finally, tail gunners gonna be usefull
Think I’m just gonna let my terminator ai gunners do the shooting while I dogfight fighters in my ju88
Ju88 gunners enters the chat
For example, if an aircraft like Ju188 has multiple tail gunners, will the others still automatically attack after I control one of them?
No more engineer event? I’d like more wrapped hammers.
As far i have info right now… You need to fly to resupply point to refill their turret
FINALLY! I LOVE YOU GUYS!
What will aiming the turret and the controls of the aircraft be mapped to when in control of the turret?
Usual WASD for control plane, aiming with the turret is on mouse
Very nice!
Say, ai tail gunners were a bit bugged lately (the bug was known). Will this update fix them at the same time?
il-10 tail gunner also failed to shoot effectively
Very nice.
Will this cause a re-evaluation of the attacker plane BRs? I would assume that some of them will become significantly more difficult to shoot down with players controlling the gunner.
So if I have split my airlerons on L stick for roll and rudder on dpad l-r, elevators on right stick it will still be possible ( so freelook was easier to use), we have two sticks on PS5, I’m just trying to understand how it will work, if i need a new control scheme for planes with gunners (attackers) on console. Which would be different to fighters… I hope you get my question(s).
And what does that translate to on a controller?
Some small tech difficulties with event, but it will be bigger then just wrapped hammers.
ah i see the hint it is clear now
I asked one of my colleagues to respond to that, sorry.
Would there be a way to implement it so when switching to a turret, it would override all the face buttons to act as WASD and have aiming and throttle be the joysticks as usual?
Ju 188 A2 have mg131 as the tail gun! That will be f#ing good to defend my @s against fighters than my ai.
The ai works as an alert system as it fires when sth gets close.
Difficulties with this, I guess?