You've done a lot in providing a wide range of custom missions for us. Thanks for all you've done!
You've done a lot in providing a wide range of custom missions for us. Thanks for all you've done!
Any problem in a community patch that was intended to be integrated to an official build is major enough to warrant updating. The collision call was corrected and the pack should be updated now to reflect this.
Posting this reminder for everyone: the Workshop is visible so we can now access it.
For what's been displayed, I think what would provide us with clear options without bloating the list, given the role similarity between the three main models would be something like this:
- One ACT or ACX model, to introduce the family.
- One pre-production prototype, the B01 satisfies this.
- One each of the production C, B, and M models, in which one of each is a different 'France' increment, for example: C F1, B F2, and M F3. Each one could have a different role focus this way.
- One future model, but I cannot make a suggestion on specifics here as there is so little regarding information on those.
It has, though the activation of the Workshop is done by Iceberg. For now, every other change that was listed from yesterday was implemented.
Beautiful.
Coincidentally, I was thinking of using GBU-12 as part of the loadout as well.
Posting this here for everyone's awareness.
When the next official update is released, as stated by Times in the comments section, this unofficial patch will be integrated to that update. Beyond its release, you will no longer need to download this pack to access its changes.
We do have plans and progress on the second unofficial patch, which intends to provide additional changes and content for the upcoming update, so keep your eyes peeled.
The color and extra detail does wonders for its appearance.
I'm wondering if something hidden is simply taking precedence, or if support for the effect broke.
I can't think of anything else when my search through the .2264 build I've archived gave these three results:
1. File integrity between the two versions is the same
2. On those that don't, .2264 files have less data
3. .2264 also has fewer files
So why would an effect work on the older version when it has fewer possible references to make? For example, the aircraft don't even have an EngineEffect_Reactor field, that's what makes the call to the smoke effect using "EngEff!" Remove that now, and it loads no effect.
Even though we still actually have the distortion option in the config.ini, it doesn't do anything if set to "true."
This is great news. At this state, what would we be able to add to the Workshop?
If I remember right it's a combination of the detecting aircraft's detection range (RadarRange_Air) and the targeted aircraft's RCS values. The effect is a multiplier since RCS values below 1 lower the range you can detect aircraft from and values above one let you detect them beyond your radar range.
Pbs.twimg.com
A fresh post from Twitter, looks like the F-5E.
Twitter.com
With this first batch of Matra weapons teased we can prepare to remove the Mirage F1 from its mothballed status.
That's because the radar lock value is that low. I've assumed it stayed this way since the IB is a modified UB airframe, which only has the IRST. I think the second seat took up space normally used for the radar.
That's something I wouldn't know, but I'd imagine it would be pure A2A like the other few QAAMs.
The current AIM-9X is the Block 1 model, made as a Main-type weapon. The Block 3 is supposed to have QAAM behavior.
The performance difference between the Block 1 X and the M8 in their files is minute at best; close to identical.
The L1WAC-2B is basically a standard weapon in damage with the L1WAC-8's speed. It could be made to load the same model and be applied to the F-22X.
Not his doing. The idea that was passed around was that since it's a fictional aircraft used at the end of the game's timeline that it gets one of the less damaging beam weapons or a railgun-type weapon.
None of the beam cannons have a model and there's no railgun.
There were some groups of aircraft, I think the Jaguar and MiG-21, where this would also be useful. I feel like those two had some cases where they would need to have weapon positions swapped, but I haven't done anything new for their loadouts in a while. If it's possible to allow, then +1 creativity.
Incidentally, I PMed you yesterday about the F-35's hardpoints, were you able to see it?
I've made loadouts for the F-22 models that currently (Excludes most FB types) have their weapons bays in place. They've been sent for implementation a few months ago.
Some of it might be placeholder, like Mk. 81s being used for being *similar* in size to SDBs, but it should mean it's easier to revise these loadouts in the future.
It's hard to decide since as far as I was aware, any Sidewinders, if they're seen with them, are on the outermost hardpoint of the wings. And the bay seems like it was designed for the A2A weapon to be on the inner part of the bay (Usually shown with an AIM-120) and the A2G weapon on the outer part (Usually a JDAM).
Having the Main weapon in the bay, while allowing the F-35 to not lose any stealth while armed and closed, would get in the way of configuring various loadouts.
However, if the A2A weapons can fit on the outer hardpoint of the bay, the Main weapon could go on the inner hardpoint.
For anyone not aware, TimeSymmetry's Twitter has been more frequently updated with quick posts on things that have been done for the upcoming update.
I thought the YF-22 did go through weapons bay testing? I remember between the two, it did while the YF-23's was only configured for use.
As far as in-between designs go, wasn't the EMD going to be the intermediate of the prototype and production models?
The completed YF-22 preview, found in Twitter.
Pbs.twimg.com
I don't believe the MaxLocks field affects container weapons that way, after trying to give it the five locks per unit on a future loadout update.
RCS effects on weapons are managed through the .ini of the aircraft. MainWeapSelStateAnim and SpecialWeapon_#_SelStateAnim will either say "Folded" or "Unfolded" in order to add to the RCS when the weapon is selected on external and deployed internal hardpoints respectively.
Hehe the subtle reference I made on the Agile Falcon's description gains relevance.
The weapons make me smile. This will let me touch-up the J-7 family as well.
And yes, I like these kind of reports since it lets me prepare for revising or creating new loadouts. Double that for knowing if new families are being released.
Main weapon performance buffs, unless that was already on the last Public build.
There's updated campaign files I haven't found the specifics to yet, a few other aircraft and new faction texture, and most F-22s have animated bays.
The F-22V pylons don't move though.
One example is probably more leveled HP values, like 900 - 1600 instead of 480 - 2200.
SpootKnight
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