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  1. I've researched the Mig-32, but when I click on an empty Hangar, the only option presented is to buy an F-17, which can't catch anything. Any suggestions on something I'm missing to build Migs?
  2. expecially at the begining with limited funds ect. , i think the order of aircraft repair should be as follows: reload armanent, refuel, then repair damage. currently the order is this reload armanent,repair damage,refuel. fight my reasoning for this this ammo(without this no reason for other 2) fuel (without fuel plane crashes and it dosnt matter how damaged plane is. also, usually tracking down an ufo can deplete fuel and usually u need a quick turnaround on flights to try and destroy as many as possible) damage(like anything else a lightly damaged plane can still take out many ufos if you have superior tactical planning) my main problem is im having to wait for planes to be fully repaired before i can assign them becouse they lack the fuel to fly the missions. next: fighter frequency. while i enjoy killing ufos the current deployment of ships is stupid(in my opionion)*on easy* while i understand still in alpha testing, (on easy setting) 1 you get nothing from downed aircraft and every fight you might lose an aircraft costing you lots of cash 2 while it is an easy setting this is latest ship deployment that i recieved in game v13 jul 7-9 1979, []=same time groups : [3 fighters,3fighters,fighter,light scout] [3 fighters,3fighters,3fighters,light scout] [3 fighters,3fighters,fighter,fighter] [light scout,light scout] [3 fighters,3fighters,fighter,light scout] while id admit im struggling with current fighter screen crashes here is what i think the game should be giving either [light scout 2 fighters,light scout 2 fighters,light scout,light scout 2 fighters] or [light scout,light scout,light scout,3 fighters*for cover*] my most fun of this game and original xcom is ground combat,aka killing aliens. although i do like the air combat experiance i do hope it gets shifted to a more varied ship and not have so many fighters and light scouts *note: i do not have a long timed game due to current problems with alpha and cashflow,but im working on it one other suggestion, even on easy it cant hurt to throw a few uncommon large ships for you to try and shoot at/lose aircraft(if yer dumb enough to) i do know the basis for small ships first due the them changing their own but dont they still need to test their changes on larger craft? they might not land or (whatever else u can think of) but with unlimited resources would they not just try (skeletal manned ships with little or no equipment) to test changes-giving you a chance to try and shoot down. *to me a ship flying through the air doing nothing causing no ground harm giving a change of pace in ship size is better than having to shoot down 200 light scouts and 1000 of fighters<--trying to avoid -rep (mabey make less frequent alien raids per month??**at least for first 2 months when your getting knack of game and trying to build up initial bases and money{{initial money could be adjusted if needed for different dificulty settings and the slower ammount of events}}) note: to offset far less fighters or no fighters early on make it so not every scout can be a salvageable crash ex. the same ammout of damage to 10 scouts(over land) causes 8 out of 10 scouts to be destroyed. short range of helecopters, i think the helecopters should have a larger(dbl-triple) flight radious(given they can be shot down and have no weapons) this would allow you to respond to far away terror sites and crashes but would be vunerable to appearing ufos. and the way any ufo can take out the copter thsi would force you to assign air cover from various outposts without needing men,armements,ect at every base(which is costly). the limit would then be time needed to get there,protection and number of alien sites you need to destroy. note: an easy way to implement this is making it one of the first upgrades you can research to apply to your helecopters so that you can reach most alien sites. (*so that with 3 well placed and built up bases you can reach any terror site but would require multiple air bases to defend from attacking ships) end of suggestion(sry for length) ***************i do know at this point some or all of this may be impossible at this point in game development****** my 2 cents.... note: v13 current problems with game(for me) 1. bug with ground vehicles 2. personel glitches(various,many)(soldiers,scientists,workers) 3. overlaping text/$ ammounts(most notable on personel screen) 4. cdt- after recieving low fuel rtb screen 5. game deducts wages before monthly fund deposited(causing inadequete funds) 6. after 6+ continuous loads from same save point started getting game errors(mostly in air fight screen) causing cdt 7. running planes out of fuel in battle fuel counter goes negative before plane crashes
  3. Would make it easier to quickly discern whether a UFO is worth pursuing or not is all, and could also help decide where to place the initial bases (to cover as much landmass with the initial Chinook as possible). Being able to Toggle radar wouldn't hurt either as the coverage is essentially useless information once the bases are placed (except for UFOs leaving the detection range, but that is a corner case anyhow).
  4. Hi there, I know I didn't see the finished game, and maybe this was already suggested by the time, but : when I played Xenonauts, I was surprised there is no option to replace a missile by a fuel drop tank, in order to increase the range of airfighters... A lot of disadvantages could be added (lower max speed, less efficient roll manoeuver, increased vulnerability to small round) but maybe it would be worth it in comparison to the bonus in operation range. In this regards, aerial refuelling could be an option, but I think it is too complicated... Moreover, I think any time an airplane is repaired, its maximum life should be decreased by 1%. So the "perfect" dogfight would be always a challenge, and it is reasonnable to admit that a "pristine" aircraft is always better than one that have been repaired 60 times...
  5. Great remake, excited fort the potential. I have looked for a similar post, I am using v10 and have researched the miG but am only presented the option to purchase f-17's cant seem to figure out how to change the aircraft to purchase. Is this an issue, or am i just missing something.
  6. It kinda goes with as you gain rep with nations you can get more solders from them and so on..... Say you build a base in north america, not only do you get solders from there, but the interceptors and squad carrier are based on the american and canadian tech of the time, and say you build in europe or russia, you get the equivilant of what they have, same with weapons, so like say the US has the best transports, and the interceptors are slow but kick ass dogfighters, and like the mig is russian, or europe has a good mix interceptor of speed and durability, you can get this as your rep with the nations goes up, kinda like tiers as they like you more. same with the soldier equipment, would be cool. or maybe one of them has a slow transport that can carry wepons to defend itself.
  7. When an aircraft is refueling or it is being repaired, in the Aircraft Equipment page no changes can be applied. It is not possible to switch weapons. If the Aircraft equipment screen is referring to a chinook, then the soldiers cannot even be repositioned in the plane! I find this feature a bit annoying, but it's no big deal. A few times I've tried to switch plane weapons or order chinook soldiers and nothing happened... Then I remembered that the plane had just returned from a mission and that it was not ready yet. A clearer indication that the plane is being rearmed/repaired coud make everything clearer. Xenonauts already overlays a big text when a plane is being built; I think the same approach could be used during plane repairs/refueling. Below there is a screenshot of a mig being built. Using similar hints could be useful: Unit is undergoing repairs Hours until completion: x Unit is being refueled Hours until completion: x Today the UI is a bit misleading. Nothing can be done on the page until repairs/refueling is complete. So the UI is not responding to clicks, but understanding why is not immediate.
  8. Just thought that there is no real reason to only allow two aircraft and the dropship as only the interceptors appear in the air combat anyway. In fact, it actually means that you can't always defend your drop-ship adequately against a heavy fighter flanked by two fighters as you simply can't carry enough missiles! Hopefully this is something you will consider Chris?
  9. After having an unsuccessful hour's worth of chasing stupidly nippy fighters and heavy fighters with my interceptors, I wondered about the possibility of adding a research for Alenium Engines, in order to keep the standard interceptors competitive until we can start building craft based on Alien design. Something that adds a 15 - 20% buff to their cruising speed would do the trick, I think. Alternatively, I guess increasing the range on the alenium missiles could fill the same role? Either way, I just feel like they need something, as they can't (in my experience) be directly replaced with Migs, when you have fighter squadrons cropping up all over the place.
  10. I was muckin around. veteran difficulty within the first month of the game. The game was not saved at any point. i made bases everywhere, essentially covering the entire map. each base had 2 hangars + 1 radar. The commands i did: Once completed and after a lil bit i transfered 2/3 starting f17's to a base on the soviet/chinese border, and one to north America. The final F17 remained in the base. What actually happened: F17-1 started off to Soviet base F17-2 started off to NA When F17-1 hit soviet base on the map, game crashed. No ufos in the detectable (or wern't shown during the freeze, possibly a cause of the error if simaltaneous events) A third f17 appeared upon my main base. to which i had not ordered Any ideas ? The only thing i have touched with the game files is Friendly ai and civilian ai both set to zero, in the missionstypes(w/e).xml (\assets\)
  11. This is something that has been itching at me for a while, and I figured I'd see if it bothered anyone else. The aircraft ranges in Xenonauts are currently greatly inferior to those of their X-COM cousins. Take a look: An X-COM Interceptor from a base in the Northeastern US can get this far around the world traveling east before needing to refuel: An X-COM Skyranger can go this far east and then hover on-site for ~12 hours: A Xenonauts F-17/MiG-32 squadron can go only this far east from a base in the northern US before needing to return to base to refue And an Xenonauts Chinook can only get this far east before needing to refuel: Regardless of the relative sizes of the games' maps, this is a serious problem as it greatly reduces your ability to protect other funding nations. Plus, it's just plain frustrating, and I feel it also contributes to the percent of UFOs which escape, which feels much greater in Xenonauts than X-COM-another source of frustration. This seems like an easy fix, so I hope it's changed during the beta!
  12. Hi I have question to dev team. Could U explain me what does it mean? <Cell><Data ss:Type="String">airplane.alien.fighter</Data></Cell> <Cell><Data ss:Type="Number">160</Data></Cell> <Cell><Data ss:Type="Number">10</Data></Cell> <Cell><Data ss:Type="Number">4000</Data></Cell> <Cell><Data ss:Type="Number">1800</Data></Cell> <Cell><Data ss:Type="Number">900</Data></Cell> <Cell><Data ss:Type="Number">40</Data></Cell> <Cell><Data ss:Type="Number">40</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">4</Data></Cell> <Cell ss:Index="13"><Data ss:Type="Number">0</Data></Cell> I know its speed, acc, healtch ect - but exactly which one? Thanks I'm trying to mod some files to make game much harder for example - longer Mig32 research and manufacture time. Now I'm trying to mod UFOs parameters but I need to understand above file ))
  13. If I have one interceptor tailing a UFO and another interceptor arrives, it seems there's no way to join them so they could attack the UFO together. Is this option planned (or already implemented and I'm missing something)?
  14. Nice game - i so hope it turns out worthy of the xcom series and doesnt get pulled due to the announcement of the reimagining of the old game. Just a few points though: 1. As i'm sure you may know, i think you're getting your mig25s mixed up with mig29s. The mig 25 is a good choice for an interceptor the way you have described it, but you need to change some of the art from mig 29 to 25! The f16 is also a good choice as a dogfighter! 2. I think you mention f4s somewhere in your iceland incident, then the f8 crusader returning and having its tail cut in half. This may well be down to the fact that it is sure to be difficult to co-ordinate between the 15 odd people working on the project. Just minor continuity points from what i have read so far, so please don't take offence (im a games programmer too so I know how hard it can be ;-)). This will probably be the 1st pre-order I have ever done. Well done also for resisting the temptation to include the blaster bombs and friendly psi - these made the original too easy for the player.
  15. This occured to me when I was playing Xenonauts, and had sent my chinook to the other side of the world, which caused it to announce halfway through that it was low on fuel (which it was). Now while I should have seen that coming, I think it would be useful if the geoscape gave more useful information regarding aircraft range. There are a few ways I can see this being done: Firstly, if a mission target is too far away for the selected aircraft(s), the game should prevent the aircraft being sortied, but only against stationary targets (because moving targets might come into range while your aircraft are en-route) Secondly, there could be a new mode which shows the ranges of various aircraft overlayed on the geoscape map. I am not quite sure what exactly is the best way to do this, but I think it would be useful to be able to see how much of the world a planned base could defend.
  16. sup. would be nice to have some pop-up that indicated when an aircraft has been re-armed or re-fueled (maybe have a toggle within the game options as to whether it's a full-pop-up or just a small notification without pausing?). would this be feasible?
  17. I recently had a case of my Chinook flying over to the USA from Europe in the hope of making it to a drop zone. Just before it reached the coast it of course notified me of its low fuel status and that it was returning to base. However, I had actually just completed a hangar in a base in Florida which was much closer to both the crash site and Chinook. Ideally I would have liked it if the Chinook could have made it to the mission (it would have had about 30% fuel left) and then continued on to the Florida base for a refuel. This was something you were able to do in the original UFO (if i remember correctly). You could even send up one of your interceptors to free area in the hangar bay for the Chinook to refuel. Unfortunately, once an aircraft notifies you of a low fuel status you are unable to redirect on otherwise control it. Would it be possible to allow for this? Of course this could lead to an instance of the redirected aircraft running out of fuel. This could result in automatic destruction (as is the UFO way) or perhaps a message notifying you that the aircraft had done an emergency landing at a national military base or airport and would be out of action for 1 week or something?
  18. Since deploying out of the narrow doors of a transport is one of the most vulnerable times in a mission, it would be cool to be able to research the ability to drop your troops into the battle... Whether this is by parachute, fast-roping from a helicopter, or more advanced transportation tech stolen from aliens (a la Star Trek transporters), I think this might add to the game...
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