dragon01 902 Posted April 13, 2017 6 minutes ago, darkChozo said: I'm inclined to say feature. Isn't that an actual risk with some ejection systems? Not anymore. It's a bug. The very earliest ejection systems did have problems ejecting at very low and very high speeds and altitudes (though usually not due to the canopy, you'd hit the tail fin or the chute won't deploy), but those are long solved. Today's seats are capable of "zero-zero" (zero airspeed, zero altitude) ejections. 1 Share this post Link to post Share on other sites
veles-zv 176 Posted April 13, 2017 well i justed died when my ejection seat detached from me at 1200km/h slamming in to my back, the kh25 is non selectable in firemode, ejection seat does not right itself when ejecting, especially upside down. pilot is in the back of the seat when he ejects and here is a video on how it should work. Share this post Link to post Share on other sites
AV8R_Six 110 Posted April 13, 2017 https://www.bistudio.com/blog/arma-3-jets-dlc-releases-on-may-16 Getting Excited! 1 Share this post Link to post Share on other sites
x3kj 1247 Posted April 14, 2017 The animations of the controll surfaces on the new jets seem really exaggerated compared to the effect they have on the planes maneuvering. It looks very floppy/wonky. There are a number of visual errors on Shikra that i noticed. Spoiler Overall i must say that i would have expected slightly more in terms of visual quality inside the cockpits. There dont appear to be proper normalmaps so that the 90° edges dont look as jarring for example. The "digital" interfaces in the cockpits are barely readable and suffer from z-fighting issues. They have only primitive color as well, no texture to it. Esp. the wasp interior due to beeing almost entirely covered by interface looks poor as a result. I also got this popup when firing all missiles one after another (using diag.exe). Not sure of the significance. 5 hours ago, dragon01 said: 1. Apex flight physics don't seem to be implemented for any of the jets. told you... there are no changes of flight physics under the hood, and there is no "Apex flight physics". They are just "soft" setting tweaks of the same flight equations, with the flight equations beeing responsible for unsatisfactory behvaiour. In DCS when flying Mig-29 and SU-27 they do not turn in any significant way when rolling to the side... take that however you will. Share this post Link to post Share on other sites
dragon01 902 Posted April 14, 2017 Then explain why Caesar BTT feels so much better. There already was a significant upgrade to flight physics during Apex development, which only needs to be configured properly. The devs have said that a few times. There's no need to change anything under the hood, just make proper use of what's already there. Maybe it's the intended behavior, jet fighters are often designed to be aerodynamically unstable, which means that the center of lift is right on the center of mass, which could have an effect of reducing the tendency to turn when banked. However, the tendency should still be there. 1 Share this post Link to post Share on other sites
nodunit 397 Posted April 14, 2017 Reveal hidden contents I also got this popup when firing all missiles one after another (using diag.exe). Not sure of the significance. --------------------------------------------------------------------------------------------------------------------------------------------------------------- The Z fighting issue you mentioned appears to be linked to the AO, if you hop into the cockpit without AO enabled it doesn't show this...curious. Also in regards the missiles, is this a constant and replicateable? 1 hour ago, dragon01 said: Then explain why Caesar BTT feels so much better. There already was a significant upgrade to flight physics during Apex development, which only needs to be configured properly. The devs have said that a few times. There's no need to change anything under the hood, just make proper use of what's already there. Maybe it's the intended behavior, jet fighters are often designed to be aerodynamically unstable, which means that the center of lift is right on the center of mass, which could have an effect of reducing the tendency to turn when banked. However, the tendency should still be there. We're looking for all manners of feedback right now and flight is one of the big ones, would you be willing to explain what it is about the BTT's handling you felt was better? 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted April 14, 2017 Please give the AH-9 a proper armament to be a light attack helo. Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 14, 2017 I don't know if anyone bothered to test, buuuuuuuuuuuuuuuuuuuuuuuuut. Ejection seats <3 Hyyyyype https://gyazo.com/1fd6ccc4780fd7ddfa78a05665f2b6cf https://gyazo.com/39363cde537231d49bcd9278265f0c5a 2 Share this post Link to post Share on other sites
AV8R_Six 110 Posted April 14, 2017 Don't know what your reporting there Buck...the videos you posted seemed to work fine...the Ejection Seats go through a sequence of clearing the aircraft and if altitude permits, the Man/Seat Separation happens next...seems fine to me...can you elaborate? AV8R Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 14, 2017 53 minutes ago, AV8R_Six said: Don't know what your reporting there Buck...the videos you posted seemed to work fine...the Ejection Seats go through a sequence of clearing the aircraft and if altitude permits, the Man/Seat Separation happens next...seems fine to me...can you elaborate? AV8R I was informing people that they have implemented proper ejection seats with gif footage, incase no one else has thats all. I know how they work, its just people seem to neglect the eject button when in a jet because its so useless so the odds of people pressing it when trying out new content is rather low. 1 Share this post Link to post Share on other sites
AV8R_Six 110 Posted April 14, 2017 1 minute ago, xxgetbuck123 said: I was informing people that they have implemented proper ejection seats with gif footage, incase no one else has thats all. I know how they work, its just people seem to neglect the eject button when in a jet because its so useless so the odds of people pressing it when trying out new content is rather low. Ah Gotcha...good idea! That reminds me, I had my Saitek X52 covered Fire Button set up for eject when ARMA 3 first came out and it worked for a while, then about a year or more ago, it stopped...I need to retest it. 1 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 14, 2017 8 minutes ago, AV8R_Six said: Ah Gotcha...good idea! That reminds me, I had my Saitek X52 covered Fire Button set up for eject when ARMA 3 first came out and it worked for a while, then about a year or more ago, it stopped...I need to retest it. Actually binding 'Eject' to a joystick/throttle setup is actually worthwhile! Eject Eject Eject! 2 Share this post Link to post Share on other sites
dragon01 902 Posted April 14, 2017 7 hours ago, nodunit said: We're looking for all manners of feedback right now and flight is one of the big ones, would you be willing to explain what it is about the BTT's handling you felt was better? Well, the fact that it turns when banked is the most immediately striking one. The other things are harder to nail down. I've noticed, for example, that putting the FPM on the zero pitch line still causes the aircraft to rise (Black Wasp) or drop (Shikra and Griffon), which is not the case with BTT (possibly a HUD calibration issue rather than FM). Also, the sort of crazy tailslide that someone posted around here (or indeed, any sort of tailslide) doesn't seem to be possible in the Caesar, it flips around into the airflow. Flaps don't seem to add much drag (though Caesar shares that problem, too). It also seems to be easier to keep the Caesar in level flight than the new fighters, though I'm not sure what might be the cause. I didn't try Sentinel (if there's any kind of hack to force control of it without "owning" the DLC, I'd love to know about it), but it probably suffers from similar issues. I did find one amusing issue on it, though. There are labels near the engines that should probably say "BEWARE OF BLAST", but instead they say "BE WERE OF BLAST". :) The implications are... interesting, to say the least. Clearly, there's some sort of werewolf conspiracy on USS Freedom. :) EDIT: Well, two issues, actually. When 2x Macer pylon is loaded, on of the missiles clips through the weapon bay doors. 1 Share this post Link to post Share on other sites
blackpixxel 53 Posted April 14, 2017 You have to connect to the Drone via script command, then you can fly it. I would say it has the worst flying behaviour of any of the planes in Arma. It does not have a vertical stabilizer/ controll surface. While in a real flying wing yaw controll is achieved by opening butterfly-like flaps on one side of the wing, there is no visual represenation of that on the Sentinel Drone. But you can still fly knifeedge without dropping the nose thanks yaw drift. It can even fly knifeedge loops. The flight model of all the new jets feels really bad with the unrealistic yaw drift and the missing turns when banking left or right. Share this post Link to post Share on other sites
dragon01 902 Posted April 14, 2017 Indeed. It has no yaw control at all, only nose wheel steering. The Sentinel really needs some flight model tweaks, most notably adding yaw by differential airbrake operation (the airbrakes really shouldn't respond to pitch commands, though. They're not that far aft). Share this post Link to post Share on other sites
metalcraze 290 Posted April 14, 2017 Good to see that after 4 years of game development BIS still follows the stupid design of BALANCING NATO and CSAT both get stealth planes which are mechanically identical but cosmetically different, just like everything else in both vanilla game and expack. Let's not even start about the general idea of mixing old planes instead of using realistic super-modern prototypes. Because it would totally make sense that NATO will take F/A-18 and mix it with cancelled F-22 to produce something better. Is it so hard to make at least somewhat believable content after 4 years? At least something that would make nations half a world away from each other AT LEAST slightly different? Why is official content so boring? Gee it's as if ArmA4 will be better if BIS will not include anything but the toolbox and the engine into release and let modding scene provide actually good content - because that's how it is now. Share this post Link to post Share on other sites
teabagginpeople 398 Posted April 14, 2017 might be fairly obvious one but none of the jet dlc assets touch the ground. all float off it. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 14, 2017 In terms of flight physics, even the F-15 today had the ability to knife edge without losing falling. The reason for this is automated flight systems countering. Forgot what they call it, but anyhow, the most advanced planes, while it may not feel right, shouldn't really bank unless set up to by the pilot, which brings me to think they should add an auto rudder toggle feature to act as this ability. Share this post Link to post Share on other sites
blackpixxel 53 Posted April 14, 2017 An F15 has two vertical stabilizers and a long fuselage. So there is enough surface to guide the air downwards when the aircraft keeps a slight upward angle during knifeedge. The Sentinel drone as a flying wing does not have any larger vertical surfaces, so the only way it could perform a knifeedge loop which it currently can in Arma 3 is by really overpowered engines. 1 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 14, 2017 12 hours ago, nodunit said: The Z fighting issue you mentioned appears to be linked to the AO, if you hop into the cockpit without AO enabled it doesn't show this...curious. Also in regards the missiles, is this a constant and replicateable? It's possibly a texture formatting issue. AO shines through DXT5 (alpha) textures like this unless they have a fully opaque non-alpha _co surface behind them. The opaque black background for the screens could have an channel alpha that should not be there - either because it was saved without the correct _co suffix before it was converted to .paa and thus not given proper DXT1 format. Or some occasional issue arises where having mixed _co and _ca textures in the model causes all surfaces to render like alphas (though I think this isn't the case since other cockpit surfaces are not affected) Applying named property forceNotAlpha = 1 usually sorts it out if it's not a simply .paa formatting problem The R77 missile is also affected by the ao alpha problem however: http://i.imgur.com/H4ZzTPU.png This one I'd be pretty sure it's improper naming of the before conversion, since I can't see where it has other alpha surfaces that would cause the model to render that way. Share this post Link to post Share on other sites
jeza 5416 Posted April 14, 2017 Thanks for the work chaps, a short vid from myself 5 Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 14, 2017 Great video mate. 1 Share this post Link to post Share on other sites
venthorror 117 Posted April 14, 2017 Thought I would be better off waiting for the official release. But could not wait for another month. Ended up downloading Dev-branch. Wow! Impressed is an understatement. I forgot what game I was playing. Where can i find some wiki-like info? There is not much on Community-wiki yet. Share this post Link to post Share on other sites
R3vo 2654 Posted April 14, 2017 It would be cool if the jets had a object specific attribute in Eden to fold the wings. 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted April 14, 2017 1 hour ago, jeza said: Thanks for the work chaps, a short vid from myself jeza perhaps bind your mouse wheel button to toggle freelook. I use something like this when I don't have track ir on. Share this post Link to post Share on other sites