Link 16 things you want in the next update
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In my experience, the “Fly heading” call is often (always?) towards steerpoint #2, so in that sense it is your own navigation.
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As always, it depends. I have heard such an early switch to Departure once on a Dutch QRA audio excerpt, but AFAIK, in the Belgian Air Force, you only switch to Departure once safely above a certain altitude. I think it may even be after the whole flight is properly airborne.
What is weird and IMO needs changing, however, is the “Fly heading …, resume own navigation” you get by departure. It has to be one or the other. You can’t have both in one transmission.
I was supposed to mean “fly heading and resume own navigation”.
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Very low on the priority list…. but a de-icing switch on the Harrier… went to top up the tanks at an airport and kind of fell out of the sky in the last TvT. Icing to be the cause rofl…
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Destroyed aircrafts spiking rwr has been fixed in 4.35!, please provide a reliable TE repro case if you still see that bug
Destroyed aircraft still guiding Fox-1 has been fixed though.
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Agreed, but then saying the heading is also redundant.
Yes, unless ATC in rare cases could dictate another heading for deconflicting the airspace. The call could mean “go for this heading, then resume own navigation once beyond base range”. And most times that heading would be the one you would choose anyway, but sometimes not. Mav-jp would know if this is the case
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it would be nice if in all theaters bombing a shelter hanger would reduce enemy’s aircraft number.
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it would be nice if in all theaters bombing a shelter hanger would reduce enemy’s aircraft number.
Not, not really. Because no all a/c are in hangars, and not all a/c are on the airbase. Beside, that could kill the campaign engine quite rapidly.
IMO, it is a false “good” idea.
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it would be nice if in all theaters bombing a shelter hanger would reduce enemy’s aircraft number.
Thing is (already in BMS) : if you bomb a shelter hangar with an a/c in it then both should be destroyed depending the bomb type (or at least the hangar is destroyed and the a/c is damaged)
BB
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it would be nice if in all theaters bombing a shelter hanger would reduce enemy’s aircraft number.
I have a more detailed opinion on this topic, but first, let me set the scene as to why I started thinking on this topic.
My squadron were flying an OCA Strike mission to destroy a runway. My lead and I were making a durandal run down the length of the runway. Lead would bomb the further half, and I would bomb the nearer (to avoid flying through debris). We noticed there were a couple of enemy fighters sitting on the threshold (our side of the runway) about to take off. Lead told me to drop the durandals on their heads. No problem, I said, and proceeded to have a direct hit with a pair of durandals.
Except, I didn’t.
What had happened was the following:
1: Lead drops his bombs and exits.
2: I drop my bombs in ~1nm trail.
3: Lead’s bombs impact the midpoint of the runway, “destroying it” in BMS terms, making the airbase unavailable for operations (0% or whatever the threshold is).
4: The two Migs sitting on the runway immediately vanish into thin air because the airbase is “0%”.
5: My bombs impact the point where the Migs were just a second earlier.
6: The Migs survive and are returned to the “squadron inventory” to be available to take up the fight when the airbase is repaired.Now, I do get this from the perspective of coding logic, but got me thinking of a better way. Here are my ideas in brief.
1: All aircraft must return to an apron/parking spot/hangar etc. in order to be returned to the squadron’s “based” inventory. (“Based” inventory is the number of squadron aircraft not in the 3D world). This is, in my view, just the opposite of how aircraft spawn to the ramp.
2: Aircraft that are in the 3D world are removed from the “based” inventory, until such time that they successfully return to apron/parking spot/hangar etc. (Presumably this already exists in code?).
3: Bombing certain infrastructure at an airbase will have some impact on the “based” inventory count. Not necessarily destroying all, but at least some measurable effect. The aircraft are somewhere at that airbase after all.
4: If there is no squadron at that airbase, then of course, no impact to aircraft numbers. -
correct LCOS and snap shot
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correct LCOS and snap shot
Yep, would be cool, esp for simulating older blocks, also one step closer to have proper F-16A
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It would be neat not to run out of missiles on day 1. I know it might be realistic, but being out of AAMs at the only time when there’s someone to play with you just breaks the fun.
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It would be neat not to run out of missiles on day 1. I know it might be realistic, but being out of AAMs at the only time when there’s someone to play with you just breaks the fun.
Take control of your squadron (or entire base, or entire theater) resupply with Falcas’s fantastic Mission Commander 0.5.18 build 615 (26 Jun 2021), couple clicks and you have it done! New version is 4.35.2 compatible.
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Take control of your squadron (or entire base, or entire theater) resupply with Falcas’s fantastic Mission Commander 0.5.18 build 615 (26 Jun 2021), couple clicks and you have it done! New version is 4.35.2 compatible.
not always, in desert storm MC doesn’t rule anymore
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wish we can get rid of the volume readjustment after coming out of external view
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A proper “zero-zero” Campaign creation tutorial just for the basics.
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Ability to modify times while maintaing mouse button as a client, not having to change every unit by a click.
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Morse Code identifier for TACAN and ILS