Dont forget to relock your ports after the change before storing or you could possibly login the next day with no guns attached and no repair option for them.
Seems like you should still be able to replace the weapons on the turret mount even if the turret mount is locked to the hardpoint via the vehicle manager? Them locking it and forcing you to manually outfit is stupid af
I just had my F7A today and was frustrated by this problem, great video to find today. The one changing a F7C in a F7A minus too Great content, would watch again !
CIG needs to sell the civilian components for the hornet mk2. With the mk1 you can buy the weaker nose turret and ball turret. Id like to be able to buy the storage module or a weaker nose/roof turret for the F7C.
I have this issue too. Thank you! Unless we have an official word from CIG on this, I feel its hard to jump to... this is intentional. If they want to lock the nose turret to the MK II, thats all they had to lock to it. The guns were a separate item before, and they could have left those unlocked. You also having the noticeable caution mark flashing all the time as well. I'm leaning on bug.
seems like they could have just removed that port or made it incompatible on the other hornets rather than locking down the mkII F7A so that you cant even change your nose weapons...
The difficulty of taking off the nose turret already exists on live But I actually managed to do it On live right now you can only grab the nose from under and below the ship, essentially from the direction of the front landing gear And it was very tricky to do I dont have an A and also no PTU installed so I cannot see if its possible in .3 but I am pretty confident that it might still work Also, I don't consider this an exploit, CIG always said guns are balanced by the powergrid and the capacitors effectively giving us the choice to do whatever, even if it doesn't work properly That is my view, and anyone saying that this is an exploit only follows CIGs mantra of balancing with port compatibility than actual underlying game mechanics which defeats the purpose of what they are saying overall in terms of giving you all the freedoms to do what you want
Yeah I contributed to an issue council report on this a few days ago. Used to work. Now it doesn't. Also weirdly my mkI paints show up when I click livery on my mk2 but you can't use them either.
I used to love the invictus blue and gold livery as it would mesh UNDER the decals of the super hornet heartseeker but sadly CIG nerfed that as well. 😢
Rigth now the F7c mk2 cannot equip anything of the top or the nose, only the 2 size 4 hard points are currently working, very odd that right when the new ones are coming out the current Hornet is functionally nerfed, bugged or no.
Yep. I tried doing it manually via the freight elevator but a maxlift would not tractor the top turret (too heavy) and the nose turret wouldn't render (even though the elevator swears it's there, it's not visible) so there's no way to get them on. Frustrating as hell. Tbh I don't understand why we even have to install the turrets. They should be there as standard even if they are empty and we have to buy the weapons for them. It's a strange way of doing things.
Honestly, I would have skipped the repair. Instead: - change the four weapons you can. - call ship up from the hangar. - remove the nose weapons. - replace them with two other weapons already loaded. - put nose weapons on now empty weapon slots. - store the ship. - change out the two old weapons with two more of what you want. - save your configuration and recall ship. This is very similar to what you did. This just requires you to have already bought all six weapons instead of using repair to get the fifth and sixth. Saves several steps, though.
CIG ways of fixing things never fail to impress ... Instead of locking the new hornets they nerf the hornet mark ii and give it a bespoke laser cannons lol
That last step wasn't needed when I changed my Hornet's loadout in Live a few days ago. I just lost the hornet and claimed it and it spawned with its last loadout. Do have to say I did all changes via the vehicle manager. maybe that changes things?
when they drop new update you will lose the cannons stored in you hangar so if you need them make sure to put them on the ship before the update, this is how i lost my original S5 weapons and i had to buy them again
It is the exact opposite. If they are on your ship you will lose them. You keep anything in your storage. I always go through before a patch and remove all the stuff from my ships so I have a huge stock pile of qt drives and weapons .
@@ValosarX no i lost my taurus and gladuis original weapons they came with the ships i bought from the store and stored them to use other weapons i bought in game, after last update the in game weapons stays on the ship but all the stored parts are gone
>when they drop new update you will lose the cannons stored in you hangar No, you will not. Since 3.23 I have inventory full of ship components, missiles, missile racks and guns. I don't even visit Crows after next patch anymore because I alredy have like 20 copies of every component I need. Just fit all the ships I need and go.
My F7C wont accept any of the components neither the top turret mount nor the nose turret mount via the Vehicle Loadout Manager, anything works, but as soon as I try to put the F7A parts, the loadout just wont save. Cannot do it manually either because the ports dont unlock. Anyone any ideas?
are you doing that in the PU or PTU? This video is made in the PTU, and in the current PU there are a lot of bugs regarding the F7A, including the paints.
Glad they did this. We dont need a murderhornet MKII. Anyone whining about it didnt actively play pvp when the murder hornet was prolific. The military variants need to keep thier differences.
@@IIITangentIII what a room temperature IQ take. It never was intended, it never was supposed to work the way it worked. Currently you can get F7A firepower in package that disappears from radar at 1.2 kilometers, meaning you can consistently dogfight outside of vision range with second deadliest armament in the game among fighters. This wasn’t going to be the case, it was stated with mark 1, people kept abusing it and here we are. IRL stealth aircraft don’t even have benefit of that: for a good reason. You want a fighter, you pick f16, not a Nighthawk.
They were called "Murder variants" aka "Murder Hornet" (F7C and F7C-M) "Murder Ghost" (F7C-S). It wasn't OP either, I mean yeah it was powerful but it was not OP. The real reason CIG did what they did is because they have a huge ego. We found a way to modify our fighters even further, CIG saw this as an affront to their modification system and thus locked out the turrets out of pure spite. They have limited their own game just to sate their ego. In saying that I genuinely love playing this game and I'm very excited for its future.
You are giving F7C Stealth variant full firepower of F7A with 34% reduced signature. That is absolute strongest fighter in the game, idk what are you yapping about. It wasn’t ever intended since MK 1.
@@ShadowOfHistory-wn1xh >full firepower of F7A with 34% reduced signature. That is absolute strongest fighter in the game Yea, this is exactly the reason why some players think Ghost is the "strongest fighter". Because in a group pvp, in squad arena Ghost can ambush ppl from stealth and shoot them in the back dealing maximum burst DPS before they even turn on him, at the same time staying least engaged target itself due to low emissions, therefore making a lot of kills in result table. But this isn't really feat of a "strong fighter", it is just "stealth+firepower in free for all arena" fighter. In a duel things look much different. Ghost is relatively slow and have not much HP. It can be killed in the back by faster ships and killed in the face by stronger.
@ if you want to duel, you don’t need ghost, therefore you don’t need to get mad over unintended mechanics being fixed. Also, just FYI: you can reduce ghosts signature to ~1.2km. That is more than enough to dogfight outside of someone’s radar range, if you know what you are doing. And if you don’t, skill issue. Having same armaments as f7a and that low range is absolute bullshit and everybody knows it.
@@ShadowOfHistory-wn1xh First off it sounds like you've had some bad experiences engaging murder ghost? Secoundly I've run circles around both F7A's and F7C varients in my Arrow. And Iv trolled ghost pilots on several occasions in a Saber. All that extra firepower did'nt do shit for these guys.. Dog fighting is based far more on skill than how many guns you can bring to the fight.
@@sirn3cr045 you can absolutely build ghost like shit if you have room temperature IQ, sure you can run circles around them in an arrow if person went to make tea. Tell me more about running circles around someone with master modes, mate.
You shouldn't even be able to put the nose mounted turret from the mk2 onto the mk1 in the first place, just like you shouldn't be able to put the mk1 nose turret onto the mk2. It reminds me of the time when the carrak came out in ptu, and you were able to remove the remote turret and put eon different ships, and I was able to slap it on my super hornet, giving it a pair of s4 guns. I don't think the mk2 nose turret should be bespoke, but CIG needs to make it incompatible with all ships but the mk2 hornets, just like the mk1 nose turret should be as well.
said nobody except one youtuber who feels bad for their F7A purchase with real money. awww :(( people can now get what you paid a lot of money for with ingame credits?? aww
@@gravity00x Honestly I think people who are upset that the nose turret is bespoke, and that they can't put it onto any one of the Mk1's, are upset because CIG won't let them put whatever they want on their ships. People were upset that CIG locked down the Polaris's bespoke s6 guns, even though CIG clearly stated many times that bespoke items can't be changed for anything else, period. If the nose turret on the mk2 is bespoke, it can't be changed because of that definition. And if its not, then it should only be able to be applied onto any other mk2 variant, not the mk1's. People just be mad because CIG is telling them "no, those parts won't fit there".
@@drancon101 the nose turret is A REWARD FOR DOING A QUEST, which is available in game already, so people can upgrade their F7C with it. "Its not intended to be put on a F7C" ahahaha. The cope for wasted money is hard.
@@gravity00x I never said F7C, it seems like someone is deflecting. I clearly stated that the mk2 nose turret, should not be able to be mounted on the mk1, soley because of compatibility issues with the older line of ships and the same should go for the mk1 nose turret being mounted on the mk2's. It does not take an einstein to realize CIG's reasoning. I never got the mk2 nor the mk2a, and frankly the fomo and pay to win aspects of the event were not worth my time, but even I can see the reasoning of putting an item that is unique to only the mk2's, onto mk1 is nonsense. And the same logic should be applied to all ships that have unique items to them only, being incompatible to being placed on other lines or even older lines of ship. And on top of all that, CIG, as I stated before, clearly defined the rules behind bespoke items. If something says it has a bespoke item, it should not be able to be removed or changed, period. It seems to me that people have a hard time grasping the concept of bespoke items. Would I want to change a bespoke weapon, like the Polaris twin s6 guns, yea, but I unlike what it seems like alot of people, understand the rules. Unless you have anything constructive to add to the discussion, I would recommend rage baiting someone else who actually bought into the f7a mk2.
I remember when the Scorpius first came out, You could remove and put the remote turret with 4x s3 guns on a single s3 hardpoint... I had a gladius with 12x s3 weapons (3 Scorpius turrets) until they hot-fixed it. xD
its funny how they'll recognize something like that but somehow we still have the party marker bug many years later
there's a workaround for that. form your group before joining servers and they will show up
i've also heard that forming a group while members are NOT in their hangars also works
It doesn't bother me that the turret mount seems to be bespoke, but not being able to change the nose guns in loadout is stupid.
Dont forget to relock your ports after the change before storing or you could possibly login the next day with no guns attached and no repair option for them.
Seems like you should still be able to replace the weapons on the turret mount even if the turret mount is locked to the hardpoint via the vehicle manager? Them locking it and forcing you to manually outfit is stupid af
That's how CIG solve problems that never existed lol
when I try that, it reverts back to f7c components.
I agree
I just had my F7A today and was frustrated by this problem, great video to find today. The one changing a F7C in a F7A minus too
Great content, would watch again !
CIG needs to sell the civilian components for the hornet mk2. With the mk1 you can buy the weaker nose turret and ball turret.
Id like to be able to buy the storage module or a weaker nose/roof turret for the F7C.
I cant even put on anything on f7C mk2 nose
I have this issue too.
Thank you!
Unless we have an official word from CIG on this, I feel its hard to jump to... this is intentional.
If they want to lock the nose turret to the MK II, thats all they had to lock to it. The guns were a separate item before, and they could have left those unlocked.
You also having the noticeable caution mark flashing all the time as well.
I'm leaning on bug.
seems like they could have just removed that port or made it incompatible on the other hornets rather than locking down the mkII F7A so that you cant even change your nose weapons...
They now made it so you cant put any ball turret or nose turret on the f7c mk2 anymore, not even the civilian ones...
i have the f7a ball turret on my f7c mk2 right now. Just cant get the nose turret.
@ damn, I tried putting a civilian one in 3 days ago but it didn’t work. Do you have a work-around?
The difficulty of taking off the nose turret already exists on live
But I actually managed to do it
On live right now you can only grab the nose from under and below the ship, essentially from the direction of the front landing gear
And it was very tricky to do
I dont have an A and also no PTU installed so I cannot see if its possible in .3 but I am pretty confident that it might still work
Also, I don't consider this an exploit, CIG always said guns are balanced by the powergrid and the capacitors effectively giving us the choice to do whatever, even if it doesn't work properly
That is my view, and anyone saying that this is an exploit only follows CIGs mantra of balancing with port compatibility than actual underlying game mechanics which defeats the purpose of what they are saying overall in terms of giving you all the freedoms to do what you want
i cant get any liveries to work on my f7a. i bought the ironclad paint and its in my inventory but wont show up in the vehicle modifier section
thats a known bug a lot of us have
I think it's broken. They used to work, but since the last patch no liveries work (on the hornet)
Yeah I contributed to an issue council report on this a few days ago. Used to work. Now it doesn't. Also weirdly my mkI paints show up when I click livery on my mk2 but you can't use them either.
@@Halrin yea i did a report yesterday as well.
I used to love the invictus blue and gold livery as it would mesh UNDER the decals of the super hornet heartseeker but sadly CIG nerfed that as well. 😢
Rigth now the F7c mk2 cannot equip anything of the top or the nose, only the 2 size 4 hard points are currently working, very odd that right when the new ones are coming out the current Hornet is functionally nerfed, bugged or no.
Yep. I tried doing it manually via the freight elevator but a maxlift would not tractor the top turret (too heavy) and the nose turret wouldn't render (even though the elevator swears it's there, it's not visible) so there's no way to get them on. Frustrating as hell. Tbh I don't understand why we even have to install the turrets. They should be there as standard even if they are empty and we have to buy the weapons for them. It's a strange way of doing things.
Yh, would'nt work for me either.
Yeah that's nice...but I can't even install any turret on my F7C I'm stuck with only the size 4 guns on the wings.
do you have the same thing where it just reverts back to stock/nothing or default?
Make sure and buy the right turret, Centermass has them, I know you prob know this but just making sure.
same problem
Honestly, I would have skipped the repair. Instead:
- change the four weapons you can.
- call ship up from the hangar.
- remove the nose weapons.
- replace them with two other weapons already loaded.
- put nose weapons on now empty weapon slots.
- store the ship.
- change out the two old weapons with two more of what you want.
- save your configuration and recall ship.
This is very similar to what you did. This just requires you to have already bought all six weapons instead of using repair to get the fifth and sixth. Saves several steps, though.
CIG ways of fixing things never fail to impress ... Instead of locking the new hornets they nerf the hornet mark ii and give it a bespoke laser cannons lol
Hopefully its just a bug after they locked down the nose turret. I try not to get worked up about bugs in the ptu
That last step wasn't needed when I changed my Hornet's loadout in Live a few days ago. I just lost the hornet and claimed it and it spawned with its last loadout. Do have to say I did all changes via the vehicle manager. maybe that changes things?
when they drop new update you will lose the cannons stored in you hangar so if you need them make sure to put them on the ship before the update, this is how i lost my original S5 weapons and i had to buy them again
Thanks for posting this, didn’t realize I had so many S5 guns sitting in Orison
It is the exact opposite. If they are on your ship you will lose them. You keep anything in your storage. I always go through before a patch and remove all the stuff from my ships so I have a huge stock pile of qt drives and weapons .
@@ValosarX no i lost my taurus and gladuis original weapons they came with the ships i bought from the store and stored them to use other weapons i bought in game, after last update the in game weapons stays on the ship but all the stored parts are gone
>when they drop new update you will lose the cannons stored in you hangar
No, you will not. Since 3.23 I have inventory full of ship components, missiles, missile racks and guns. I don't even visit Crows after next patch anymore because I alredy have like 20 copies of every component I need. Just fit all the ships I need and go.
F7C MK II can no longer use a nose weapon OR top mounted turrets :(. Im supper bummed
random but do all the paints work across all Mk2s? Curious to see Simoom on the Tracker variant etc
question: can you place a size 2 weapon on a size 3 hardpoint? The Sledge 2 has 3K longer range then the size 3.
Danke
My F7C wont accept any of the components neither the top turret mount nor the nose turret mount via the Vehicle Loadout Manager, anything works, but as soon as I try to put the F7A parts, the loadout just wont save. Cannot do it manually either because the ports dont unlock.
Anyone any ideas?
are you doing that in the PU or PTU? This video is made in the PTU, and in the current PU there are a lot of bugs regarding the F7A, including the paints.
@@cpt_foxyloxy thank you, that would probably explain why all these weird things kept happening, its the PU.
turret guns are not in the misc tab in the VMA?
I hope this is a temporary fix so they can clean up their code later so that we can't add the turret
They fixed it, you can no longer remove anything from the F7A Mk II.
CIG devs be like angry monkeys throwing poop at the keyboards until something happens.
Glad they did this. We dont need a murderhornet MKII. Anyone whining about it didnt actively play pvp when the murder hornet was prolific. The military variants need to keep thier differences.
Here, show us on this doll where the bad Hornet touched you. 🤡
But they break basic functionality of the vehicle load out manager in the process? 😂
I just hope my f7a mk2 actually gets its nose turret back, as I fo not have it at all.
How do you unlock the ability to remove guns from ship. What button is that please?
Left Alt + K to unlock port
@ thanks so much
I think this is a bug, not in 3.24.3 or 4.0.
CIG always trying to be the fun police and ruin everyone's fun
It’s called balance.
@ShadowOfHistory-wn1xh sure it is. Thanks for the education. Run along back to the sheep now
@@IIITangentIII what a room temperature IQ take.
It never was intended, it never was supposed to work the way it worked. Currently you can get F7A firepower in package that disappears from radar at 1.2 kilometers, meaning you can consistently dogfight outside of vision range with second deadliest armament in the game among fighters.
This wasn’t going to be the case, it was stated with mark 1, people kept abusing it and here we are. IRL stealth aircraft don’t even have benefit of that: for a good reason. You want a fighter, you pick f16, not a Nighthawk.
They were called "Murder variants" aka "Murder Hornet" (F7C and F7C-M) "Murder Ghost" (F7C-S). It wasn't OP either, I mean yeah it was powerful but it was not OP. The real reason CIG did what they did is because they have a huge ego. We found a way to modify our fighters even further, CIG saw this as an affront to their modification system and thus locked out the turrets out of pure spite. They have limited their own game just to sate their ego.
In saying that I genuinely love playing this game and I'm very excited for its future.
You are giving F7C Stealth variant full firepower of F7A with 34% reduced signature. That is absolute strongest fighter in the game, idk what are you yapping about. It wasn’t ever intended since MK 1.
@@ShadowOfHistory-wn1xh >full firepower of F7A with 34% reduced signature. That is absolute strongest fighter in the game
Yea, this is exactly the reason why some players think Ghost is the "strongest fighter". Because in a group pvp, in squad arena Ghost can ambush ppl from stealth and shoot them in the back dealing maximum burst DPS before they even turn on him, at the same time staying least engaged target itself due to low emissions, therefore making a lot of kills in result table. But this isn't really feat of a "strong fighter", it is just "stealth+firepower in free for all arena" fighter. In a duel things look much different. Ghost is relatively slow and have not much HP. It can be killed in the back by faster ships and killed in the face by stronger.
@ if you want to duel, you don’t need ghost, therefore you don’t need to get mad over unintended mechanics being fixed.
Also, just FYI: you can reduce ghosts signature to ~1.2km. That is more than enough to dogfight outside of someone’s radar range, if you know what you are doing. And if you don’t, skill issue.
Having same armaments as f7a and that low range is absolute bullshit and everybody knows it.
@@ShadowOfHistory-wn1xh First off it sounds like you've had some bad experiences engaging murder ghost? Secoundly I've run circles around both F7A's and F7C varients in my Arrow. And Iv trolled ghost pilots on several occasions in a Saber. All that extra firepower did'nt do shit for these guys..
Dog fighting is based far more on skill than how many guns you can bring to the fight.
@@sirn3cr045 you can absolutely build ghost like shit if you have room temperature IQ, sure you can run circles around them in an arrow if person went to make tea. Tell me more about running circles around someone with master modes, mate.
You shouldn't even be able to put the nose mounted turret from the mk2 onto the mk1 in the first place, just like you shouldn't be able to put the mk1 nose turret onto the mk2. It reminds me of the time when the carrak came out in ptu, and you were able to remove the remote turret and put eon different ships, and I was able to slap it on my super hornet, giving it a pair of s4 guns. I don't think the mk2 nose turret should be bespoke, but CIG needs to make it incompatible with all ships but the mk2 hornets, just like the mk1 nose turret should be as well.
said nobody except one youtuber who feels bad for their F7A purchase with real money. awww :(( people can now get what you paid a lot of money for with ingame credits?? aww
@@gravity00x Honestly I think people who are upset that the nose turret is bespoke, and that they can't put it onto any one of the Mk1's, are upset because CIG won't let them put whatever they want on their ships. People were upset that CIG locked down the Polaris's bespoke s6 guns, even though CIG clearly stated many times that bespoke items can't be changed for anything else, period. If the nose turret on the mk2 is bespoke, it can't be changed because of that definition. And if its not, then it should only be able to be applied onto any other mk2 variant, not the mk1's. People just be mad because CIG is telling them "no, those parts won't fit there".
@@drancon101 the nose turret is A REWARD FOR DOING A QUEST, which is available in game already, so people can upgrade their F7C with it. "Its not intended to be put on a F7C" ahahaha.
The cope for wasted money is hard.
@@gravity00x I never said F7C, it seems like someone is deflecting. I clearly stated that the mk2 nose turret, should not be able to be mounted on the mk1, soley because of compatibility issues with the older line of ships and the same should go for the mk1 nose turret being mounted on the mk2's. It does not take an einstein to realize CIG's reasoning. I never got the mk2 nor the mk2a, and frankly the fomo and pay to win aspects of the event were not worth my time, but even I can see the reasoning of putting an item that is unique to only the mk2's, onto mk1 is nonsense. And the same logic should be applied to all ships that have unique items to them only, being incompatible to being placed on other lines or even older lines of ship. And on top of all that, CIG, as I stated before, clearly defined the rules behind bespoke items. If something says it has a bespoke item, it should not be able to be removed or changed, period. It seems to me that people have a hard time grasping the concept of bespoke items. Would I want to change a bespoke weapon, like the Polaris twin s6 guns, yea, but I unlike what it seems like alot of people, understand the rules. Unless you have anything constructive to add to the discussion, I would recommend rage baiting someone else who actually bought into the f7a mk2.
I remember when the Scorpius first came out,
You could remove and put the remote turret with 4x s3 guns on a single s3 hardpoint...
I had a gladius with 12x s3 weapons (3 Scorpius turrets) until they hot-fixed it. xD