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In today's changelog I can see this:

Quote

Fixed: TT13 did not have the correct permissions to contribute to the relevant achievements

 

But my achievement are still to be unlocked.

 

For the time trials, for 2 of them I have the IDAP sign instead of the golden medal.

Maybe it's because of that?

 

If yes, can the time trials be reset?

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15 minutes ago, wiki said:

But my achievement are still to be unlocked.

I think you'll need to at least replay TT13 and finish it (probably not even needed to be gold). We're still testing these achievements internally, so stay tuned please.

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In Eden, searching in the Assets Browser >> Compositions >> Custom doesn't work

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3 hours ago, R3vo said:

In Eden, searching in the Assets Browser >> Compositions >> Custom doesn't work

Can confirm, using the filter for asset browser In custom compositions does not work. 

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8 hours ago, DnA said:

I think you'll need to at least replay TT13 and finish it (probably not even needed to be gold). We're still testing these achievements internally, so stay tuned please.

 

Done, it's all good, thanks :f:

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16 hours ago, R3vo said:

In Eden, searching in the Assets Browser >> Compositions >> Custom doesn't work

 

13 hours ago, -LUGER- said:

Can confirm, using the filter for asset browser In custom compositions does not work. 

Hi there,
will be fixed soon, thanks! :)

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Hi,

 

I saw this on the August 2 changelog:

 

Quote

Tweaked: The performance and behavior of flags was improved in MP

 

I don't have DB installed right now so I can't check but I was just looking at the flag config (for Flag_CSAT_F)  and under init EH, it has:

 

init = "(_this select 0) setFlagTexture '\A3\Data_F\Flags\Flag_CSAT_CO.paa'";

 

But according to the wiki, setFlagTexture only needs to be used where local, plus it's synced for jip, so you could use:

 

init = "if (local (_this select 0)) then {(_this select 0) setFlagTexture '\A3\Data_F\Flags\Flag_CSAT_CO.paa'}";

 

Don't know if this is the same on dev branch

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Quote

Tweaked: Slightly adjusted rocket impact point indicators for Kajman & X'ian

Could you have a look at bomb reticles again too?  Dropping unguided bombs will always result in beeing off target. Choose a flat target (i.e. a decal on a runway) and do some runs on it with the A-10  without extreme dive angles. You will notice that the bomb always overshoots by 20-30m, depending on speed altitude and angle.  Idk if that deviation is because of some direct trajectory calculation issue,  or if there is some delay after pusing the trigger,  before the bomb starts flying. If this potential delay is not accounted for in the calculation then it will always overshoot.

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Well, I don't know how they are doing it, but those "slight tweaks" didn't improve anything. Neither Kajman or Xi'an shoot Tratnyr or Skyfire rockets anywhere near the reticle. Kajman hits about one centimeter high when seen from the HUD, which in a typical run over flat ground translates to a few tens of meters, and in the mountains can result it missing the target entirely. Xi'an is much worse, being several degrees off, which leads to the rockets either flying off into wild blue yonder or hitting more than a hundred meters off the target. Tested without any mods, in case there was any doubt. My theory is that it's caused by the weapons being angled relative to aircraft's centerline, which is not properly accounted for in the CCIP algorithm, causing the rockets to miss high. Anyway, I don't want to hear about them being adjusted "slightly". We're talking compensating for several degrees of offset.

 

BTW, Xi'an's weapons are also controlled (by default) from the left FFV seat, as opposed to gunner. Please check this as well.

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44 minutes ago, dragon01 said:

Well, I don't know how they are doing it, but those "slight tweaks" didn't improve anything. Neither Kajman or Xi'an shoot Tratnyr or Skyfire rockets anywhere near the reticle. Kajman hits about one centimeter high when seen from the HUD, which in a typical run over flat ground translates to a few tens of meters, and in the mountains can result it missing the target entirely. Xi'an is much worse, being several degrees off, which leads to the rockets either flying off into wild blue yonder or hitting more than a hundred meters off the target. Tested without any mods, in case there was any doubt. My theory is that it's caused by the weapons being angled relative to aircraft's centerline, which is not properly accounted for in the CCIP algorithm, causing the rockets to miss high. Anyway, I don't want to hear about them being adjusted "slightly". We're talking compensating for several degrees of offset

CCIP is not working at all for pilot - above tweaks were made when using rockets with manual fire mode

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2 hours ago, das attorney said:

Don't know if this is the same on dev branch

 

'tis. Although I am not sure when those EHs are executed. For all clients?

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It executes for everyone when someone joins iirc.  I don't think it would cause any harm, but seems pointless.

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4 hours ago, reyhard said:

CCIP is not working at all for pilot - above tweaks were made when using rockets with manual fire mode

Will that be fixed, then? I can check manual fire, but pilot-controlled weapons are used in Showcase:VTOLs (or were, last time I checked). 

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During the campaign "laws of war", I can't skip the cinematics or the credits by pressing spacebar.

The text says to press and maintain it, but it doesn't work

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You have to hold it for a little bit. They already decreased the time a bit, though I wonder why a single spacebar hit doesn't do it (holding down the spacebar isn't how it's done in any other part of the vanilla game.. e.g. the intro quotes).

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7 hours ago, lexx said:

You have to hold it for a little bit. They already decreased the time a bit, though I wonder why a single spacebar hit doesn't do it (holding down the spacebar isn't how it's done in any other part of the vanilla game.. e.g. the intro quotes).

Retried this morning, still doesn't work.

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20 hours ago, x3kj said:

Could you have a look at bomb reticles again too?  Dropping unguided bombs will always result in beeing off target. Choose a flat target (i.e. a decal on a runway) and do some runs on it with the A-10  without extreme dive angles. You will notice that the bomb always overshoots by 20-30m, depending on speed altitude and angle.  Idk if that deviation is because of some direct trajectory calculation issue,  or if there is some delay after pusing the trigger,  before the bomb starts flying. If this potential delay is not accounted for in the calculation then it will always overshoot.

Hello,
I am not able to reproduce it here, all unguided bombs dropped from plane (even via CAS support), hits targeted area as they should.
Could you provide please more information or optionally video?

Thanks and regards! :)

Edited by Karloff
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Sorry for my English

 

Developers, please check information below

 

[Suggestion] Turrets don't show empty status

 

Please add some new empty models.
Players must know, what cat alive or not turrets haven't ammo visually

Spoiler

20170823164155_1.jpg

20170823164145_1.jpg

20170823141422_1.jpg

20170823164910_1.jpg

 

https://feedback.bistudio.com/T126546

 

In my opinion some CSAT bags must have right textures (Hex), now it's "Coyote"

https://feedback.bistudio.com/T126547

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8 hours ago, Karloff said:

Hello,
I am not able to reproduce it here, all unguided bombs dropped from plane (even via CAS support), hits targeted area as they should.
Could you provide please more information or optionally video?

Thanks and regards! :)

Try with A-10, GBU-12 (hits normally)  and then try with Mk82 (flies over).

countermeasue bound to mouse button, so point of drop more noticeable. First bomb is gbu-12 - hits correct, others are mk82 - they all overshoot. It makes a much bigger difference when flying in faster jets or trying to hit stuff on reverse incline / mountain top.

 

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8 hours ago, x3kj said:

Try with A-10, GBU-12 (hits normally)  and then try with Mk82 (flies over).

countermeasue bound to mouse button, so point of drop more noticeable. First bomb is gbu-12 - hits correct, others are mk82 - they all overshoot. It makes a much bigger difference when flying in faster jets or trying to hit stuff on reverse incline / mountain top.

 

Yes, I can confirm this. When dropping unguided bombs from the Neophron or one of the new and faster DLC jets it is even worse.

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5 hours ago, the_one_and_only_Venator said:

Yes, I can confirm this. When dropping unguided bombs from the Neophron or one of the new and faster DLC jets it is even worse.

+1, Just tested.

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Just for warn...

 

If you use lbSetCurSel inside onLBSelChanged, the game will CTD.

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6 minutes ago, POLPOX said:

Just for warn...

 

If you use lbSetCurSel inside onLBSelChanged, the game will CTD.

 

 

I found that a while ago as well.  IIRC I think what was happening was I set an "lbSelChanged" EH for 2 different listboxes on the same dialog.  Here's my notes from when I did it:

 

// crashes game - stack overflow - lbSetCurSel triggers onLBSelChanged as well so A triggers B, which triggers A etc etc...

 

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5 minutes ago, das attorney said:

 IIRC I think what was happening was I set an "lbSelChanged" EH for 2 different listboxes on the same dialog.

Oh well thats why.

I didn't notice that lbSetCurSel fires lbSelChanged too...

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On 8/23/2017 at 9:47 PM, x3kj said:

Try with A-10, GBU-12 (hits normally)  and then try with Mk82 (flies over).

countermeasue bound to mouse button, so point of drop more noticeable. First bomb is gbu-12 - hits correct, others are mk82 - they all overshoot. It makes a much bigger difference when flying in faster jets or trying to hit stuff on reverse incline / mountain top.

 

 

On 8/24/2017 at 6:02 AM, the_one_and_only_Venator said:

Yes, I can confirm this. When dropping unguided bombs from the Neophron or one of the new and faster DLC jets it is even worse.

 

On 8/24/2017 at 11:07 AM, Vasily.B said:

+1, Just tested.

I see that, in higher speeds with this kind bomb reproduced.
We will look on that, thanks. :)

Regards.

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