I think it’s just one of those overly ambitious things leftover from original Falcon 4 days, the kind the developers never fully realized.
Posts made by depapier
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RE: submarines in BMS
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RE: Simple Avionics
There is no support for vr controllers currently.
And I doubt there’s anything like einfache Reste drumherum. I’d recommend Strike Fighters 2 for that. Or to set missions up yourself and try to arrange the whole situation - when to shoot etc for your son. I also find MSFS a good intro to aviation stuff. -
RE: CCRP release time at low altitude with high drag weapons is wrong?
@razo said in CCRP release time on custom stp is wrong:
You are not flying towards the steerpoint so if you want to be 100% correct it shouldn’t even tell a time since you will never arrive over the steerpoint. The system also doesn’t know what kind of deviation you are taking from the route, so it cannot give you a correct time.
It should however correct itself once you fly towards the point and pass it within a reasonable amount of distance and then the system can give you a correct time if you will actually pass the steerpoint.
It might be possible that the system deconstructs the velocity vector and uses the component that points to the steerpoint to calculate the time. So the higher the offset, the slower the velocity towards the steerpoint the higher the time (but this is my theory, though by looking at your pics this does not seem to be the case)
@airtex2019 said in CCRP release time on custom stp is wrong:
I think it’s because of the offset and bank-angle … extrapolating that current flight path, you will just fly a circle around the target, forever. It’s letting you know, after 58 min, you’ll be out of fuel and forced to jettison… <kidding … I think … I also have no idea what it’s computing>
The bank angle and offset of course play a role in calculation, but not to such a dramatic extent. You can see this once you overfly or just face away from the steerpoint.
@LorikEolmin said in CCRP release time on custom stp is wrong:
Had this while dropping AIR bombs. If too low, countdown is wrong and bombs fall very short. Realistic? Don’t know. A few hundred feet above, right on target.
yes, precisely that. Although the times I have had the issue to the point of overflying the steerpoint, I could not release the bombs at all, since the marker did not come up, so I switched to CCIP and dropped it like that. But I can never judge properly whether the bombs are short because of my skill or something else, when using CCIP at such low altitude.
@Leech said in CCRP release time at low altitude with high drag weapons is wrong?:
@depapier You are defiantly using high drag weapons.
Could you tell me which type ?I’ve documented the phenomenon in the following three videos.The issue (if that is an issue) occurs only with high drag weapons: mk84a, mk82a, mk82s, blu-107/b. Haven’t seen with anything else. Note that despite the fact that in videos from a KTO TE here the altitude that makes the difference seems to be around 400 feet, in the above examples from ITO its higher than that. In ITO it is possible to arrive at the release point without the bomb release cue appearing due to timer, but I haven’t managed to document that on video. The issue seems to be connected to line of sight? The radar can be on quiet and silent modes, it makes no difference.
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RE: FNG: Where to start...
Oh hey, welcome back, check gear down!
The manual can be a handful, but there’s no need to read the whole thing at once. Your best bet is to refer to the Training manual and take one mission at a time. It contains most of what you need to know to perform a task and then you can refer to other manuals in order to know more.I think your pc setup is fine. I would certainly get a headset with a mic + voice attack and AVCS4 profile. It improves the experience immensely, since most of the time you need to give commands, you hands are already busy flying.
Have fun! -
RE: CCRP release time at low altitude with high drag weapons is wrong?
Here is a properly cropped screenshot of the problem. Or perhaps this is supposed to be this way?
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RE: CCRP release time at low altitude with high drag weapons is wrong?
Some screenshots with the issue (or limitation by design?). Note, that all three steerpoints aren’t custom, just navigation points.
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RE: CCRP release time at low altitude with high drag weapons is wrong?
@unkindled 100-1000 feet. I’ve noticed this isn’t tied to whether radar has LOS to stp. I’ll try more tomorrow in different theatres and altitudes.
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CCRP release time at low altitude with high drag weapons is wrong?
Creating a custom stp (for example 99) for targeting something specific often results in CCRP Hud release timer showing wrong numbers (usually very large) although distance is shown correctly.
Observed in ITO 80s campaigns with mk84a and mk82s. For example approaching target at low altitude and 450 knots doesn’t result in hud showing something like 00:30 as countdown time at 15 miles, but instead shows 48:58, and the number is changing with approaching the target. As a result the release cue never comes up.Is this by design due to weapon/speed/altitude or is it a bug?
Will add more info and screenshots tomorrow.
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RE: AI flights struggling with GBUs?
Isn’t default weather in Balkans very cloudy? Idk if that has any role for 2d + laser, but iirc it does in 3d.
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RE: Wingman not taking off at all pretty frequently in campaigns
@bjjman94 alright, im just going by what you wrote up. It would be helpful for everyone if you could give more info. For example what are the steps to reproduce this situation, what campaign, airport etc. Its a little too general otherwise.
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RE: Hud&Text brightness are very weak in VR
I can confirm that hud brightness in vr is lower than without vr. This is on quest 2.
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RE: Wingman not taking off at all pretty frequently in campaigns
If you don’t follow the comms ladder, they indeed won’t follow you. If you do, this works fine, except some flights in Ito.
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RE: Prettyscreenshot.
You should put all config lines into Falcon BMS User.cfg not into Falcon BMS.cfg. The second one is overwritten every time you start BMS.
There is a different problem with pretty screenshot - sometimes it does not remove the ui. But I think that’s a separate issue. -
RE: Serieus issue with AI in strikes (in 2D world or outside bubble)
Huh, but then its just a small issue of not having more than one target automatically set per package? Then the player could always edit the ai OCA package to assign targets? Will test
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RE: Serieus issue with AI in strikes (in 2D world or outside bubble)
@MaxWaldorf which one is the known issue? I’d love to know which you mean. The AI dumping everything at once? AI package striking only one target in 3d? AI package striking only one target in 2d?
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RE: Serieus issue with AI in strikes (in 2D world or outside bubble)
Well, regardless of whether this is considered serious or not for winning the campaign: it’s true, AI tends to dump all munitions at once (in 3d) at one target (both 3d and 2d). This happens in other missions as well, not just OCA.
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RE: Tacview – Understand what happened during your last flight! (alternative ACMI viewer)
@BuzyBee just sent an email to support, but here’s a dump+test acmi (happens in any) https://www.mediafire.com/file/ibt651dqv21rq68/tac_crash_falcon.rar/file
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RE: Tacview – Understand what happened during your last flight! (alternative ACMI viewer)
I’m experiencing a crash in Tacview with ACMI’s generated by 4.37. Posted on Steam, but crossposting here just in case:
Playing ACMI files generated by Falcon BMS 4.37 crashes Tacview, resulting in fatal error.
STR: open an ACMI file, attempt to scroll or play it, eventually some event is encountered (SAM missile?) which crashes the video driver, results in fatal error.
At the same time the AMD Adrenalin crashes as well (22.11.2 latest).
“The application has encountered a critical error.
Exception: 0xC0000005
Please email the log file saved as…”
Then Tacview closes.I can post the dump and a small ACMI for testing.