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venthorror

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Posts posted by venthorror


  1. 5 hours ago, Imperator[TFD] said:

    Please no!

     

    On my HOTAS I use the thumb stick on my throttle which mimics mouse movements. This means that the new jets TGPs are wonderful while the old jets are too slow.

    I thought it could be product and person related experience...

    Better not to fix something if it isn't broken... (but still make it work for everybody)

    Can you post your HOTAS?


  2. TGP camera in DLC jets is moving too fast when using keys compared to old CAS jets. (In my example using HAT switch on a flight stick)

    This has no effect when using mouse to aim TGP.

    Can TGP camera movement in new jets be a bit slower like it is in Neophron and Wipeout..?

    It should have no effect on the mouse, just on movement using keyboard (numpad) or Thumbstick on a Flightstick.

     

    Currently it is impossible to aim TGP in new jets using Hat switch, but is fine in old airplanes.


  3. Flight Direction Indicator in Gryphon is still reversed T124697

    Flight Direction Indicator in Black wasp is also reversed... (making bug ticket soon)

     

    Enemy AI jets again seem to try and "run away" from a fight.

    They even go so far as to climb up to the ceiling and stall. Can anyone confirm?

     

    :float:Radar range, countermeasures and flight model does seem more satisfying. (satisfying at least until I find some other bug... it's in my nature)

    • Like 1

  4. 25 minutes ago, hailstorm said:

    I'm not sure if i'm missing something obvious, but are the BIM-9 (and similar IR-guided) missiles only able to lock onto air targets if active radar is switched on?

     

    IRL a jet pilot is able to lock onto targets and launch them without radar guidance (though it can be used to assist in telling the missle where to point it's seeker head initially),

    They are able to lock even with radar switched off.  Try the Lock target button instead of next target.

    Also take a look at this

     

    • Like 2

  5. I see a lot of things improved and fixed,

    Roll indicator for both CSAT airplanes has been fixed! :don11:

    Keep it up. Your work is appreciated.

     

    8 hours ago, ataribaby said:

    ILS approach is too shallow.

    Yes it does feel too shallow. In reality landing is "sinking" in to the landing area, not flying onto it...

     

    Having that said, I feel that some other things have a higher priority over ILS.

    But ILS approach definitely needs some more work.


  6. Currently "old" CAS jets that are now using new IR sensors are unable to lock AA missiles using only HUD.

    Reason for this is that they are using TGP (pointed at the ground) for finding targets.

    While I think this "handicap" is a step in the right direction, shouldn't short range AA made for self defense look for targets using their own sensors?

     

    Game-play wise this definitely puts CAS jets in their place.

     

    But could it be made so that AA missiles in those jets have the ability to lock Air targets in a very, very small circle in the boresight, without the need to enter TGP?

    Just like Titan AA now has a smaller radius at which it can "pick up" targets...

     

     CAS jets are now unable to lock any air target above them.

    • Like 2

  7. I have not read through the entire thread, so I will just post my "naive" idea:

     

    Since TGP camera shows render distance fog when aircraft is on high altitudes.

    Could it be possible to make TGP camera pick up view, as if it is placed at a distance that can be rendered, on the imagined line pointing from the real TGP to the desired target?

     

    Aircraft and---------------------------------virtual camera-------target

    REAL TGP                                        in PIP range

    • Like 5

  8. 2 hours ago, BIS_Wizard said:

    Hello @venthorror,

    could you please check DLC tab in Arma 3 properties in Steam Library? Does it contains row for Arma 3 Jets, check and with state Installed?

    Greetings @BIS_Wizard

    Both "Arma 3 DLC Bundle 2" and "Arma 3 Jets" tabs are present. But not installed. Is there any way to force them to install?

    I'm currently opting out of DEV branch, but will opt back in soon.

    What should be my procedure to install DLC correctly?

    • Like 1

  9. Carrier looks great.

    There are some bugs as expected:

    Catapult #3 is misplaced. (Path leads to the right and not along the catapult line)

    In Arma 3 Launcher server browser I am asked to Purchase DLC. (I have It)

    You can fall through some stairs connecting catwalk to the starboard side of the carrier.

    As snoops_213 already mentioned the blast barrier stays up making it a yolo landing. :)


  10. After today's update:

    Titan AA does not seem to hit Shikra in any situation. I'm letting AI Anti-air soldier shoot at me while I'm flying shikra.

    No flares, low speed, circle around the enemy, and his missile just vanished? Tried multiple times.

    It is on the radar and just when it should hit me... nothing.  (I'm not trying to evade, I'm trying to get hit)

     

    Also entering TGP crashes to desktop.

     

    I'm sure this is known, since we are on the DEV build we can expect things to get "broken" in the afternoon while they are being worked on.

     

    Best regards!!


  11. 2 hours ago, Blackbomber200 said:

    I feel like it would only be fair if you gave CSAT an Aircraft Carrier for CSAT fans in Arma III, not only that it would be awesome! At the very least you should give a CSAT Skin to the USS Freedom and give it a Chinese or Iranian name. That would be fair to the CSAT fans and let people do Carrier operations as CSAT.

    Agree. I was hoping to have CSAT carrier. (or just skin)

    Maybe it could be easily modified to exclude catapult and add ramps and jump slope. But seeing that Shikra has no tail-hook made me believe that this Opfor carrier is not planned. :down:


  12. 6 hours ago, xxgetbuck123 said:

    Notably when you pull hard on the stick then let go the aircraft tries to go back to a natural position

    Exactly, It is trying to go back to its flight path vector and corrects it self to the relative wind. Had to test for my self to actually believe it.

    Whether its real, or just a smart trick to make it behave like it should really does a great job.

     

    Same goes for rudder. Stepping hard on the rudder and releasing makes that (flight sim like) sway left and right effect.

    • Like 3

  13. 20 hours ago, darksidesixofficial said:

    Not everyone uses a stick. So when i hold down S, it's not as efficient as pulling 80-75% on a stick in order to not stall out.

    I understand, and think it is properly balanced. Holding keyboard key equals in-game "pilot" maintaining AOA. Hence those shaking effects indicating AOA being on the edge.

     

    Here is a video showing what I mean. It is long and boring but shows my point.

    You can perform inside loop with gryphon and continue doing it without losing power. (for a long time)

    Same goes for Wasp and Shikra but those two have different stall speeds and can stall sooner.

    In a flight sim (keeping in mind we are not going for that, but just mentioning) I was not able to make two connected inside loops without picking up some power between the first and second.

    Spoiler



     

     

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