RC1b Bugs/Issues
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Did some single player testing and a couple things I noticed with the X-plane version.
- May need to look at the radar signature on the F-35s/F-22s. I was literally able to fly over SA-10 sites with no launch. Also able to fly right upto SU-30s and MiGs.
- Currently I’ve yet to run into any building miss placements/airfield issues. Terrain is beautiful btw!
- On the F-35s it seems like the game is confusing landing gear bays for weapon bays. I noticed on the A model it looks like the right bay (also where the right landing gear deploys) is constantly open. I saw Starrats other post with a way around it to deploy weapons and just wondered if maybe it was a dof issue.
- On the F-35C version unless bound there is no way to deploy wings. Which is nothing major.
- F-35s top speed is way to high. I want to say it tops out at around 1230 mph, currently it’s set to around 1900.
- AIM-120 range is really really short it seems. In a couple instances I was within 30nm and still waiting for a launch que. This was against non stealth opponents.
Honestly you guys are doing something amazing here that can really change up BMS from just being an F16 simulator to a military aircraft simulator. Amazing work so far guys. I’ll have some more time for deep testing and maybe some multi play come the weekend.
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- On the F-35s it seems like the game is confusing landing gear bays for weapon bays. I noticed on the A model it looks like the right bay (also where the right landing gear deploys) is constantly open. I saw Starrats other post with a way around it to deploy weapons and just wondered if maybe it was a dof issue.
I think it is F-22A, not F-35.
- On the F-35C version unless bound there is no way to deploy wings. Which is nothing major.
wing fold key = shift+W
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I’ll take a look at the Gripen variants then. Thanks for giving us some sense of direction and priorities
All the best, Uwe
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Uwe, actually I like the idea you made a basic TE from the default a/c pit . . . stupid me never really gave much thought about it . . . I mean was so focused on getting new pits and 3dwings set up for 50-60 a/c that I paid no attention to our base models . . . I will be making the F-16C default pit and other my top priority tonight to find out where the heck those skins for the pit went . . . I created text file of all the unused textures and I wonder if I overwrote those textures by accident or if they weren’t right from the start. Either way I will have the default pit and others sorted out if you let me know which other pits are porked. . . this is really easy stuff to fix . . . and you are right we definitely want you guys to look at the new stuff. . . .we want to get the F-35B VTOL really cleaned up . . . I have skins almost ready for the F-35A and F-35B to bring them up to the F-35C level . . . so this should be a nice package of new a/c for BMS, even if they aren’t hi-poly just yet, they will set the stage for replacement of really nice models later (hint hint Wandiwen) if we have all the mechanical/technical stuff sorted out . . .
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Additional testing request . . . Beta Testers - if possible please try create TE’s from as many different airbases as possible. Starrats has done a lot of work on terrain and one of the things we need to confirm is whether or not all the airbase leveling done thus far is working . . . if you see a/c wheels sinking beneath runways let us know which airbase and which locations. Also, please take notice of the taxi, parking, and take-off points for you and your wingman . . . some airbases seem a shifted. The ideal is for two-ship you should have one aircraft on the left side of centerline and one a/c on right side of centerline for proper positioning. . . . if that isn’t happening we want to know. If you see spawning of a/c on top of each other or reaching out beyonw the airbase parking areas . . . take a screen shot with the coordinates and Ned will track it down.
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I’m not seeing taxi lights on the Gripen:
I didn’t RAMP start (and I wouldn’t know how to start this beast as my Swedish / Norge sucks :D) and went straight to taxiway, but all other planes in the TE had taxi lights visible, so it maybe a issue with the plane.
I don’t know the “ct number”, the aircraft type is listed as “JAS 39A***” in Mission Commander.
Cheers, Uwe
EDIT: Copy on creating custom TEs, I’m currently flying out of BARDUFOSS in case others want to test different bases.
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The JAS-39 Gripen cannot be selected as a player a/c or as an opponent in “Dogfight”:
(I’ve checked the entire scroll list and it’s nowhere to be found)
All the best, Uwe
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Re: taxilights on the Gripen . . . it has lights but I think BMS is specifying taxilighting in the acdata file now . . . unfortunately, the Gripens are still using the really old FM format - so the lighting stuff hasn’t been added and that might account for the missing taxilights . . maybe use NVG’s ? I will add that to the list of ACDATA stuff and you guys and test is after that and see if we have squashed that bug… BTW, I roughed out the new format last night for the Gripen, but need to add wing vapors data and some other items. I should be able capture some light data and put that in too.
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F-16 default pit fixed… . for those that can’t wait go into the Add-On Nordic/Terrdata/objects folder
delete 8002.dds and rename 8002a to 8002.dds - I forgot to rename this texture back to its original when I was testing a graphic which is now 8016.dds. Else, wait for RC1b (hopefully this weekend).
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- F-35s top speed is way to high. I want to say it tops out at around 1230 mph, currently it’s set to around 1900.
If you are looking at the vehicle record/unit record those values are in km/h - using numbers from Wikipedia 1930km/hr is max speed . . . which is 1200mph. Please keep in mind I haven’t gone thru all a/c data - to check those and see if they were set or if they are dumbed down or what. . . so if you are seeing a relative value . . . that is a future task for the overall DB. Also, I had an earlier discussion about converting speeds to 85% max . . . since most aircraft don’t routinely fly at max speed - but again all a/c need to have a check on max speed and then rolled back across the board for an equivalent basis in game. I am always open to suggestions and also based on what seems to play best for the game.
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UI Is being rebuilt to 4.33 instead of dragging updates to our UI, Im going to pile our work on 4.33
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Good idea . . . speaking of UI, I solved the mystery for missing a/c. It was a UI issue . . . when you send me new UI files - I will update it for dogfight stuff from my end and should be fixed in RC1b. I went ahead and also covered down on all the current dogfighters not just our new a/c; missing Korean F-16s, F-15A, Tornado GR4, etc.
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Updated some radar data to make some modern Russian a/c more competitive
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added Mi-28N, Ka-52, and Mi-6 helos to DB to add more tac/helo operations for Russian side
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A new Ka-52?
missing buttons fixed!
compared and adjusted Art\Main\lcktxtrc.irc file -
A new Ka-52?
missing buttons fixed!
compared and adjusted Art\Main\lcktxtrc.irc filejust low-poly placeholder. converted from default ka50.
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lest folks get their hopes up . . . keep in mind Nordic like all Falcon theaters will always be a work in progress. We have many models loaded up that serve the purpose of holding a spot, allowing game play but are low-poly. The important, difficult work is being done upfront so that Nordic will be a very easy game to upgrade. I suspect that a year from now if some modelers and skinners get interested, Nordic will be really exceptional. There are so many things that can be done to give Nordic a signature stamp of individuality; terrain, airbases, naval ops, helo/tac ops, and of course some unique models new and old that will be most appropriate in this theater.
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I am uploading RC1b now - should be available within the hour if download completes as planned. Contact Starrats or Chuckles for the link.
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Got your download Tony, DB looks really good even with the low poly a/c.
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Thanks for the RC1b update!
When trying to edit a little test TE, I 'm having a problem assigning a HAVCAP flight of 2 Gripens to “Chalis1” (“no valid targets”).
I also tried “ESCORT” for the Gripens, same thing.
Am I doing something wrong or is this a problem with the new version?
I haven’t done anything different than in other TEs I’ve built where this procedure usually works. I’ve also tried a different plane (F16 Blk52 HAF Cft), same problem.
All the best, Uwe
EDIT: N/M, I think it was a problem on my end. The default team is now “USA”, and I added sqns to a Norwegian Airbase (“ADOYA”). When changing the owner to USA on another airbase, I could select the havcap target just fine.