I've tried to start campaign (random map), select random side, start mission, exit campaign, start new one - about 10 times in a row, no crashes. Does not mean issue does not exists, but it may happen in very special conditions, or you have some buggy mod installed.
I remember in 1.15 overTQ would cause some damage fairy shortly after the overTQ alert.
No, it's not fair. Any helicopter can spent several minutes in maximum engine RPM mode without damage, especially US developed. Currently, overtorque state is taken not really from RPM value but from engines temperature. Higher temperature - more chance that engine will be damaged or get on fire (random modifier applied). In normal forward direction flight you may damage them in about 5-10 minutes. I've made some aerobatics on Ka-50 and get right engine damage notice after about 1.5 minutes of flight, then temperature of left engine raised dramatically - after 10 sec I've got it's fire notice.
So, it's not the same as in 1.15.0 but enabled overtorque dynamics option still cause some problems, sometime in a very bad moment.
My apologies. Tested this yesterday. Did a 5 min run, 120% TQ, one of the engines just died so I am well pleased with this. Thanks.
Hi thealx, it happens with both COHOKUM1161 and COHOKUM.EXE, i really don't know why. This happened with 1.16.0 also.
Can you please set debug_log=1 in INI file, next time when you will have such freeze - check /cohokum/debug_log.txt file, maybe it will contain some errors.
Ka-50 -when I trim forward the ciclick and I go navigating when I pull the ciclick bak for avoid trees or mountains, seem dont raise like ka-52 or other helos. Same happends if I take the ciclick out, dont raise toó much, not like other helos.
Tried it myself - it's true that coaxial helicopters are heavy on controls, especially Ka-50, but can't say it so critical. You may try to replace \common\data\dynamics\ka50.dyn with hokum.dyn from same folder (so Ka-50 will have same dynamics attributes as Ka-52). Another option is copy ka50.dyn file from 1.16.0 dynamics pack, as helicopters there much more maneuverable.
hmm I never seen he made it, at least nothing in the code. if it was really included in one of his builds, such change was not pushed into source code repository. I have seen your request and made it my way - you can try to set unbind_jbuttons=1 in INI file button #4 will be removed as well
I've just tried cockpit lighting for the first time, and it's pretty cool.
I think I've found an issue with it though, could someone else verify?
When in cockpit view (e.g. F1/F2), and I switch off the cockpit HUD (CTRL + K), then the lighting switches off. If you keep pressing CTRL + V it cycles through from being on to a few "off states" then on again. But it doesn't show the lighting in the same way as when the HUD is on.
It happens in all 3D cockpits on blue and red sides (except for Hind).
The attached images show HUD on in the left, and off in the right.
1. lights was migrated from clickable Hind which has advanced electrics calculation - so there is no light when no power source available, or overload happen. In key guide Ctrl-K calls HUD on/off, but in the code this function toggles "electrics" variable, so I have used it for lights as well. So it's not a bug when light goes off after Ctrl-K pressed, at lest for now.
2. I remember that someone complained that cockpit is too dark in the midnight on mission start (while electrics turned off), so I've added artificial dim light when cockpit light is turned off. and looks like I missed situation when cockpit light is selected but not enabled because electrics turned off, will fix it.