Link 16 things you want in the next update
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I
d love to see tankers in training scenarios(you can
t edit them to add tanker tracks), just for… training.Open training mission, save it as something else, back out, open it in TE Editor. Add tanker… done?
This works for me.
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@BenDean87:
Open training mission, save it as something else, back out, open it in TE Editor. Add tanker… done?
This works for me.
You could even just rename the file extension from .trn to .tac and rename it back after editing to show it up inter training TE again
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Thanks guys! Nice to know.
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SNAP,SSLC,LCOS
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APG-66 ….
/me ducks and runs… -
A fully functioning F-16 updated with all the most recent features, filled with b1 tank of gas, and loaded with 2 AIM-9X missiles delivered to my house.
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Hang on, aren’t these already modelled?
Yes they are. But not available for every block (EEGS pretty much replaced them all).
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A fully functioning F-16 updated with all the most recent features, filled with b1 tank of gas, and loaded with 2 AIM-9X missiles delivered to my house.
Not sure they can deliver AIM-9X to your house, maybe a GBU ?
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GROOOOOOOWL!
I have ucking tone! -
…speaking of -9X - I’d like to see a fully implemented HMCS Align procedure, for the HMCS only. Hooks look like they are there, they just don’t do anything right now.
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Hang on, aren’t these already modelled?
They are, but according to the manual they do not work properly. They’re available in older blocks.
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- Selectable Offload Quantity when AARíng, like 2000, 4000, 6000, Full.
- AI that honors (or trys to) whatever is locked in Mission Planner, so either ToS or Speed.
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A working standby attitude indicator that you can uncage.
Brake chanels implementation.
Airframe icing.
Lights controls, by that i mean more control of the light options on light control panel. As well as the option to have taxi light and landing lights working properly.
Avionics wise i think we already have something solid, but i think that system wise the F-16 can still be improved a bit to make it more alive.
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x
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Hang on, aren’t these already modelled?
They are not simulated correctly according to the training manual of BMS. page 179
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I’m assuming that the Oxygen switch is just for show/audio.
Not at all. Leave it off and go cruising at angels 40. See if you can wake up before hitting the ground.
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Not at all. Leave it off and go cruising at angels 40. See if you can wake up before hitting the ground.
Hypoxia is modelled, but in its current implementation, if Air Source is set to NORM (which it should be for normal system cooling) you can leave the oxygen disabled without any problems. It’s only when you have issues or set your Air Source to OFF or DUMP, that you will maintain consciousness because of the oxygen. This Is something that should be addressed and fixed in upcoming updates.
A request of my own is to have better control over naval assets in the 2D editor, instead of having to go through MissionCommander to set a route, which may or may not work properly in-game.
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Hypoxia is modelled, but in its current implementation, if Air Source is set to NORM (which it should be for normal system cooling) you can leave the oxygen disabled without any problems. It’s only when you have issues or set your Air Source to OFF or DUMP, that you will maintain consciousness because of the oxygen. This Is something that should be addressed and fixed in upcoming updates.
This is not the case in 4.34U4 - recently in BfB we were CAPing at 36-40k and after a while I started to slowly black out from hypoxia, had to turn on the oxygen to rectify it. Air source was normal.
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Maybe having the TGP picture not being so neat all the time ?