Leaderboard
Popular Content
Showing content with the highest reputation on 06/03/09 in all areas
-
2 points
-
2 points
-
I would like to extend my congratulations for the developers for presenting a simulation of the likes I thought I would never see again. Being a 'sim head' since 1987, I had feared that the 'halcyon days' of study simulations were all but extinct for my preferred genre. Still past, but not entirely gone. Also, the release of a simulation which 'left the gate' as bug-free as this one is truly remarkable. Having beared witness to Falcon 4, the premature release of every product Bohemia Interactive (Operation Flashpoint, ArmA, and now ArmA 2) has ever made, and frankly every PC game being funded by a publisher and is pushed out the door early, it was worth the wait to see a polished product. After playing this wonderful simulation for a few months, here are my hopefully modest proposals for the sake of mission scripting and perhaps a wishlist item or two for 'ambiance'. It is a privilege as well to have the ability to voice such desires with the ability for the developers to see such requests. - In mission scripting, the ability to set flags via the communications menu, perhaps a special section otherwise hidden if unused, reserved for a scripted command, such as to 'begin an attack' for example. - A means via the communication menu to allow wingmen to engage targets without using guided missiles, or for the same reasoning, at least a means for wingmen to solely engage high threat targets, such as tanks or anything which shoots back. The AI will seem to prioritize AAA/SAM threats at range among targets it sees in it's AI targeting radius, but will often engage 'low' priority targets such as trucks or targets which do not necessitate the use of guided missiles. On their depletion, the wingmen tend to engage 'close in' with guns and rockets, at risk of tanks or IFVs which can then shoot back. I realize it can potentially be a complex situation to manage, but my hope is to have an additional command which fills the gap between attacking air defense units and ground units in general where guided missiles are not wasted by wingmen on non-threatening targets. - The ability for ground units to enter a mode of self defense, such as smoke cartridges or extending out of it's formation or otherwise taking an evasive action to break up a formation. It is a hope, which perhaps is already in consideration, to create a more 'organic' means of ground units to attempt to defend themselves. - The ability to export flags at the end of a mission or encapsulate them within a campaign as some sort of array so that they can be used in subsequent missions. I think it would be excellent to establish a means of persistence between missions as well as potentially creating a greater variety of scripting in individual missions in addition to mere randomization. It would also be nice to be able to set flags by a 'fraction' of a group which is destroyed and be able to convey that 'forward' via a flag. That way, conditions can be set to create a pseudo-dynamic 'bridge' between missions where units can be available or unavailable based on flags established from previous ones. - The ability to 'attach' artillery targets to moving groups, or even the impact point of a player or AI's illumination rockets, illumination bombs, or other light source event (which look to be implemented in the upcoming patch) within the artillery's targetting radius as a 'fire here' trigger. As a byproduct of it, an additional means to 'correct fire', either by scripted attachment to a friendly unit's ability to see the target (and thus simulating corrective fire) or some form of scalar which allows a function of increased precision over time to 'walk it in' to the objective. This can be scripted or simulated as it already is via groups moving into trigger zones, but allowing for it based on the approach as in Lock On with the additional computation of appropiate compensation for 'leading the objective' - An expansion of the scripted failures menu to allow gradual failures in the hydraulics systems as is often seen in missions versus an a total one, as well as less often seen partial failures such as high/low oil pressure, transmission or engine degradation, or computer systems. - The completion of the INU correction systems or inaccuracy over time necessitating their utilization. I have read this is not a high priority to fully implement, which is understandable. As an aesthetic, a feature missed from another simulation (Apache/Havoc and Comanche/Hokum) is the canopy raindrops and weather sounds in the cockpit. I can't attest to how complex this would be to implement, though I have read it is achieved through an animated texture. With the modeling of windshield wipers for the viewscreen and the Shkval, it is a sorely missed extra. In the same vein, it would be most appreciated to revise the 'spotlight' effect, especially at long ranges. It is perhaps a layover of the graphics engine from Lock On that illumination bombs rendered on to the terrain suffer bizarre artifacts at range regardless of anisotropy versus altitude. Also, the ability to increase the illumination of such 'spotlights' especially for one's own helicopter, which seems rather 'anemic' as has been discussed by others. Perhaps least important among my aesthetic desires is the ability to script sound events solely on the VHF-1 R-828 system. It is perhaps superficial given most missions 'simulate' the functioning of a FAC or ground forces communications via scripting triggers throughout a mission. But, like the raindrops as an additional 'ambiance', it would be nice to utilize a system akin to the 'radio stations' on the VHF-2 rotary to either selectively allow or disallow their listening on the whims of a mission designer. It is understandably superfluous, but perhaps simply to allow the use of a underutilized function of the simulation. After five months, that's all I could think of and all I could want. It's another testament to the consideration the developers have provided to this simulation and the community, and I thank you for your time.2 points
-
2 points
-
Not sure how the reputation is supposed to work. In the list on my persona I have 10 items, 6 are grey and 4 is green. Above the list - in the header, to the right it says "41 points". In my posts it shows 1 point. I'm not able to relate any of the numbers to eachother - 1 on me, vs 10 in the list (or 4 greens only) - and 41 in total. Could someone explain please? Pretty please ... with cherry on top? :wub:1 point
-
You Sir, know absolutly notthing about electricity. :noexpression:1 point
-
A plane is only a faraday cage to a certain point and even then its wishful thinking if you think you are 100% protected in a plane during a strike, although faraday cage does describe the basic theory asto why planes can survive lightning strikes to a certain degree. I would much rather be in a faraday cage on the ground than being up in a plane when lightning strikes for the simple fact that on the ground the cage is earthed and that is the basic principal of a perfect faraday cage, i.e being earthed, a plane in flight is not earthed thus is much more suceptible to powerful lightning strikes which depending on size can totally obliterate it.1 point
-
Can the in-game controller configurator make this? I've tried to assign in-game Collective Brake to throttle axis but it doesen't work. Do we necessarily need out of game utilitiers like Saitek profile editor?1 point
-
1 point
-
1 point
-
Всем Добрый День! Вопрос может и задавался. Но всёдаки. У кого есть или может дать на РЛЭ Ка-50??1 point
-
1 point
-
Ah - thats a simple explanation to a complicated system :D Thank you very much - and I have only 1 point to send your way, but still. Thanks :) EDIT: Oh, indeed - I have 2 reps and 108 total now - thank you *very* much :)1 point
-
Grey items mean someone agreed with your post but he doesn't have any points which would share them with you. Green means someone had at least 1 point of reputation (this under avatar) and gave you his own 1 point (shared with you). Red means someone didn't agree with your post but when u don't agree with someone's post you can give only half of reputation as bad rep. Points under avatar means overall reputation in points - but here is system like this: Each 100 points received mean 1 point under avatar. After 100 and 1000 posts you receive 1 point gratis. I have 67 points so it means I give you my 67 points to your reputation sum, and when u get 100, your points under avatar will grow +1.1 point
-
well well, old crow is on the right track. when you are in 3dsmax and have opend your model you have to assign a material to your canopy glas. after that you go into the lomutilities. there you see a box thats says pick material. you choose the material of the canopyglas. then you say get data, after that you go into the box obove and choose the material canopy glas. this replaces the settiings of the former material to the setups of the lockon material. after that you say get data again. this should be it. after that you can unwrap the area and set up everything you like, but be aware, you have to use the standart materials. no vray no nothing. to change the color of the glas you have to unwrap that area , make a bmp or if you like a tga file and apply to the diffuse map and the opacity map. i have a white tga or bmp i use for the eagle and have set the opacity to 5. i can only say, if it is done right it looks awesome, although i would like to have the material a bit more transparent, but that is something i cannot do anything about :-) i hope this helps alittlebit. if not just pm me and i might be able to help out more specific1 point
-
Well here is what i get to fly with working PFD and MFD's!!! :pilotfly: 1 point for who ever can guess what aircraft it is1 point
-
http://forums.eagle.ru/showpost.php?p=584514&postcount=24 I have observed that collective brake sometimes stuck if simple "F" key press is used. Advanced command ("F" press as macro on press, nothing to repeat, "F" release with delay 0.5s on release) relieves from this problem. NOTE: advanced command allows to emulate pressing and releasing of keyboard's keys separately. "F" key is pressed on press event and released only at release event. Difference between pressing and releasing is shown as different squares of key presses (look at screenshot).1 point
-
1 point
-
Sorry - had to contiinue in a new post. The right hand section pained black. And the left. View from the front The monitor shelf from the front all painted. Says it all really. The finished article, looks like a desk, wife likes it, looks normalish. But then this happens!!! The top of the desk folds in half and is fixed to the wall on the right by a hook, the right hand side of the desk top is attached to the right side section with 2 heavy hinges, this allows the whole thing to lift up and out of the way easily. My collective is on rails and extends passed the desk to the perfect position by my left hand. The panel on the right is now complicated enough to allow me to fly DCS Blackshark without a keyboard. But as the keyboard looks so bloody pretty , it gets mounted on the monitor shelf. My right hand panel, monitor is my GPS in flight sim and will hopefully by my schvall (sp) in DCS. Lit up at night. There we have it, everyone is happy, I get a cockpit – she gets a neat lounge. Thank you for reading my huge write up. Talisman1 point
-
ah yeah I see now Romanian birds had the nose tip bent... what the hell :D Anyway, the inner pylon shape can be seen in this photo:1 point
-
1 point
-
Seriously mate I'm not being argumentative but it's impossible, A faraday cage cannot earth on the innerside because it has no earth, all positive currents conduct from the closest point and the closest point of a faraday cage to earth is the outerside making it physically impossible, The only damage you can get from an ESD strike on a faraday cage is burn marks on the positive and ground entry and exit points which are negligible to commercial aircraft.1 point
-
1 point
-
Hes 38?! Jesus.... HBD Old man. Many virgin Guiness beers shall be sacrificed in your honor tonight.1 point
-
1 point
-
1 point
-
1 point
-
Hello all, This is my first post in here but im a long time lurker :D Just want to add a little test to the topic. I did a test between Win Xp 32 and Win7 (build 7048 X64). Sorry no Vista x64 test in this one (did not have it installed) Test setup: Intel Core I7 920 (OC@3,9GHz) Gigabyte EX58-UD4P bios F6 6 Gig Corsair Dominator 1600mhz DDR3 XFX Nvidia Geforce GTX280 1Gb OC@700 1500 1205mhz HDD: Samsung spinpoint F1 1TB Creative Xi-Fi Xtreme music Saitek X45 throttle MS sidewinder precision 2 joystick Tir 3 Pro single Samsung 22" Flatscreen Nvidia Drivers for WinXP: 182.08 For Win7 i used the VistaX64 drivers 182.08 as the Win7 beta's wont allow me to use Rivatuner for overclocking, so i have not tested nvidia Win7 beta's they might even run better but vista drivers run just fine. only driver problem i have with Win7 is the black line tearing when using the mouse in the menu's en mission editor. screen res 1650x1080x32bit Settings all maxed out except water (normal) Nvidia control panel settings: AF 8x AA 8x Gamma correction:ON AA transparacy: OFF Conf texture clamp: USE HARDWARE Force Mipmaps: NONE Texture Filtering neg LOD bias: CLAMP Texture Filtering: HIGH Quality Triple buffering:ON Vsync:Force ON all other options used global default. Test was taken on the tarmac at Nal' Chik base with engines running and sitting in the cockpit fully zoomed out (eats more frames) Addon's Used: SIMMOD LoReload textures and Dragons airbase textures DCSmax to set affinity on all 8 threads. WinXP: Min FPS 28 (in cockpit looking back at the city of Nal Chik zoomed out) Max FPS 53 (in cockpit front view zoomed out) Smooth gameplay overall and any other then big cities a solid FPS of 60 (vsync) No change in FPS when using affinity check, but the sim feeled smoother when only 0 and 1 core were checked then on all 8 threads (more micro stutters when FPS drops) Windows 7: using only one core. Min FPS 21 (in cockpit looking back at the city of Nal Chik zoomed out) Max FPS 47 (in cockpit front view zoomed out) Alot of stutters when starting up and switching between in and external views even with Vsync OFF FPS drops were terrible and stayed low in cockpit so no smooth game play here. Windows 7: All 8 thread used. Min FPS: 32 Max FPS: 58 A nice boost in FPS over WinXP but not as much as i expected but this could get better when using future Win7 Nvidia and system drivers. Gameplay was just as smooth as with WinXP, they feel very identical but with a little FPS gain for Win7. For now im happy with Win7. If someone can get Rivatuner to work with Nvidia (beta) Win7 drivers please let me know.1 point
-
Recently Browsing 0 members
- No registered users viewing this page.