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Showing content with the highest reputation on 10/09/09 in all areas
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Всем привет!, Спасибо за добрые слова и оценку моих трудов , ...............(блин чувствую себя как на вручении ОСКАРА) В общем пасиб, буду и дальше пыхтеть стараться :)4 points
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Its that time again for another update. Since everyone seems extra curious about stuff lately, I figured I would put out a small update. Since this is a slightly unplanned update, I'm going to keep things short but sweet. The following screenshots are of some completed buildings and and textures. Naturally, not all of these are in their finished form, but please feel free to leave any comments and questions. First off, we have the new runway textures: Next off we have a couple of hangers: Next off, we have the wonderful Nellis Control Tower: And Lastly, we have some blast deflectors with some more lights:2 points
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ААК Получается такой несерьезный разговор о серьезных вещах... Похвала чего угодно может не требовать объяснений - она приятна просто фактом своего существования. А вот любая критика требует пояснений, или она становиться пустым трепом. То есть получается - я где то слышал, знающие люди говорили, и мое личное мнение таково... Говоря об аэродинамике, даже люди с ученой степенью и огромным практическим опытом ссылаются на источники полученных данных, на условия при которых данные получены... Я бы мимо прошел, времени обычно нету на подобные обсуждения, просто приболел... что бы хоть как то скрасить лечебный режим почитываю форум.. За МСФС заступаюсь не потому, что дико люблю этот симулятор. Я Вам могу рассказать о его недостатках так, как мало кто еще расскажет. И аргументирую каждый пункт своего рассказа. И о достоинствах тоже. Просто удивляют подобные выступления по поводу МСФС, особенно в части его логики, в которых ругают, лажают, со словами "Я ТОЧНО ЗНАЮ!", но хоть что нибудь внятное сказать не могут. Все предметные вопросы остаются без ответа... gigz-on Действительно могла бы... Но почему никто не говорит, что ИМЕННО не устраивает? И о какой ФМ идет речь?2 points
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I know there are several other quality checklists out there, but I've been working on mine for a while and thought I'd throw it out here to see if anyone else finds it useful. This document is a work in progress, but the start-up checklists should be pretty solid. Below is a list of items I'm still working on. Performance data/reference Autopilot operation reference Additional Emergency cards (in-flight fire, etc.) Weapons Employment reference (Vikhr, etc.) Mission briefing template I know folks on this forum aren't very open about their opinions:megalol: but your feedback would be very much appreciated, positive and especially negative. Feel free to post them here or PM me with your suggestions and criticism. FM-Ka50-CL-H5.pdf1 point
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I refer you to the threads that has already discussed this. :P Yes, there are some females on this forum. No, not all of them would care to tell you. ;)1 point
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Can you explain little more Bob? I have Russ DVD version and i put files from blackshark/data/scripts/enc in google translator... i think this must work with every version of BS...1 point
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I would like to point out that there is a lot of "may", "could" and so on. I would think that people who plan for and train for the operational use of these helicopters know better what they need than us people here on a forum for a commercial product. The point is that when you need something airborne taken down for you, you call in those assets that have been purpose-built for that. Some aircraft, like the Su 25 and A10, do have A2A missiles as an option for self-defence purposes, but they don't get tasked with A2A combat anyway. It's purely self-defence. Helicopters are better off HIDING. You are trying to say that they should implement an unrealistic weapon selection because people make unrealistic missions, in order to make it realistic. Unreal + Unreal = Real?1 point
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In the first screen there wasn't noise effect, so the ground textures are not very detailled. The last screens are taken at 8000 meters, and there is no LOD for the moment.1 point
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to add more skins you need to edit the xxxx.skin files for respective 3d model of an aircraft xxxxx.lom file example for Su-27 you have: in each of these file add new section for every new skin slot by copy/pasting copy paste into: Value 1.2 means 13th skin slot, value = 1.3 means 14th skin slot and so on... you repeat same with ever new skin. BMP file names in bold are your new skin texture files For Meinit.xml you make new CLLID and again just give a name to the skin slot then add this same CLLID into skin slot for the coutry it will be available. For example: you copy paste into: You don't need to generate new CLLID completely, you can just modify the last few digits like I did in this example (learned this from VNAO mod :) )1 point
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Очки дают больше реальности за счет стереокартинки, у тебя на правый и левый глаз показывается немного другой ракурс, за счет этого мозг интерпретирует что находится ближе, а что дальше. Кроме того очки - это монитор который у тебя всегда на носу, носимый дисплей, по этому крутись-вертись как хочешь а картинка всегда будет перед глазами. Посмотри ролик который я тебе раньше скидывал - трекир отслеживает три точки со своей клипсы, если точки увести из его поля обзора (повернуться задом например), то естественно он их отслеживать не будет, так работают оптические треккеры. Используя трекир конечно можно посмотреть в симе назад полностью, но просто для этого тебе надо будет повернуть голову градусов на 45.1 point
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While the mission editor in Black Shark is still better in most aspects than that of some other games, like Falcon 4, it is still actually behind a couple mission editors I have worked with. If memory serves me correctly, Janes F-15 had a better mission editor, and that was 12 years ago! I searched the forums, and didn't find a ME wish list thread. I think is important try to make our voices heard, especially since DCS is an ongoing project with the goal being steadily improved over the years. Since there is much that could be done to the ME to make it better, please post here any suggestions you have. I'll start: 3D Viewer: allow us to view the outside world without having to go into the game and try to use external views! Time lapse viewer: allow us to increment the clock and watch how units move on the map. Neutral units: allow sides to be NEUTRAL! In addition, add civilians as a side and allow us to place their units. Allow any type of ground unit to be assigned to any side: basically, I would like to have, for example, Georgian military forces use NATO equipment, or insurgents hijack a T-80. New Trigger- switch sides: Self explanatory. With this trigger, you could, for example, place a civilian vehicle on the road, and have it suddenly switch to insurgents side at the last moment and slam into a friendly convoy in a suicide car bombing attack. Many other uses for this trigger can be envisioned. Frequency-specific triggers: Have a flag be set to true or false depending on frequency of the player's radio. MORE UNITS: There are, for example, almost no crew-served weapons in DCS currently, which is ridiculous! We need mortors, machine guns, Javelins, working RPGs- without them, infantry is basically impotent. Interactive radio: we need the ability to communicate in some form with the AI! For example, your mission is to clear the LZ for an Mi-8 which wants to insert special ops. We want to have the ability to tell the Mi-8 that the LZ is clear and to come on in. Well, first of all, we need a trigger that governs AI behavior (one of my next items on my wish list). But we most importantly need a way to talk to the Mi-8! The next paragraph tells how it could be done. New feature added to game- radio communications list The mission creator is able to define communication options that appear on the list, and when and under what conditions those options appear on the list. A player simply must select the radio option from the list, which sets a flag in the game, and then governs actions of the AI. For example, for the Mi-8 hip case, the mission creator enables the radio communications list for the player when the player is tuned to the right frequency are tuned to the right frequency. The mission creator further defines that if the Mi-8 has not dropped off its spec ops team and is alive, the options on the list are: 1) LZ is clear 2) Hold position 3) Abort mission Advanced AI-related triggers: The following is a list of AI related behavior triggers that would be nice to have: -Set waypoint route: When trigger conditions are met, have the AI follow a specific set of waypoints. If trigger conditions are not met, the AI might follow a different set of waypoints. This would be useful, for example, if the player is escorting a convoy and fails to stop the insurgents setting charges under the bridge ahead. Once the bridge is blown, the convoy will need to turn around, but if the player manages to save the bridge, the convoy can continue forward. -Set detection/engagement rules: I'm a little fuzzy about how this would work. Basically, this is used to determine whether or not a unit is engaged by AI. You could make it so that at night, you are not engaged by enemies without night vision unless you come within a certain distance of them (closer than normal), or an air defense unit would prioritize engaging a ground unit near it over engaging a transport helicopter flying overhead (by setting some sort of engagement priority list). Yes, these are not well defined, but something like this is needed for realistic AI behavior! Setting this up could be as simple as setting a trigger that "unit X is undetectable by unit Y IF conditions Z are met". -Stop/Start/Hover triggers- make a unit stop, start, or hover in the middle of executing its waypoints based on trigger conditions. Debriefing screen: DCS really has a bad, bad, BAD debriefing system, ESPECIALLY in multiplayer. What is needed is better debriefing screen, and among the mission editor options should be options to define the text seen by the player during debriefing based on mission outcomes. Finally, to address the objection that a bunch of complicated triggers like what I proposed would make the Mission Editor too hard to use and learn for beginners, I propose that the Mission Editor have two modes: Simple and Advanced. In simple mode, the capabilities of the mission editor will be pretty much the same as its current incarnation, but in advanced mode, all the new capabilities will be available. Anyway, that's all I can think of right now, but I'm sure I'll think of more. Please, if you have any contribution, post away!1 point
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Летать по миссиям можно не только в одиночку... и если ты посмотришь например в сторону армы2 - то там основная масса онлайна - группа игроков против неписей, прохождение различных миссий и кампаний. И это гораздо интереснее, чем отстрел друг друга вида "одна группа одиночек против другой группы одиночек"... Если в ДКС реализуют кучу истребителей - будет тоже самое, большинство сядет на них, будут перестреливаться друг с другом и забьют вообще на возможность создания своих миссий, будет просто карта с двумя аэродромами и тд... И мечты о "два су-25 работающих по земле и два су-27, их прикрывающих" останутся мечтами. Будут 4 су-27, стреляющих друг в друга. Ил-2 жив и здравствует, но имхо МФСХ и х-плейн здравствуют ещё веселее. И лично я в ил2 не живу и не здравствую - мне это не интересно.1 point
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Continue like this and we have FighterOps earlier then we thought! :D Great work! :thumbup:1 point
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Seriously :music_whistling: Having regard to previous posts, I'm beginning to suspect that kamran is a cleverly disguised Spam-Bot. Please put me out of my misery and post something relating to your DCS/LockOn experience - the Suspense is killing me......:D1 point
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These kind of gamers kill the genre and discourage developers from doing another costly project. This kind of behavior is known around flight sim communities - look for the Jane's A-10 thread on these forums. What Codemaster is trying - is to bring smarter FPS games to wider audience - WHICH IS GOOD THING - this may save the genre - we will see in their sales if they succeeded.1 point
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ПАсиб, Учту, про протертую задницами броню, до фольги и на оборот, я и сама в курсе, старалась делать так что б не переборщить, но видимо получилось совсем мало:doh: Трудно уловить оптимальную изгаженность и убитость машины, на остальных "мотолыгах" попробую снова, а троса мне и самой не нравяться, особенно "коуши"1 point
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Перезарядка, заправка топливом, починка - сделать на каждом аэродроме машины, и при их вызове, чтобы они подъезжали к вертолёту. Машины подъехали - у вертолёта по триггеру появление человечков. А то как то пустовато и быстро всё происходит... (1 point
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A rule of thumb I have seen several pilots use is for knots of ground speed to match feet of altitude, roughly. For example, during your approach, go for 100 knots at 100 feet, 90 knots at 90 feet, etc, until you're eventually at 0 knots and 0 feet. If, like me, you're using metric units, its roughly 6-to-1, that is, 6 kph per meter. For example, 60 kph at 10 meters. If you want to land in accordance with the game's flight manual, the concept is the same, but the speed/altitude relationship is slightly different (in general, slower than I mentioned above). Check the section on "Landing in Clear Meteorological Conditions" for more info. In general, it will always be much easier to make an approach with at least a little bit of forward speed, and much more difficult if you try to hover straight down.1 point
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Ну а причём здесь симулятор, триммер и джойстик? Просто не умеешь пользоваться автопилотом, вот и всё.1 point
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