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Zeno~SPARTA~

1-Gerousia
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Posts posted by Zeno~SPARTA~

  1. Well I had a shitty start, died on a bunker mission, went back and was killed by pirates, went back again, killed by pirates again but managed to kamakaze one, went back again and killed the last pirate. Mission then failed but I recovered my loot. Did another bunker mission, succeeded. When I was in my ship with a ton of loot when I noticed I had dropped my gun so I went back to get it, 5 seconds later the turrets blew my ship up. So I suicided and ended up in jail. had a break, came back in Everus. Since I had no guns I flew to new Babbage and collected a bunch of P4s. Found a mission and completed it, looted everything I could and went back to Tressler. Then I found I had been given the missing aUEC 600,000, I need another 6-700,000 and I will be able to buy the Constellation Andremeda.

     

    BTW all the boxes have disappeared as well. We ere able to keep the guns with the mags they had in them but otherwise all ammo has gone.

  2. I still have my ships and aUEC 1.4mm (I lost about 600,00) so not as bad as stated in the patch notes, but irritating none the less.

     

     

     

    Alpha Patch 3.17.2a has been released to the LIVE, and is now available to test! Patch should now show: VERSION 3.17.2-LIVE.8186206.

    It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:Program FilesRoberts Space IndustriesStarCitizenLIVE. The Shader folders can be found here %localappdata%Star Citizen.

     

     

    Database Reset: Yes
    Long Term Persistence: Enabled
    Starting aUEC: 20,000

     

    For more information on this 3.17.2a release please check out this community post!
    Alpha 3.17.2 Incoming Hotfix

    Known Issues

    • Sabre Raven – VFX – Green flickering light fills the screen when sat in the pilot’s seat during weather VFX (Players will receive a loaner Sabre)
    • Players may have to restart the game after getting kicked to the main menu from a 30k server crash
    • Targeting – A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
    • Multivehicle – Ships floating in the hangar when stored with the engines left on then retrieved again
    • Ships / Character Animation – The player character arm will misalign when seated in ships, causing obstruction of HUD and view
    • Vehicle / Spawning – The Khartu-al spawns on the hangar floor sideways
    • Vehicles / Ships – Shields – Weapon fire penetrates shields when ships are moving
    • Vehicles / ShipRefuel – While docked to a Starfarer multiple vehicle types will continuously tilt instead of remaining stationary and snap away from the arm if any movement is attempted
    • Vehicles – The Argo Raft’s elevator controls cannot be interacted with from either deck
    • Crusader Ares – Headlights on Ares are too dim to notice at reasonable range
    • Animation – Weapons – All weapons are held like a pistol whilst moving in EVA
    • Combat AI – UGF Missions are sometimes missing NPC spawns to complete the mission
    • FPS Weapons – Weapon holsters or un-holsters unintentionally
    • Armor / Weapons / Utility items may disappear between sessions
    • Inventory – Weapons – Weapons looted directly equipped from containers/boxes are missing attachments
    • ASOP – Ships on landing pads end up in “unknown state” for location and have to be reclaimed after the ship is stored or streamed out
    • Missions – UGF / Bounty Hunter – Turrets around bunkers respawn very quickly, sometimes almost instantaneously
    • Multiple locations – R&R Stations – Stations are variably offset from the Lagrange point they are housed within

    Feature Updates

    Gameplay

    • Combat Assistance Service Beacons

    Lowered frequency of Low Threat missions. Increased frequency of Moderate, High, Critical Threat missions. Fixed an issue that was causing Combat Assistance Service Beacons to pay much more than intended. Additional balance pass to Combat Assistance Payments and adjusting probabilities of mission difficulties spawn frequency.

    • Changed MAX Button on Shop Kiosks to +10
    • Friends List is Now Sorted Alphabetically

    Ships and Vehicles

    • Reduced the HP of Multiple Parts on the Esperia Blade

    Bug Fixes

    • Fixed an issue causing multiple Elevators to break and not function
    • Party launching should now work more consistently
    • Fixed an issue causing player medical beacons to not complete mission/payment when player is brought back from incapacitation
    • Fixed an issue causing UGF Missions AI to go missing and block missions from completing
    • Fixed a bug with the Search and Destroy mission where probes destroyed counter reports wrong if you destroy the probes before the mission says you located them
    • Ships should no longer get stored at Klescher upon completion of prison sentence
    • Fixed a cargo hold area of space Derelict Reclaimers that allowed players to clip and see through the hull
    • Hull-A Empyrean, Horizon, and Dusk Paints should no longer be missing
    • The rear of the Drake Mule should no longer start to float if the vehicle navigates over steep inclines / hills
    • NPCs on dropships should no longer be completely unresponsive for an extended period
    • Fixed an issues causing players to have an infinite load screen after recovering from a client crash while in a ship or vehicle
    • Player List in Commlink app will no longer reset scroll position back to the top when the player list updates
    • Fixed an issue that was causing Combat Assistance Service Beacons to pay much more than intended
    • Players should no longer be arrested when using the Orison Spaceport Docking Port elevators
    • Sending aUEC to a player not in the sender’s instance will no longer cause the aUEC to disappear into the void
    • Renting ships should no longer give a transaction error
    • The ‘go to mission objective’ part of the Unauthorized Surveillance Detected missions should no longer fail after player has already completed the mission contract
    • Aegis Gladius Foundation Skin should no longer obscure the Cockpit’s View

    Technical

    • Fixed 8 Client Crashes
    • Fixed 9 Server Crashes
    • Fixed 2 Server Deadlocks
    • Fixed a Backend Service Crash that was causing aUEC wallets to reset to zero
    • Made many backend super pcache improvements to make it more robust
    • Thanks 1
  3. This is a bit disappointing, however I was a bit confused about pricing. Usually there is a pre release period where a 30% discount is offered, but on release it goes to full price. With this Razbam did not offer a pre release, but did offer a 20% initial discount. Now that discount is gone and its at full price.

     

    I am not unhappy to have bought it but would not recommend it. However the problem with the Harriers not engaging air targets has been fixed. in my San Carlos bay scenario, some of the problems have been addressed. I changed the weather to heavy overcast with a cloud base at 7000 feet, technically the A4s should fly below the clouds to be able to see the target. I am using the Illustious carrier mod, which has a ski jump. Razbams Invincible does not. The illustrious engages the A4s at range and now they are flying lower the Rapiers are engaging as well. Harriers also engaged the A4s but 2 were shot down.

     

    I will recreate this scenario on the Marianas map or the Caucusus map using Crimea as a surrogate for the Falklands. That way people will be able to play the Argentinians and try to rewrite history or the brits defending the task force. Only the A4 mod and the Illustrious mod will be required.

     

    My concern is Razbam is not big, most of us are waiting on the F15E, but they are also working on the Pucara, Mirage III, Super Etendard, Sea Harrier and the Veintecinco de Mayo Carrier as well as filling out this map. My hope is that they focus on the F15E, but even though I like their products they come across as a bit haphazard in their approach to finishing products. On the other hand they do work to constantly improve their stuff even years after release.

  4. DCS Open Beta has been updated amongst other things the South Atlantic Map Asset Pack has been added. Unlike the WW2 Asset Pack my understanding is that this asset pack will be added to the free to play base game, but I need to check this.

     

    This is for Cent

     

     

    image.jpeg

    DCS: South Atlantic

    • Added South atlantic assets:
      • Naval:
        • Castle class patrol vessel
        • Harbour tug
        • HMS Invincible aircraft carrier
        • HMS Achilles frigate
        • HHS Andromeda frigate
        • HMS Ariadne frigate
        • Almirante Lynch frigate
        • Almirante Condell frigate
        • ARA Santa Fe Submarine
      • Vehicles:
        • LARC V
        • TACR2A
      • Placeable:
        • Tower crane
        • Small lighthouse
        • Wind turbine (Offshore and Land based)
        • KAT345L Excavator
    • Known Asset pack issues:
      • No RWR missile launch warning from HMS Invincible
      • HARM missile and HTS can not detect Leander class or Invincible
      • Missing textures on Sea Dart missile, and booster detach animation missing
      • AI AV-8B can have problems landing on HMS Invincible with weapons loaded
      • SeaCat and SeaDart launchers have no rotation limits
      • Leander class frigates are missing sounds
  5. Thanks for sharing this story. My condolences over the loss of your father, from the stories you have told me you had shared a few memorable adventures with him,

     

    As I have told you, this shape 6 series is one of my favourite BMW body styles (next to the E46 M3) and one of the few classic cars I would want. 

     

    I watch a bunch of automotive You Tubers and this lady is working through a restoration of a 1985 E24  635 CSi, although not the M it may have some useful tips and tricks. Good luck with your build.

     

    PS Welcome to the forums! Feel free to post pictures!

     

     

  6. I have had a little play with the map in the mission editor. Its a little bit disappointing so I cannot recommend it for now. The map is vast and covers the southern tip of south America, comprising of Argentina and Chile, and of course the Falkland Islands. I wasn't going to buy this map, but changed my mind when I saw the terrain on the west coast of the mainland. It has many fjords and of course the Andes mountain range (the longest IN THE WORLD, channelling my inner Clarkson). However when I bought it I found there are only 4 airports/bases in this part of south america, this makes it harder to defend the flords from my imaginary attacks.

     

    Then I tried to recreate the San Carlos bay attack, since its about 400 nautical miles to the Falklands I could not recreate the  Argentinian attack starting from land (too long to get there), I decided that the Veinticinco de Mayo carrier was used for the air assaults using the A4 Skyhawk mod. Ironically the Veinticinco de Mayo carrier was originally named HMS Venerable, then became HNLMS Karel Doorman before the Argentinians acquired her in 1968, she was scrapped in 1990. Of course there is no mod for this carrier so I am using the Forrestal or Stennis. In my tests I launched 16 A4s from the carrier to attack the RN at San Carlos at low level. In Defence of San Carlos I added Rapier SAM systems and a squadron (12) of AV8Bs. This did not work!

     

    1 the Skyhawks detected the Rapiers and climbed to 20,000 feet.

    2 without the old RN destroyers I am using WW2 ships with no missile capability. If I use more modern ships all the Skyhawks would be shot down by SM2s

    3 At 20,000 feet the Rapiers would not engage.

    4 I had the Harriers orbiting the RN Ships at 20,000 feet armed with 4 AIM 9 Sidewinders each, but they would not engage the Skyhawks (AV8Bs cannot be assigned to CAP).

    5 After the Skyhawks expended their 96 mk82s on the ships, sinking several they turned on the AV8Bs and shot down all of them. Out of the 16 Skyhawks 5 made it back, the rest ran out of fuel going back to the carrier.

     

    All of this is wrong, the Skyhawks flew at low level when attacking the ships, the Sea Harriers avoided flying high because they were outmatched at altitude by the Argentinian Mirage IIIs. Mirage IIIs could not stay on station long as they were not equipped for air to air refuelling, the A4s were. Some Dassault Super Etendards were used to launch the Exocet missile.

     

    So I cannot create imaginary sorties into the Chilean Fjords and I cannot recreate the Falklands conflict yet. I will still amuse myself with this map but unless you are interested in this era save your pennies until its more developed.

     

    image.jpeg

     

  7. I am working on a mission (nearly finished) where we start on the ground, (cold and dark), at Vaziani. We will attack a runway in Beslan to the north and across a mountain range. Beslan is defended by anti air assets (SA8, SA9 and 2 Shilkas). Su27s will take off from Mineralnye Vody to cover Beslan. Su27s are supported by an A50 AWACS.

    image.jpeg

    We can use a variety of aircraft including the Viggen, F16, F18, Mirage and Su25, but I can add any plane (in fact I will add the Harrier). There are 2 QRF hot F16s available at the end of the runway if someone wants to act as CAP.

     

    Two F18s and 2 F16s are orbiting Vaziani awaiting authorisation to advance to Beslan. The F18s are the Cap and the F16s are the SEAD. 

     

    We will stitch up the runway with suitable weapons but there are also secondary targets (planes and trucks).

     

    At the moment the 2 SEAD F16s are easily capable of destroying the anti air and the F18 CAP will destroy the Su27s but that will only happen if you order them to move, if not they will stay in orbit at our base.

     

    I can tweak the mission to make it easier or harder based on feed back.

     

    image.jpeg

  8. Maybe the south Atlantic map is worth buying. It does come with some assets including RN ships, HMS Invincible amongst them.

     

     

    I like the mountainous terrain, it offers a lot of possibilities for terrain masking, for low level approaches.

     

    Separately Razbam is working on the following:

     

    IA-58 Pucara 
    Mirage III (or) IAI Dagger (either one, not both)
    Dassault Super Etendard
    Sea Harrier FRS.1

     

    With Razbam these could be years away. There are pretty good mods for the following planes.

     

    Pucara

    A4 Skyhawk (excellent mod up there with a lot of payware planes)

    Dassault Super Etendard with the Exocet

    HMS Hermes

     

    We already have the US version of the Harrier, and the Mirage 2000. I am not sure about buying the Sea Harrier, it will be more analog but with a radar, same for the Mirage 3 and there is no way I would buy the Dagger (the Israeli copy of the Mirage from stolen plans).

  9. The first car I ever drove was a Ford Anglia 105E in the late 60s in a car park. I was terrible with very poor clutch management, but still I was in control of a car. Here is a slightly modified version of the car I drove.

     

     

    This has a Cosworth engine producing about 240hp, years ago there were 3 litre Essex V6 versions which probably produced 150hp. This is much lighter and more powerful, its a beast!

  10. The E suffix for the Eagle is not an electric version, it is the long awaited 2 seater Strike version. I am really excited about this plane. I like the F15 C but it is strictly limited to Air to Air engagements, I prefer multi role planes. Razbam, the developers of the F15 E, are not renowned for timely product delivery but the Strike Eagle is looking like it is closer than previously thought!

     

     

  11. RC Front left click on the Battery switch
    RC Front right click on the Inverter switch
    Dash left side left click lights down to TAXI
    Dash left side left click switch up to ANTI-SKID
    LC next to ejection seat handle left click APU Start
    RC Front left click on the APU Gen Switch
    Front Dash turn on left and right MFDs (right click on dial twice each for day)
    Dash left side left click on CICU, JTRS and IFFCC switches
    RC Front left click on MWS, JMR, RWR, DISP switches rotate know to MAN
    Press RAlt+Home to move left engine throttle to Idle. This will start the left engine, wait until RPM reaches 60%
    Press RCtrl+Home to move right engine throttle to Idle. This will start the right engine, wait until RPM reaches 60%
    RC below keyboard left click ODU and EGI Power switched to on, wait for screen above keyboard to finish boot and menu appears
    RC Screen left click button next to INS<- on right
    RC Screen left click button next to ALT Align on left
    RC Screen left click button next to FAST on right
    RC Front left click on the APU Gen Switch to turn off
    LC next to ejection seat handle left click APU Start to turn off
    LC in front of throttles left click on YAW L and R, then Pitch L and R switches
    Dash Left or right MFD left click on LOAD ALL wait about 15 seconds for dots to appear besides each item on MFD
    Right MFD, left click on Bottom row centre CDU
    Left MFD, left click on bottom row left TAD
    Right MFD if you se INS NAV RDY left click on NAV (on left side)
    Backup Artificial Horizon (below right of left MFD) scroll back mouse wheel to uncage and align
    Dash centre below compass left click on EGI 
    Dash centre below compass left click on STR PT
    LC just behind throttle left click on EAC (guarded switch)
    LC left click on Ejection seat handle
     

  12. Ward Carroll is a retired F14 WSO(?). He has very interesting perspectives on a variety of topics.

     

    Here he interviewed his father, a retired marine pilot.

     

     

     

    Here he managed to interview Rep Elaine Luria (D) about the pentagons Navy strategy. She is very bi partisan and judging by the comments, appreciated by both sides of the aisle. So I view this as a commentary on US navy strategy and not politics, if I am wrong I will remove it.

     

     

  13. This is a work in progress and will be updated and or corrected

     

    Shut Door (Lctrl C works)
    LC right click Master Ignition Switch to BATT
    LC right Click APU Cover to open
    LC left click APU button to start APU, wait for ON to appear
    LC right click No 1 Engine Start (left engine), on left MFD when NG% > 20% Ralt Home to advance left throttle to Idle. Wait for NG% to stabilise around 67%
    LC right click No 2 Engine Start (right engine), on left MFD when NG% > 20% Rshift Home to advance left throttle to Idle. Wait for NG% to stabilise around 67%
    LC Advance throttles to fly
    LC left click on APU button to turn off
    LC Left Click on APU cover to close
    Right of dash CMWS Power Switch to on
    same location CMWS Flare switch to armed
    same location CMWS operation switch to bypassed
    left click MFD WPN button (Bottom left)
    left click BORESIGHT
    Top centre of Dash Look at concentric circles through IHADSS
    Move your head until circles are concentric and reticule in eyepiece aligns with centre circle
    When aligned press Boresight Polarity BS on left side of MFD (or bind Boresight Polarity BS to a key)
    Right of dash uncage Artificial Horizon by scrolling mouse wheel until red bar disappears and align with "horizon"

    INS(?) alignment is automatic, however you still need to check.
    left click on TSD bottom row of MFD buttons
    left click on UTIL top row of MFD buttons
    check POSITION CONFIDENCE, INU1 and INU2 should be green, if not wait before moving.

     

     

  14. Given that we spend extra money for clicky cockpits, I think its a shame to not know where everything is. A great way to familiarize yourself with a cockpit is to go through a start up procedure with the aircraft in a Cold and Dark state.

     

    Here is the Mirage startup with using the fast INS alignment mode (using stored heading), the long mode takes about 8 minutes and is not covered here.

     

    Right Dashboard Battery On Switch (above annunciators)

     

    RC Fuel cut off cover and switch on

    RC Engine Fuel Right Boost Pump Switch on

    RC Engine Fuel Left Boost Pump Switch on

    RC Engine Start Switch Cover Open

    RC Engine Start Switch press

    When Engine reaches 11% Push throttle forward then pull back, this will allow start up to proceed.

     

    Front Dash HUD Power Switch

    Front screen TD.F right click to turn on

     

    RC EW Mode selector Switch right click once

    RC BR, RWR, D2M, decoy release mode switch, Decoy programme knob, right click once

    RC Radar IFF Power switch to Sect

     

    RC Back up ADI Right Click

    RC Pitot Heat Cover right click

    RC Audio Warning Switch right click

    RC Emergency Backup Hydraulic Switch right click

    Front dash top Left Audio Warning Reset button left click

     

    RC INS mode Selector right click to STH (rotary knob)

    RC under rotary knob (INS parameter selector) green and red lamp/switch (VAL Validate) left click

    RC INS operational mode (right of INS Mode Selector) left click to STS

    RC 2 rows of LCDs above num pad, note 100 will count down to 0

    On 0 RC INS Mode Selector right click to NAV and right click INS operational  mode to N

     

    LC Radar Power right click to Warm Up

    LC VHF mode right click to FF

    LC UHF mode right click to ON

     

     

     

     

     

     

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