To answer the OP’s next question, to activate Nose Wheel Stering, press Shift / :mrgreen:
It’s a particularly good joke considering OP joined the forum 3 years before you
To answer the OP’s next question, to activate Nose Wheel Stering, press Shift / :mrgreen:
It’s a particularly good joke considering OP joined the forum 3 years before you
Wow, anybody knows the details why this particular driver version works so much better with BMS?
Sounds a bit like maybe the keyboard is dirty? If it’s brand new then it can’t be, but if you’ve had it for a while then it’s quite common. From normal use stuff just accumulates in there. Take out the offending key and see, clean a bit if necessary and put it back in, and maybe that helps?
I’ve always had a problem with enemy SAM’S not firing. How often do they fire on you?
Funny historically I’ve had more problems with the ones firing I’d say
No actually I’ve read somewhere in the forums of SAMs ambushing before, not sure if that’s within the features of vanila BMS or some mod, and of course not sure if that’s what happened to you. But it could be just tactics, trying to lie low and let you come in close and then blast you out of the sky when you can do little about it. Of course, I have no idea if that was indeed their plan, or if they didn’t fire earlier for some other reason. But if it was their plan all along well it seems to me like it had failed too, since you already know the SAM is there, you’re flying there and expecting it to fire, etc. So you could say that kinda beats the whole point of an ambush to begin with I guess? I mean in their eyes it might’ve been effective, but good reconnaissance looks to be a possible counter to that sort of tactic? I’m no expert though.
I’d love to see a Falcon-Online campaign with the rule that you only have 1 “life” for the whole campaign.
It would probably change the “gameplay” a bit to the right side!
Sounds exciting!!!
Yes I also think in 2D this works fine. I was just having this theory, that maybe in Seosan this problem is worse than in other bases when you put many squadrons in the base. Not sure of that of course. But in some other bases the aircraft “spawn” a bit away from each other, or taxi ways are configured differently, maybe they don’t have this problem - not sure.
But well at least an air-to-air squadron is definitely needed there because Seosan seems to be the popular location to frag a huge OCA strike package at, if you’re a red AI theater commander that is
Glad to help, and now I was trying out the mirage but there are huge traffic jams on the ramp in Seosan. I was quick ramp-starting a alert scramble flight but my wingman can’t get to the runway at all and he never got airborne at all for a few minutes (then I got shot down lol). Or another time I’m ramp starting and I see some guy standing alone on the runway forever because his wingmen is stuck, and he just waits there on the runway, etc. Again, could be my install, but it could also be the base design in BMS isn’t suited for high traffic (unfortunately since it’s my favorite airbase lol)
Hello, I’m just trying out the Eurowar campaign for the first time, so far getting shot down left & right SAMs? Yeah, they working that’s all I can say yeah so far it’s a lot of fun. I looked through a few allied squadrons in the campaign and some F4s are flying with Amraams, not sure if that’s intended, they got 2 loaded and possibility to load 2 more for a total of 4 Amraams + 4 sidewinders. Haven’t read this whole thread so yeah, not sure. Could be a problem on my end too
Hey I just installed this for the first time, using lod editor and the tutorial videos. There is only two things that changed, I think the tutorials are still good.
The changes are about the txt files. In the tutorial when editing lod 1 you can see two separate txt files with names like “f22 blabla…input” and “…output” but in new version there is just “f22-textures-SETS.txt” so use this file and that’s it. Then, at least I assume this is correct? But later when editing lod 2 you need to do a similar move but use the file “f22-lod2-textures-SETS.txt” - which is not at all in the tutorial video. But since this file is there I think I need to use it, just do a similar step to when edited the lod 1. I hope somebody can explain this better. (at least I think this is how it should work)
I just some quick dogfight tests and everything looks good so far. The only question, in the middle MFD there isn’t maybe suppose to be a RWR? For me there’s nothing there at least it’s a black screen, the RWR is working and gives sounds but nothing is displaying, can only see RWR graphic if I do it in left or right MFD, not sure if it’s how is should be?
But anyway really good job this was a lot of work I think so good job 8-) I especially like all the reflection in the glass, now you always feel you’re in the right plane haha
Edit/ To make the RWR working, because it is turned off right now in the 3dckpit.dat, (you have to edit both in bms\Data\Art\ckptart\F22 and bms\Data\Art\ckptartn\F22), there is series of line with a lot of numbers that start with:
hud
pfl
ded
//rwr
Have to remove the two slashes before “rwr” and it now will be in the small top left mfd. And that’s maybe even better than center mfd