FE2 Campaign Issues

B

Bullethead

Guest
Noticed a few glitches when using the FE2 in the campaign. These were all noticed flying the FE2 as a fighter in 20 Sqd, starting 1 Oct 1916.

1. Balloon Busting
On the day I joined the squadron, all mission options were balloon attacks. The briefings all wanted to load rockets, and the ordnance selector box said rockets. However, once in flight, all planes had Cooper Bombs instead. I'm cool with trying to bomb the balloon from above, but the disagreement between what's in the briefing and on the plane looks like a bug.

2. Observers Just Observe Balloons
It would be nice if the observer shot at the balloon instead of just looking at it :).

3. FE2 Designation?
Is there a difference in the game between the FE2b and FE2d? The game seems confused as to which is available, and uses both designations for the same plane in different contexts. For example, the squadron says it's just got the "b" model at this point in time, but gets the "d" later. But my mission briefings say we're all in "d" models, but the labels in-flight show "b" models.

I don't see an FE2d on the list of planes in the game on the Features page, nor do I see any data folders for FE2d in my OBD tree. So is there a "d" model even in the game? Does the campaign end when the "d" model comes out?

4. Number of Crew
The data page for the FE2b (couldn't find one for the FE2d) says it's only got a crew of 1.
 
Thanks Bullethead

They are likely many typos and small issues

On those

1. Yep no rockets available on the Fe2 just a typo needs fixing for the loadout setting internal code.

2. Try telling him to engage. Maybe he's busy watching your ass, you can try commanding him (target radar up, target balloon, press A). Or take over yourself if you want it shooting :)

3. We only have 1 model Fe - the Fe2b- at the moment. This stands in for the other variants or it would be a much shorter career in some squads.

Many squadrons have all or most of the craft types and variants they historically used - and they may swap back and forth between them. (i.e. In a Jasta you have a new Pfalz DIII then suddenly a week later you are back in an old Alb DIII -often historically Shred found the squad actually may have had that happen (new faulty craft sent back for refits/issues like wing faluire wing strengthening, shortages of replacements, Ace nicked yours, short engine supplies etc ;))

Likewise with the Fe2 and Be2, alternative to us kicking you out of the squad early because the historical variant you now need is not yet made.

Yep the crew text is a typo on one or two other 2 seaters. It does not effect anything in game.

Thanks for the info.

Just a note that there of course will be other errors and glitches and the odd compromise for sanity, in anything with 500 or whatever it is squads with this much detail.

We will revises and review and update details, add squads, make more craft and more variants likely if sales go well.
 
2. Try telling him to engage. Maybe he's busy watching your ass, you can try commanding him (target radar up, target balloon, press A). Or take over yourself if you want it shooting :)

So gunners are like wingmen and have to be "switched on"?

BTW, is that backwards Lewis in my face just decoration or does the guy actually use it? I haven't seen it used yet, but I might not have switched the guy on.....

3. We only have 1 model Fe - the Fe2b- at the moment. This stands in for the other variants or it would be a much shorter career in some squads.

Hopefully you can put in a "d" :). All I want is a little more power and a fixed gun for the pilot. I'd be quite happy if it used the same model and skins as the "b" :applause:

Just a note that there of course will be other errors and glitches and the odd compromise for sanity, in anything with 500 or whatever it is squads with this much detail.

Dude! I'm in the same business and spend most of my waking hours dealing with similar reported glitches in the dark nooks and crannies of my own products. Of course I understand. Don't mind me, I just thought you might want to know, even if you put it at the very bottom of the "to-do" list.
 
Next time you come face to face with a delicious target, and you're piloting your FE2b or is it d, and you don't have a gun. Try this: Key F8 and you become the observer with a lewis gun at your command, while this is going on the pilot will continue on course, should the target no-longer be in your field of fire, F8 again, gives you the other gun, while this going on, our pilot still holds his course. F6 makes you the pilot again.

But you might wish to change aircraft entirely. Might I suggest the DH2, it's also an early pusher type, the pilot being the only occupant and he does have his own Lewis Gun, it's bolted-down though, requiring movement of the aircraft to access the target

But use extreme caution: it might have a grammatical error in wait ! :kilroy:
 
Next time you come face to face with a delicious target, and you're piloting your FE2b or is it d, and you don't have a gun. Try this: Key F8 and you become the observer with a lewis gun at your command, while this is going on the pilot will continue on course, should the target no-longer be in your field of fire, F8 again, gives you the other gun, while this going on, our pilot still holds his course. F6 makes you the pilot again.

Besides the fact that it was one of the most common Brit "fighters" of the period, the main attraction of the FE2 is the fact that the gun moves independently of the airplane. This makes up for its lackluster maneuverability. If you have to fly straight and level to use the gun, that kinda defeats the purpose. The whole reason I carry the weight of the observer is so he'll shoot stuff, you know :).

BTW, the FE2 has some tricks up its sleeve. It takes forever to gain alt, it can't zoom, aileron authority is pathetic, and it's slow. However, that huge rudder and low moment of inertia in yaw can make it switch ends on a dime with very little alt loss. Right now, I can only manage this very roughly without much control over which way I end up pointing, so it's only useful as an evasive tactic. However, with practice, I might be able to make rapid successive firing passes this way. Problem is, you can't see backwards in the FE2, so knowing when to use this evasive tactic is rather difficult :caked:
 
No worries, AI choose their own targets but if you specify one it may wake them, plus other craft will attack it.
The backwards gun is used, but due to the limitations in CFS3 re observers and guns we can't make the model of the gunner figure jump to the other gun - so the gun will fire itself. Only other way was to have two guys in there lol.
 
BTW point 1. is fixed, this will be released in V1.2 (not yet finished).
 
No worries, AI choose their own targets but if you specify one it may wake them, plus other craft will attack it.

I'll have to figure out how to do that, then.

The backwards gun is used, but due to the limitations in CFS3 re observers and guns we can't make the model of the gunner figure jump to the other gun - so the gun will fire itself. Only other way was to have two guys in there lol.

Just as long as it works, I'll be happy.

BTW point 1. is fixed, this will be released in V1.2 (not yet finished).

Very good, thanks ;).
 
no problem :)
BTW also no.4 fixed now, and for a few others we spotted.
 
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