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Thank you for your words!
Actually, I never tested Autolanding, LOL and no-one ever complained about this before.
Unfortunately I don't have the time to keep supporting this mod anymore.
Yeah sorry, I realized that after I posted. Really nice plane though. It flies smooth and has a nice loadout. I did try autolanding on the Freedom but it doesn't catch the cables. I tried manual landing and that worked fine. Very nce mod. My hat's off to you.
Like it was already replied (and several times so) in the past, this mod models the F-35C which is the carrier based version of the F-35 which doesn't have "vertical take off". The F-35 variant that has "vertical take off" is the F-35B which isn't modeled in this mod.
This mod is no longer supported but I gave it a try and I don't know what's happening in your end but I tried just like you did by placing a F-35C in Eden editor, fly for a bit then returned to Eden, added a few more objects and played again and so on without any problems. I suspect you might have another mod installed that's resulting in your problem. Try loading the F-35C mod only and see if you still have the problem?
It's currently not compatible with any tanker platform as it's missing the "refuel_probe" in the config that the fuel drogue is supposed to attach to.
But if someone is willing to carry on the mod's development, I'll give my blessing (and support) ;)
The F-35C - which this mod models - doesn't have any VTOL (or STOVL) capability! That would be the F-35B (which this mod doesn't model).
And yes, the F-35C has a tailhook and as such the tailhook is indeed modeled in this F-35C mod!
For instance what was done with stock jets (such as the F/A-181 Black Wasp) was to use very small markers on top of the units/objects which makes them very hard to notice hence why I went with the larger triangles which BTW are more realistic.
What Aurora said makes the issue (much) worse since the carrier is seen as a bunch of smaller objects "glued together" instead of a bigger one.
I sent you a friend request. If you accept we could talk here via Steam Chat, no problem!
Best regards
https://steamcommunity.com/sharedfiles/filedetails/?id=2397360831
that's an interesting idea. However I'm not a skin/texture expert or modeler. But if someone is willing to do one then I could add include it in a future update but and still, no promises here.
That never and ever happened to me! Not even a single time! (much alone "everytime")
I would say that you probable have or use another mod which somehow conflicts with this one. If this is the case then there's little or even nothing I can do about it.
The next update (Update 9B) should be uploaded and online today.
Could you increase the range of the sensors back again asap, please? I am going up against long-range SAM turrets.
The only disadvantage I had when fighting against the T-50 with the previous sensor suite was manoeuvrability. I have strong passive sensors and good HMD too. I always have better situational awareness during air-to-air combat. Thank you for raising the sensor's range for me. Some people want the planes in their units to have worse sensors while banning all stealth assets, but I demand a 100 to 0 kill-to-loss ratio regardless of how overwhelming the enemies are.
I just made a few tests against the RHS T-50 and I think that you're actually right! The F-35C loses much of it's advantages (like it should have in real life) against RHS T-50.
And the most stupid thing is that I actually configured the sensor ranges that the F-35C had before this update mostly because of RHS T-50 but since this was done 3 years ago or so, I forgot about this!
So changing the sensor range was clearly a mistake from my part which I take the chance to appologize for.
BTW, I usually don't balance much with other mods (prefering to balance with stock units) but the fact is that RHS is a very popular mod set (which I also often use), so I'll revert back to older sensor values/range. Expect a new update coming this week to fix/revert this.