Somalia 1.0 Bugs
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Thanks to Tommygun and Char0093, the f5a pit fix is working. Files have been sent to starters for updating.
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Thanks to Tommygun and Char0093, the f5a pit fix is working. Files have been sent to starters for updating.
Don’t thank me QUITE Yet. For I have returned with another bug perhaps.
The F-5A Doesn’t seem to be able to deploy countermeasures. The slapswitch key command clicks for it, and My Buttons are configured correctly, but no Countermeasures.
The AI however, is having no such issue
This is a Simple F-5A Vs. MiG-21 TE. Can confirm I can’t deploy countermeasures in both TE and Campaign
On the MiG-21. Christ this thing is a Pig. It barely accelerates even in Afterburner. It takes up the entire runway and then some just to get off the ground, in a 4x Anti-Air, No Tanks loadout. Very much one and Done, as in once you maneuver, that better be the end of the fight because you’ll have no way to get your energy back without exposing yourself. Granted, it’s not SUPPOSED to be a player controlled aircraft, just something to keep in mind since I’ve seen the AI has had problems with this too. they 7 out of 10 times Stall and Plummet to their death.
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Hmm… The two issues are beyond my scope.
But…regarding 2nd generation jet AI, maybe mig21 should use ACD-mig25 AI instead. -
Here’s the .dat Files opened for all the F-5s in the AC Data Folder in the Somalia Theater. By All Evidence they should have Countermeasures…. :???:
Really wish I was more knowledgeable in this stuff.I can swap in the .dats from Stock KTO but Honestly looking at these I think they are from Stock. :???:
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test F-5A in TE, I can drop chaffs and flares. the data seems ok.
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Here’s the .dat Files opened for all the F-5s in the AC Data Folder in the Somalia Theater. By All Evidence they should have Countermeasures…. :???:
Really wish I was more knowledgeable in this stuff.I can swap in the .dats from Stock KTO but Honestly looking at these I think they are from Stock. :???:
Try ctrl+coma and ctrl+period F-5’s are non EWS planes
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Bingo Manos! Never even considered that. might make it one just for ease of use on my HOTAS.
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Bingo Manos! Never even considered that. might make it one just for ease of use on my HOTAS.
I’ve done it in the phantom dat i released (actually by mistake cause the first dat i made was for Ikaros AUP) it helps a lot
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This should change that issue
https://www.mediafire.com/file/cq914wwa47iriv5/TEAM+SET+FIX.rarIt was set up like that , with yellow as hostile and war with Somalia, so the bars in Intel screen would show Somalia vs Nato.
Now this way just puts Yemen on Somalia team so all is red after cam start.
This might effect Yemen’s aggression.This indeed brings back the Yemen aircraft kill count in debrief.
Some things I noticed, not sure if it was the same already in original cam files-Patriot vehicles on Djibouti runway at start NATO campaign, first mission F16.
-Yemen flights launched seem to be less frequent at start campaign? (maybe placebo effect)
-Front line seemed concentrated at different location (maybe also placebo)Just not sure if these things could have been changed by the new Cam files?
Cheers Obi1
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the auto tasking on the carrier is very tight, means lots of locked up loading screens if not privvy to the workaround, not sure if you can do anything about that. Also, there are like 3 tankers up all at once, and because of that the auto tasking is creating tons of HAVCAPs, just something to think about, its getting very furball very quickly well behind the lines.
I really love the tiles, the lighting, the tomcat is great fun, lots to shoot at, fluid situations.
Something to think about with the aim54c, if you have visual, or if the target is at low altitudes you aren’t going to hit a damn thing, the missile is going to take a high arc out of the best turn envelope, and probably lose lock.by the time it makes it within kill range, it lost all of its angle of attack, flattened out, and is subsonic, especially on close shots. Well out at far ranges it performs OKAY, why we have the Aim120 i suppose.
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the auto tasking on the carrier is very tight, means lots of locked up loading screens if not privvy to the workaround, not sure if you can do anything about that. Also, there are like 3 tankers up all at once, and because of that the auto tasking is creating tons of HAVCAPs, just something to think about, its getting very furball very quickly well behind the lines.
I really love the tiles, the lighting, the tomcat is great fun, lots to shoot at, fluid situations.
Something to think about with the aim54c, if you have visual, or if the target is at low altitudes you aren’t going to hit a damn thing, the missile is going to take a high arc out of the best turn envelope, and probably lose lock.by the time it makes it within kill range, it lost all of its angle of attack, flattened out, and is subsonic, especially on close shots. Well out at far ranges it performs OKAY, why we have the Aim120 i suppose.
We had a lot of fun with the TOMCAT. AS you would say the campaign was a target rich environment.
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Hi,
I started a new campaign, The Strait, chose the 23rd Sqn, and selected the first SEAD Strike mission (Take off at 05:51:06).
My wingman, Panther 12, doesn’t align with the runway and remain on the border of it, even if me and different other flights take off regularly.
Sorry for my poor english, many thanks for this very promising theatre!Is this a start from take off position? Sometimes they don’t spawn right from take off position. I noticed that too. However , my guy always circled around to take off point and got in the air very quickly.
Did you try same sqdn and base from taxi or ramp start? Taxi ought to do the trick if you don’t like ramp start. -
When trying to dogfight game crashes to desktop when loading 3D, doesnt happen in other theaters. Plane: F16A block 15 vs Mig 21. No missles, not unlimited guns.
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It works with stated specs on my end,
Did you forget to do the standard load, exit, load for falcom?
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Strange, i did exit falcon after changing theater. Tried it a few times… Will check again after work
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F-14’s keep exploding on any aircraft carrier, or they wont load at all onto aircraft carrier missions. For example in the campaign It’ll give me about 10 seconds on the flight deck and then the plane will just randomly explode. Does not matter whether you start from the taxiway or on the ramp.
Did some more testing - F-14s just keep exploding from airbases too. Fly fine if you load when in mid air
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F-14’s keep exploding on any aircraft carrier, or they wont load at all onto aircraft carrier missions. For example in the campaign It’ll give me about 10 seconds on the flight deck and then the plane will just randomly explode. Does not matter whether you start from the taxiway or on the ramp.
Did some more testing - F-14s just keep exploding from airbases too. Fly fine if you load when in mid air
Start the campign with an F-16 and fly the mission. After that successful mission, you should be able to fly off the F-14 without issue. BTW, always select the aircraft to takeoff start, not taxiway nor Ramp Start.
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Start the campign with an F-16 and fly the mission. After that successful mission, you should be able to fly off the F-14 without issue.
Hey, Chuckles. That is new for me. Can you please explain why that is happening so we can avoid in the future in other mods/installs?
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Hey, Chuckles. That is new for me. Can you please explain why that is that happening so we can avoid in the future in other mods/installs?
We’re not sure exactly, but it has to do with how carriers are implemented in the 3D world using the BMS code.
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Okay, thanks will do. So never take off from the carrier in the F-14 gotcha.