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Showing content with the highest reputation on 05/13/09 in all areas

  1. There is some time I post here to present you LOME (LockOn Mission Editor). It is still in development and I use lot of source code to start a new project: Since half a year, I have develop from scratch a new LotATC software ( LockOn Air Traffic Control). After some release, we get now the 2.0.5 version. Compare to the LotATC v1 made by Brothers and Doug, there is a lot of new features. It is difficult to give you a full list but here is the most important one: Optimized for low network bandwidth Internal chat to chat between controler SVG map and additional maps from LockOn All units can be tags and rename, all is automatically shared between coalition controlers highly customizable ( target labels, UI, server config) Choice between standard and realist radar model Manage LockOn AWACS, EWR and all LockOn radars Mission replay (with seek forward/backward/pause/resume) show mission waypoints on map (there is some pb with it on 2.0.5) can load/save server config TeamSpeak support metric/imperial unit ... You can have more information and download links on the project page (english) : http://lotatc.dartsite.org/ Some screenshots can be found on my blog (in French, but you will have screenshot ) : http://www.dartsite.org/wordpress/tag/lotatc/ If you are interested by translate/help the project you are welcome!:thumbup: We are currently 2 developers, 1 spanish translator and a lot of testers from http://www.3rd-wing.net (Thanks to all) The software is in heavy development with lot of new features (you can see the roadmap on the project page), but it is stable and useable. I am in the http://www.3rd-wing.net squadron where we use it every weeks officially since some month with success. A forum is available for help/bug/development (English and French): http://forum.dartsite.org
    5 points
  2. Or: 1)ECM and ECCM capabilities of AESA radars are smaller than it sounds 2)"4-th generation" jammers can make a headache to 5-th generation fighters as well 3)US should consider possibilities of using advanced jamming techniques by potential enemies A little less fanboyish, isn't it?..
    2 points
  3. Вот именно :) Не важно против кого ты воюешь, против ботов, или людей, если есть возможность-старайся держаться повыше (километров 8-9), Атакуй их до того, как они атакуют тебя. Если лететь на большой высоте мешает ПВО, или еще что-либо, тогда напротив-снижайся, жмись к горам, и как только по тебе будет произведен пуск, тут-же укрывайся за рельефом, но помни, если ты над территорией противника, на малых высотах всегда есть риск получить ПЗРК в задницу. Вобщем всегда старайся увиливать от прямого боя, обходи противника с флангов, заходи в тыл, атакуй противника сверху/снизу, из слепых зон его СПО, будь хитрым, по максимуму старайся использовать преимущества своего оружия/самолета. ну а уж если так случилось, что вы идете с противником лоб в лоб на средней высоте, дальность 20 километров, то сразу-же, как только он пустит по тебе ракету, отклоняешь нос на 15-20 градусов вниз или в верх, и отстреливаешь ловушки, ракета с ПАРГСН, после такого приема, почти наверняка уйдет в молоко. Если ракета активная-отслеживаешь ее приближение по "березе", и когда остается одно или два незаполненых деления-тянешь ручку на себя, и уходишь с перегрузкой 8-9g, можно еще ловушки поотстреливать. Старайся не использовать форсаж, иначе рискуешь раньше времени получить Р-27Т/ЭТ или какую-нибдь другую тепловую. Как сблизишся с целью на 8 км-следи за ней особенно внимательно. Если увидишь белый шлейф, и при этом береза не будет сигнализировать о пуске ракеты, значит по тебе летит тепловая. Ставишь движки на малый газ, ручку полностью от себя, уходишь вниз с отрицательной перегрузкой, при этом отстреливая ЛТЦ пачками по три-четыре штуки с интервалом 1-1,5 сек. Если видишь еще один пуск-тянешь ручку на себя, и уходишь с большой перегрузкой 8-9g. Ну а дальше, уже начинается БВБ, а это совсем другая история :) При этом при всем, уворачиваясь от ракет не забывай пускать свои собственные, старайся быть либо выше, либо на одной высоте с противником, не теряй скорость. Вот собственно и все. Но это лишь основы, всего на пальцах не объяснить, очень много нюансов, понимание которых приходит лишь с опытом.
    2 points
  4. SharkPit 2.0 Cockpit replacement Textures for the DCS KA-50. D O W N L O A D http://www.virtual-jabog32.de/index.php?section=downloads&subcat=67&file=1054 ModMan package at a later time. Enjoy :)
    1 point
  5. I am happy to present my second and last product of this winters holidays, the scenario Red Snow, a Russian battalion sized offensive operation against German forces. I call this a scenario, because it actually includes 3 different missions of the same operation, each heavily randomized. http://cid-f33d8b1019e6f4ac.skydrive.live.com/self.aspx/Public/RedSnow.zip Alternate: http://www.virtual-jabog32.de/index.php?section=downloads&subcat=64&file=1004 The basic features are: -Large scale scenario of roughly battalion vs. company size forces. Might be quite performance intensive on weaker computers. -Includes 3 different missions of the same scenario, Direct Fire Support, Flank Guard and Rear Area Attack. -A random selection of one of three different enemy defensive setups, each being a unique approach, almost makes this 9 missions total. Additionally there is plenty of randomization for non mission critical units making each try play different. -Includes a multiplayer version of the scenario for 6 players. -Features detailed ground operations including recon units and artillery. Units will often reposition on the battlefield. Defensive tanks will mostly fight from hull down battle positions, making them hard to spot and even harder to kill even for the player. -Radio calls of ground units (copyright @Gunship!) Suggestions, critics and comments are as always welcome. Enjoy :)
    1 point
  6. Больная игра 16 мая 2009 Г. Большая игра состоиться 16 мая в субботу, в 21.00.Сбор в 20.30. Описание задания и маршрут смотрим ниже. Большая Игра 2009.rar
    1 point
  7. After some looong thoughts about this topic a while ago (as I made plans to buy pedals, but now I better will design my own...more fun /more challenging ;)), I got to a specific point in my brain storming about the reason why the pedals will act as they do irl, that makes much sense I think. :idea: On our computer sims we don't feel any forces due to the helicopter movement itself, right. So it seems more natural for most people turning the whole pedals on that axis direction or twist the stick in that direction they want the helicopter rotate to: left stick-twist/counterclockwise pedal movement for turning the helo left/counterclockwise. (I hope that's somewhat understandable =)) In real life you have centrifugal/inertia forces that will move your body away from the direction the helicopter turns. Turn to the left and your body goes slightly to the right. With above pedal movement you don't have that much body tension (hope that's the right word) you need and really would have problems to counteract those forces. Because your right leg is more or less stretched, you can't really rest those forces and pressurizing the left pedal to counteract won't work. With the pedals movement behaviour like in real life you can rest the forces easier on the right pedal, when you perform more pressure on both pedals and so can reduce your bodies movement completely. Also that's an mechanical more natural countermoment to the forces induced into your body afaik. I know the pilot is good fixed in his helo, but I think he also will feel it. If you keep an eye of above description next time, when you make a fast left turn in your car, you need to slightly rest your body with your right knee at the center console (if you have an left-hand driven car and your seats won't rest you that good) or somewhere else to the right you can. :D So that was my approach and maybe that's why the pedals in real life act like they do...:smartass:
    1 point
  8. Ah i never thought about that. I hoped its something like a russian equivalent of the boomerang microphone system :)
    1 point
  9. Парни, легче для вас это понятие приравнивается к реалистичнее? Для легче в акуле есть еще аркадный режим и куча других "симуляторов". Миф, не миф, вот умеем же мы цепляться за раздражители :)
    1 point
  10. Fantastic! This is something we need :)
    1 point
  11. А ты не пробовал спросить, как украсть миллион рублей здесь: http://www.mvd.ru/ ?
    1 point
  12. I have modified TangoRomeos Sharkpit Mod and I saw every little changes he done! Now I can say: VERY VERY VERY GOOD WORK TANGOROMEO!!!! You are a Photoshopartist! :) But I have a (for me) very important question: Why the green instrumentlights? Is it the realistic color of the real Ka-50? If yes: Why ED implemented yellow light in the cockpit? If someone is interested in my modification of TangoRomeos Sharkpit, take a look: http://www.lockonforum.de/thread.php?threadid=5003
    1 point
  13. Hey @ all. I have the permission of TangoRomeo to modify his Sharkpit. Take a look: http://www.lockonforum.de/thread.php?threadid=5003 Dragons Sharkpit V2.2 This is a modification of TangoRomeos SharkPit V2 Mod! Also included: Dust&Scratches Mod by Lee! Please unistall all your cockpitmods before install! Please save your original CDDS-Data. Changes: - Brighter skin - No green undertone (simply grey) - Original warninglights - Dust and scratches on the windows - Clean HUD (original HUD) - UGM B info Changes in 2.2: - UGM B info in cyrillic (russian cockpit)
    1 point
  14. hehe kult!:) Funny you mension that, I do have a f-5 model hanging around, not completed, and with no damage or lod model. Its the same model as the virtual turkish star uses, if you are interested I can send you some pics, feel free to add me in your msn;)
    1 point
  15. Everything is correct but there is one important difference between Sukhoi EOS and MiG EOS... Suhkoi system OEPS-27 (EOS) had Geofizyka OŁS-27 optical locator which can detect targets from head-on and from behind as all of You mentioned. This optical system is much more effective then MiG EOS. In MiG's optical locator is Geofizyka KOŁS-29 which can only detect from rear hemisphere. Some KOŁS-29 detection ranges: - normal condictions (e.g. clear skies): 12-18 km - ground in background: 6-10 km - clouds in background: 4-8 km Laser rangefinder is working from 200 m to 3-6,5 km Everything what I wrote is about early MiG-29A so just don't scream that S or SMT or whatever had newer, better version etc. ;-)
    1 point
  16. Oh go on then, seen as its you lot... After having a scan on my XP drive, i do believe it was a progam called WavePad. Here's the link for their website:- http://www.nch.com.au/wavepad/index.html I have just downloaded the newer version from the site and it is slightly different from the one i used. But it will do the job fine, u can adjust the sample rate and channels and save projects as .wav files. EDIT:- Looking into that, it has a nice "Batch File" system. Where you can load multiple .mp3 or whatever files into the program and choose you output settings for converting them all. EDIT 2:- Just to let you know, my sound files are 64kbit bit rate and i do believe i set all the tracks to mono aswell. Time for bed now, good luck.
    1 point
  17. The ranges you mention sound quite plausible. Like Tito wrote, the range at which the EOS can pick up a target depends on the strength of the target's heat signature in relation to its surroundings - i.e. factors like: - engine power of target aircraft - optimal condition would be something like a twin engined fighter in afterburner. - whether the EOS has unobstructed line of sight to the target's heat source(engines) - optimal condition would be rear aspect. - the background at which the EOS is looking at it - optimal condition would be from below with the background of a clear cold sky at night. Things like sunlight or radiated heat from the ground(i.e. when looking at the target from above) decrease the effectiveness of IR tracking. - atmospheric conditions - moisture due to things like clouds, fog, rain etc can "mask" the heat source and decrease range. However, to address the title of the thread, the EOS cannot measure this range and doesn't need it to track a target - an EOS "lock" only provides the angular position of the target. Range measurement is only needed for "LA" - i.e. to determine whether target is within launch parameters of selected missile or for aiming the cannon. For this the WCS uses either the radar as Tito described or(at shorter range) the associated laser range finder, which IIRC has a max effective range of some 8 km - but being an optical device itself, the laser is also affected by atmospheric conditions.
    1 point
  18. Конечно нет, мы с Беркутами сами лучшие друзья! Но устраивать разборки с кем-либо из-за них никто из нас не будет - дружба дружбой, а пилотаж врозь.
    1 point
  19. Koenigstiger, I see you have Secur32.dll errors in there. That's part of the windows security systems and there might be some registry confusion or other shenanigans going on. I also see Saitek in there - have you attempted to start without your Saitek hardware connected? There has been some issues with some Saitek products, such as the X52 and one of their keyboards. (Bunch of threads around on that, can see if I can find them.) Arkasius, do you have any codec packages installed? Some codec packs have been known to cause issues, so you could try disable any that you do have.
    1 point
  20. The reason it looks so real is the lighting. Shadows, reflections and highlights of this quality are not possible yet in real time. So it's definately not a representation of "in game" quality and can in that respect be a little misleading. Still, say in 5 to 10 years we will be there. :)
    1 point
  21. :thumbup: Так и думал. ИМХО живучесть Абрамсов в игре преувеличена.
    1 point
  22. Good news regarding possible patch... if it does indeed materialize... ghmm ghmm.... i will keep my fingers crossed... :)
    1 point
  23. Помним. Вот как раз решил освежить воспоминания, прочитав темку. :)
    1 point
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