a Rejoin, let the n°3 refuel and then you will have accelerated the sequence. Then, once 4 is safe, re-initiate the sequence for you and your n°2 …
Ok, realized you were strictly speaking of solo situation.
What about multiplayer, what is recommended to skip a plane, Y-3 I suppose? Then if you want to restart a sequence, how far should we take distance from the tanker (if that’s the factor)?
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Please make tree particle model modable in the next version (or tell me where i can change it).
For example I want just two colored triangles in my theater.
Now it is opacity textures based (maped on two or three squares?) - it is very damanding and my laptop is burning. Opacity textures are one of the worst thing regarding FPS.
Thanks in advance. -
Hi All,
I am relatively new to BMS and lovin’ it!
Maybe this has been brought up before, but I couldn’t find the topic in a search…
I noticed that AI pilots of every skill level can make a few turns but (especially in Mig 21’s) they quickly deplete energy and wind up trapped in a very low, slow, and nose high situation. Often they gently float into a hillside and explode. I am excited to install some 80’s theaters that will have lots of Mig-21’s and I’m hoping they can stay aloft and fight me, or at least run away…
Can this be fixed in the next version? Maybe a crutch for the flight model of AI planes that would allow them to double their thrust (or halve their drag) when they are low, slow, and nose high?
Even better would be improved AI pilots that will choose to run away fast and low when defensive, rather than make a break turn when they are under 5000 feet and 300kts.
I’m sure the community has other ideas of how to make the AI’s more air worthy…
Thanks again! Absolutely thrilling Sim!!
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…that’s pretty much how real airplanes work.
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i mean, it’s a mig21
you see those big board wings it has
now tilt them 20 degrees into the airstream
them stopping dead in the air is 100% correct as far as i know.
IMO the AI does a fine job, his only other option is extending at which point he will eat a sidewinder so he’s pretty much dead either way.
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Rearm at friendly airbase in the campaign
Marc…
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Rearm at friendly airbase in the campaign
Marc…
Considering the hours it takes, not sure it should be implemented.
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Yeap it might be faster to save exit. Load, change AB and ramp from the new ab.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Considering the hours it takes, not sure it should be implemented.
Air to air weapons would not take hours
Marc…
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Considering the hours it takes, not sure it should be implemented.
Might take hours for the pilot to not exceed duty period. Doesnt take hours to turn the plane though. Wolfpack flows!
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Air to air weapons would not take hours
The answer might be somewhere inside : http://navybmr.com/study%20material/14313a/14313A_ch14.pdf
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Rearm at friendly airbase in the campaign
Marc…
Yeah…add to Hot Pit, IF the weapons exist at that field, or deal with what they have on hand/in stock.
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The answer might be somewhere inside : http://navybmr.com/study%20material/14313a/14313A_ch14.pdf
oh, are we talking about carrier ops? my bad.
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oh, are we talking about carrier ops? my bad.
I wasn’t talking about carrier ops
“The design also had to be simpler and cheaper to maintain than the Saab 37 Viggen and easy to turn around to ensure a high combat sortie rate – a factor important to South Africa due to the small size of its fleet. Lt Gen Roelf Beukes, now retired, indicated during his tenure as Chief of the Air Force that the “Gripen’s adaptability and active service capability are of great importance to the SAAF. It can operate from military bases or standard roads, serviced by a handful of technicians and auxiliary personnel.” The Swedes use a scale of one specialist and five minimally trained conscripts per aircraft. This team can refuel and rearm a Gripen in 10 minutes.”
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oh, are we talking about carrier ops? my bad.
No. No carrier ops … but procedures should be completely different. (?)