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Showing content with the highest reputation on 04/20/10 in all areas

  1. Панове, самое сложное на вертолёте - висеть. Удивляюсь, почему до сих пор не было изначальной миссии - миссии висения :) Восполнил сей пробел. Задание строго в соответствии с реальным упражнением №2 КБП ААВ-86 третье или четвертое полётное задание. Задание на полёт. Лётчику выполнить: - вертикальный отрыв; - висение на высоте 2-10 м. - вертикальное приземление; - вертикальный отрыв; - развороты на 360 гр., с фиксацией углов -90, - 180, -270 гр от взлётного; - полёт по коробочке со стороной 50 м; - висение; - посадку между двумя цифрами 3. Время на полёт – 5 минут. Вертолётчики, не корите за не чёткое соблюдение буквы КБП. Заодно посмотрим, на что годится ваш джойстик. Ниже миссия и мой трек. З.Ы. На висении держите кончик ПВД на первой осевой белой полосе после цифр 33. З.Ы.Ы. Если утомляетесь, просматривайте трек в ускореном режиме :-)
    2 points
  2. Hi all, I have decided to work on a new flare modification for FC2, because the flares are terribly unrealistic and look like big orange bubbles rather than flares. I am however having a small problem, I'm unable to find the file for the smoke trail on the flares. If someone knows where i could find this file it would be of great help! here is a pic below, it is obviously a work in progress. Original Flare picture New more realistic looking flare and here's a pic how they look at night Peace
    2 points
  3. {Bah! Typo in the title! This is #6} Part #2 (Part 1 here): Turning back around, we head for waypoint #4 again and our second approach to the target area. At this point I change our formation into 'echelon' or 'wedge' formation. My plan is to approach the target to the left of the initial vector. This approach is more along the lines of the waypoint #4/#5 line. Because we were not fired on to the right or left of the initial approach, I am relatively confident that the area we passed over is (relatively) clear. This wedge formation widens our punch-hole but I will offset us to the left of the original approach vector to compenstate for this. The added benefit of this is that it will provide a juicer target for the SAMs that might still be in the threat box and widens our avenue of approach. We are clearing the ground under us of high risk threats and will use this ground to complete our mission. Approach #2 to the target area (yellow box). I have left off the threat box - you should be able to recognize the ground features by now :-) Approaching the target area I perform the same actions as our initial pass. This time I focus more on the target area and the north portion of the threat box. And I get lucky. In the inset pictures, right to left, you can see as I pan along the S edge of Nagomari and off to it's W. In the last inset picture (top left) I happen across a not farmilliar H-on-its-side image (which you can't really make out in the scaled picture). I lock it up and launch. And before we can break away, a launcher in the immediate area returns the favour. At this point I am not sure if I have targetted the same launcher that has fired on us. I have also made a potential mistake by breaking right instead of left. It is a toss up here on which way you should go. Left (and S) takes you diretly over the threat area from the briefing and if we did not get the first launcher, we would be in trouble. Right (N and E) and we are tuning toward that armour group we spotted on the first approach. If they have any siginificant SAM/AAA assets we are going to find out shortly. In reality I guess it comes down to luck. You can spend some more time sanatizing the threat area (which is what my plan was) or get lucky and hope that you can defend against this threat until your weapon finds it's mark. Continuing the break right and diving. Top picture shows my view relative to the threat. O am hooking to the right and leaving a trail of flares/chaff in my wake. Bottom picture shows the view from the missle - on the inside of the blue arrow are the same series of flares/chaff as inside the red arrow. Regrouping towards waypoint #4 (and pretty much flying over the same terrain as approach #1 Buster calls out a bandit. It takes some searching as we cirle from pointing at waypoint #4 off to the W and turning back N (flying, if I rememebr correctly, just over the launch site from the first SAM). Luckily the bandit does not have A2A missles and was high enough to be a sillouette in the sky - it was easier to find him and approach. Splash one! Back on task - resetting over waypoint #4 again I change my wingmans orders. I order him to 'cover me' which frees him up somewhat to attack any threat to my aircraft. Relaxing my control of him at this point makes sense since we have eliminated the SAM threat in the S section of the threat area and I am 50% sure that we have the N section cleared as well. We still have to be careful of MANPADs and AAA guns but the high threat obstacles are looking to be gone and each pass over the threat area reinforces this. Back on target I lock up what I hope is another AAA threat close in but, alas, it is not. My last AGM-65 (and my zoomable TV camera) is now gone. I don't show it here but Buster is working the area over the area to the right, which is where the other armoun group is. He is helpful in taking out AAA guns and such but, in hindsight, I should have used him more directly with the A2G modes. However, I can not fault the 'cover me' approach at the moment or the fact that I wisely chose to only load standoff weapons! Buster calls another bandit - thankfull because I can't seem to pick them out without labels on (and I avoid that if I can). I launch but get a maddog (I think that is what a rogue missle is called). To make things interesting, the fight with the enemy chopper has had us gaine enough altitude to draw the attention of the SA-11 site N of our position. Fortunately the launch was aimed at me and I was at the high end of medium altitude. I dropped some height and both SA-11 missles exploded harmlessly in the distance as the launcher lost LoS. In the background high, Buster splashes the Hind while lower you can see the smoke from the SA-11's self-destructing. Another launch but the hills mask us as Buster rejoins. Turning back to the target area. We are jsut a little to the left of the second approach vector. I have to visually check that my wingman has dumped his munitions when the SA-11's launched. I ask him to rejoin as I don't want him wandering over AAA guns trying to attack a primary target. I'll take that chance myself. For the first time, I actually score hits and make effective use of the Hydra rockets! The rest is cleanup with the Avenger - all for the safety of the area we sanatized south of the target! RTB: Buster and I line up on final. And approach the runway. Fun fact, in turning on my navigation lights I accidentally turned off my left engine. Note my haphazard attitude as I deal with what I thought at the time was strong wind! Helpful hint to not map critical controls next to others but instead group your functions. :-) Next: Either I refly Mission #5 or attempt Mission #7 - I have not decided yet. Fridge PS: I have the track for this. If anyone wants it send me a PM with your and I will see if I can email it to you. _________________________ Things which do you no good in aviation: 1) Altitude above you; 2) Runway behind you; 3) Fuel in the truck; 4) The airspeed you don't have.
    2 points
  4. The campaign system is phased, every phase consists of a pool of missions that are randomly chosen. If you do well in a mission (score >50%) you may advance to the next phase asf. If you suck, you get thrown back and may have to defend.
    2 points
  5. Тем, кто озадачен вопросом: как противостоять на "красных птицах" дуэту F-15+AIM-120C-5 в их нынешней реализации, уже дали понять прямо и косвенно: никак. В ГС 1.12 возможности были. В ГС2 - нет. Если ты попал в то, что у них нызывается NEZ - все, сливай воду. Ловушки не работают, кадушка не панацея, помеха в ее нынешней реализации для F-15 просто не существует (для любых дистанций). А если против вас мастер (предполагаем, что против вас работает мастер), то в NEZ вы непременно попадете. И лететь в вас будет не 1 ракета. И мастера F-15 ЭТехой "из-за угла" вы не застрелите. Кто не верит - треки и таквью мероприятий типа LOCERF, ИВС, CWE здесь на форуме - смотрите. Лохи там не участвуют. Ну а утверждения тех, кто считает, что ЭР "долетает до цели быстрее, чем 120", оставим на совести их авторов. ЭР долетает быстрее до серии из ... ловушек. Почему я привожу Зерола? Ну для тех, кто с ним сталкивался в ГС1, объяснять не нужно. Для офлайнеров и новичков: Зерол - истребитель экстра-класса, Мастер (с большой буквы) ухода от ракет. В 1.12 вы могли бы выстрелить в него весь БК и не добиться попаданий. Поэтому к тому, что говорит он, стоит прислушаться. Кстати к мнению забаненного Сторемана тоже. Он знает, что говорит. Если отбросить эмоции, то все им сказанное имеет место быть. А вот к утверждениям типа я отношусь, как бы это помягче, скептически. Так вот, ГС2 - продолжение ГС1, и все известные методы ухода от амраама пофиксены, во многом благодаря усилиям "игл-фанбоев" в лице GGTharos и =RVE=Yoda (http://forums.eagle.ru/showpost.php?p=879553&postcount=60). Они профи ЛО и давно изучили все его тонкости, и не думаю, чтобы они оставили нам какие-то лазейки. Поэтому вопрос нужно ставить по другому. Либо мы соглашаемся с тем, что нам дали, либо протестуем. Только ФАКТАМИ, не эмоциями, как Стореман. Разработчики постоянно твердят нам, что сложившаяся ситуация - беспристрастное отражение реальности, и не более. Но так ли это? Смотрим: http://forums.eagle.ru/showpost.php?p=880354&postcount=96 Итак, в игре макс. угол отклонения луча от продольной оси ракеты принят 60 гр. Насколько я знаю, в зап. терминологии угол визирования на цель называется LOS - Line Of Sight. А вот какая инфа по 120 проскакивала на этом же форуме: http://forums.eagle.ru/showpost.php?p=832775&postcount=2 Max scan angle = 54 deg. Заметьте, не LOS. Что такое этот max scan angle? Ну вот гугл дает например: http://www.rieglusa.com/products/airborne/lms-q680/technical.shtml Effective Measurement Rate Up to 120kHz @ 45° Scan Angle Up to 160kHz @ 60° Scan Angle Scan Angle Range ± 22.5° = 45° total (±30° = 60°) Т.е. насколько я понял max scan angle и угол визирования (LOS) - разные вещи, и если 1-й равен 54 гр., то это значит ± 27,5 гр. в сторону от оси. Не думаю, что в реальности разработчики головы для 120С еще в 80-е прилагали усилия, чтобы тарелка антенны ворочалась от оси аж на 60 гр. /ну прям как в APG-63 в RWS/ - с учетом (судя по фото) ее механического сканирования. Опять же габариты - все же корпуса и обтекатели F-15 и 120 - это разные вещи. И чем больше угол обзора, тем больше вероятность пропустить то, что прямо перед тобой. Не для мэддогов ракета создавалась. Не забывайте и про аэродинамическое торможение - в жизни оно скажем так, посильнее, чем в ЛО. Только в ЛО можно спокойно заходить на МГ (да еще и тормоз выпускать, а то не остановишься :)). Если бы в жизни ракета на пассивном участке сделала бы такой сумасшедший поворот, как представил Andrey, она бы потеряла всю скорость. Поэтому угол отклонения в 27,5 от оси для технологий, которые корнями уходят в 80-е, представляется более реальным. Это все касается РЛ ракет, у ИК ситуация иная. Если ПОФИКСИТЬ В ПАТЧЕ (до мая?) одно это (в той или иной степени для всех РЛ ракет, не только для 120) - это будет уже замечательно. И надеюсь, для этого не надо лезть в то, что hardcoded, тратить сотни человеко-часов и переносить срок выхода патча на 3 месяца... Что скажут разработчики?
    2 points
  6. efA MoD 2.0 basic is out now =) Releasedate: 02.05.2010 Downloadlinks: http://www.virtual-jabog32.de/ (Downlad/Gameplaymods) lockonfiles: http://www.lockonfiles.com/modules.php?name=Downloads&d_op=viewdownloaddetails&cid=267&lid=1755&ttitle=efA_MoD_2.0b_basic#dldetails VRA: http://www.virtualredarrows.com/files/efA%20MoD%202.0%20basic.rar Plane list: (Standard planes) Su-25 Su-25T Su-27 Su-33 F-15C A-10 Mig-29a/Mig-29c/Mig-29g ------------------------------------------------------------------------ (AI Planes now Flyable) Yak-40 A-50 C-130 F-4E Phantom F-5E Tiger F-16A/F-16C F-18A/F-18C (can land on Carrier and folding Wings) Mirage 2000c Su-17M4 Su-25TM Su-30 Tornado Gr.4/Tornado IDS C-17 Mig-23ML Mig-27 KC-10 (you can refuel other players with the plane) IL-78M (you can refuel other players with the plane) F-14A (can land on Carrier and folding Wings) B-1B B-52 S-3A Viking (can land on Carrier and folding Wings) S-3A Viking Tanker (can land on Carrier and folding Wings) E-2C (can land on Carrier and folding Wings) E-3A Mig-25PD Mig-25RBT Mig-31 Su-24M Su-24MR Su-34 ------------------------------------------------------------------------ (New flyable Planes) BAE_Harrier (New flyable Planes coming with an Update) Secret Secret Features: - The most weapons will work on all new flyable Planes - 6 DOF MOD integratet for all old and new Planes - Refuel other players planes with the flyable tankers - All Planes use their own flight dynamic - Carrier Landing with the new flyable Planes are possible now (example F18 ) - Some Planes can folding their Wings now like the Su-33 (example F18 ) - Cobra for Su and Mig working now - some more coming soon Thanks a lot to all the people which are working so hard to make this big project possible and to make it possible that we can give you some updates in the future. p.s Feel free to create new better Plane Models or Cockpits for existing ones. If you want we will add it in the Mod and replace the older ones. Known Bugs : - Su30 Cockpit position is wrong (to fix it go in your Lock On FC2/Config/View folder and open the sercer.lua go to CockpitLocalPoint[PlaneIndex.iSu_30] = {4.7875, 0.7128, 0.0} and change it to CockpitLocalPoint[PlaneIndex.iSu_30] = {7.7875, 1.7128, 0.0} - Harrier cannot drop any A/G Weapons although using the proper A10 pit. - Pylons / Weapons on Harrier seem to have wrong placement (see attached image). Maybe it simply cannot carry a 3xMav setup. - Tornados ALARMS or AGM-88s cannot be employed, thats probably a general limitation. Also i did not managed to drop GBU's -The 25TM offers three additional missiles; Kh-31A, Kh-31P, Kh-35 and an additional radar pod. When i select a loadout with any of the above mentioned the weapons and the pod disappear the moment the game is unpaused if the skill was set to either Player or Client. Kind Regards little-Dog
    1 point
  7. I found something like this http://www.softpedia.com/progScreenshots/Joystick-Tester-Screenshot-77808.html but I'm interested in this one http://saitek.ru/other/x52inside/ Also if anyone knows some piece of software that would log the axis values to a text file please let me know. Edit: More joystick tools here http://forums.eagle.ru/showthread.php?t=42462 Executable name is JoyTester2.exe Edit: Got it! It's... http://personne.newmail.ru/JoyTester2-MouseJoystick/
    1 point
  8. I was wondering what the difficulty is to convert the singleplayer campaign missions to multiplayer coop mission so that your wingman is now a fellow simmer rather than an computer controlled comrade. If so, has anyone done this, I would love to grab em. Assuming this can be done would all the simmers in the session be able to hear the scripted voices through the radio (ground controller) from the deployment campaign for example. If not possible it would be a huge improvement to the immersement of this sim to have this capability. Playing the campaign with some fellow simmers by your side through radio communication would be awesome to say the least. Also wondering if a built in communication radio will be implemented as to eliminate the need for team speak, and it would work directly with the onboard radio panels on the aircraft. Also if this has been discussed a million times before hand, I appologize. -Dan
    1 point
  9. In order to change how big the chat log is (while the chat box is not active) you need to edit the following file chat-log.res located in /FUI/Resources/Multiplayer/ \dialog \begin \tag{-1} \coord{0, 18, 1023, [color=Red]60[/color]} \musthavecursor{0} \acceptmouse{0} \topmost \layer{900} \end \multicolumnlistbox \begin \tag{2} \coord{20, 0, 1003, [color=Red]60[/color]} \defaultitem{Multiplayer/def_list_box_item.res} \columnswidth{200, 803} \rowsnum{10} \readonly{1} \visiblescrollbar{0} \end You need to edit the \coord{x, y, w, h} lines. The last parameter is responsible for height, each line of text is 20px as such setting this parameter to 60 (highlighted in RED) will only leave 3 lines of text max while the chat window is CLOSED. To edit how the chat window appears when it is open you need to edit chat-say.res, but it is a little more complex as there are way more coordinates to mess with. Credits for this go to Distiler and Acedy (http://forums.eagle.ru/showpost.php?p=676501&postcount=52). Thanks and enjoy.
    1 point
  10. (in HQ) A little different startup procedure, the few comments are in Spanish, but doesnt matter :) Shutdown the engines in fly, then turned off everything, do the start again (pretty loose starting sequence), then shut down the engines again, and land using autorotation. That was my 1st try, recorded "live" (not using a track, in fact i didnt save the track), i must do it again, only using a faster and shorter startup, so i can land with a little more margin.
    1 point
  11. Any changes in lanuching missiles? Found that AI can do multiple R-27 launches... Little description on sshots: Is that normal? Or can I do it in FC2? :music_whistling:
    1 point
  12. Thanks for all the positive comments. As stated before a lot of time, work and effort goes into making the server what it is. We have a lot of good guys over at the 104th.:thumbup:
    1 point
  13. "You must spread around some reputation before giving it to Topol-m again" Not the first time I read this phrase. Phantom pics = I owe you one rep!
    1 point
  14. Problem gelцst Zuersteinmal: Danke fьr Eure Bemьhungen! Ich habs nun herausbekommen... der Joysticktreiber vom Hersteller zickt. Habe ihn deinstalliert und Windows-Standard-Treiber installiert, jetzt gehts wunderbar in 1680*1050 bei mittleren Details schцn flьssig. War der letzte Treiber, den ich nicht zum dritten Mal neu installiert hab heute, Ist der Speedlink BlackWidow, um das fьr die Nachwelt mal festzuhalten. Warum meine Festplatte als SCSI Laufwerk erkannt wird, ist mir nicht ganz klar, aber eigentlich auch egal, solange es lдuft. Meins ist SATA, aber seit NForce 680 Chipsatz wird sie mit AHCI aktiv als SCSI erkannt. Nunja, jeder Treiber nennt sein Kind so wie er will. Dass es nicht an meinen Festplatten lag, war mir eigentlich klar, aber die ganze Diskussion hat mich verunsichert, aber alle Einstellungen waren richtig. Trotzdem nochmal vielen herzlichen Dank fьr die geopfterte Zeit und die schnellen Antworten! Allzeit guten Flug :thumbup:
    1 point
  15. ИМХО, английский - универсальный язык общения, на любых форумах. Человек старается донести информацию, к неуважению это не имеет отношения. Лично мне очень интересны аргументы GGTharos, впрочем, как и других участников ветки. Если что-то будет непонятно, постараемся перевести как можем. IMHO, English is a universal language for discussion on any forum. Guy is trying to provide useful information, it doesn't connected with any kind of disrespect. For me personally, arguments of GGTharos, as well as the other participants of this thread, are very interesting. We'll try to translate to Russian in case some info is unclear. Thanks for your participation in discussion GGTharos. Спасибо за участие в дискуссии GGTharos. Я не думаю, что результат Google translator будет намного понятнее. I don't think that results produced by Google translator would be much clear.
    1 point
  16. As a small addition, not only is there a "pool" of missions for each "stage", each of the missions also includes a lot of randomization triggers - an example is a case where I was defensive on a mission (I played through the mission editor, not the campaign interface) and had to try to delay some M1's I had all hell around me since a flight of Cobras had me right in their own flight path. (I killed one of the cobras, the second ran away.) Then I died to a SABOT round. :P Second play of the same mission (again through the ME), that flight did not exist - but instead there was a whole other part of the front that was being seriously torn up by (I think it was) an apache flight - to the degree that I worried about having to fall back in spite of being successful in my mission. And that's another aspect of the Oil War campaign: there is no "Mission Success" message simply because the campaign itself doesn't really care all that much about you - you're just another cog in the machine. If you do good work but the entire front around you gets creamed your side will still have to fall back. (Obviously though, you doing good or bad usually tends to be decisive.) So for example, a mission success rate of "75%" does not mean that you only did 75% of your mission objectives - it's a weighed sum of everything that happened during the mission. This is still not techincally a "dynamic campaign" though - it's just a very nice piece of handiwork and a good demonstration of what the new ME is capable of. Wags is the man to thank for the campaign. :) EDIT: DOH, I just got sniped by Wags. :P
    1 point
  17. To be clear: If you have a mission score of 51 and above, you advance to the next phase (20 phases total in large campaign). You will then have a random chance of being assigned one of three possible "offensive" missions in that phase. Each mission also has a healthy level of random variables like air defense systems, enemy aircraft, and friendly supporting air units. If you exit the mission at a mission score of 50, you will stay in the same phase for the next mission. If you score 49 or lower, you will be assigned a "defensive" mission next. If you reach the final phase and win the assigned mission, you win the campaign. If you fall back to the first phase and lose that mission, you lose the campaign. Most of the "offensive" and "defensive" missions have their score based on battlefield conditions, not your personal actions. As such, friendly units getting destroyed negatively effects score and killing enemy units can enhance score. Other missions like recon and interdiction are have scores only based on player actions. Each phase is tied to a front line location that moves back and fourth depending on campaign progress. I'm in the process now of editing the entire campaign to make it a player Su-25T campaign for FC2.
    1 point
  18. Вы реально верите в то что 3 самолета могут пустить ракету огромной стоимости и с вероятностью поражения хотя бы 80 процентов да еще без координации этих пусков?! Даже если так и было значит они точно были не уверены в попадании одной и даже двух ракет.
    1 point
  19. I do not mind if Russian forum members were to participate in discussions on the english side; such participation is even desired especially in some topics. If you prefer, I can use google translator, but I am not responsible if you die laughing from the result ;)
    1 point
  20. DCSMax "hilft" dir nicht. Die ungepatchte Version hatte den kleinen "Fehler", dass sie auf einen Kern begrenzt war. Dann konnte man mit DCSMax diese Beschränkung aufheben, was bei Vista und Win7 einen gewissen Performance-Schub brachte. Im Patch 1.01 wurde diese Einstellung aber ohnehin korrigiert, daher brauchst du eigentlich kein DCSMax mehr. Zum eigentlichen Problem: Nach der Fehlerbeschreibung kann es mindestens an einem Dutzend Problemmöglichkeiten liegen. Es wäre daher hilfreich für eine erste Diagnose, wenn Du ein DX-DIAG-Log posten könntest. Du findest die DXDIAG.exe in dem Verzeichnis System32 in deinem Windows-Ordner. Nachdem du das Programm gestartet hast, kannst du eine txt-Datei exportieren. Den Text einfach kopieren, ggf. "Persönliche" Angaben wie den Benutzernamen vorher unkenntlich machen und einfügen. Darin enthalten sind dann aber viele Informationen über Treiberversionen, mögliche Konflikte, etc. Hast du das gleiche Problem mit anderen Spielen (außer HAWX?) oder nur mit den beiden? Wenn die anderen Spiele laufen tippe ich auf die CPU, ansonsten könnten es auch GraKa- oder Festplatten-Probleme sein. Bei SATA-Anschlüssen kann man sich sehr leicht ein Bein stellen, z.B. in dem man im BIOS den AHCI nicht aktiviert. Das ist dann wirklich wie mit angezogener Handbremse fahren. Das würdest Du vermutlich aber merken, wenn andere Programme auch auffallend lange Ladezeiten haben. Bei BS ist es allerdings besonders kritisch, weil ohne AHCI der Prozessor extrem belastet wird.
    1 point
  21. Next thing we know we are doing an Compass Swing whit the ground grew every year to calibrate or compasses.;)
    1 point
  22. У РЛ ракет координатора нет, есть антенна - приемная, в случае ПАРГСН, и приемо-передающая, в случае с АРГСН. У ИКГСН координатор есть - в общем случае фотосопротивление для ракет поколения ГС. 1-е устройство является более более тяжелым и громоздким, чем второе. Антенна должна осуществлять поиск цели. Координатору это не нужно, он имеет узкое поле обзора. Чтобы он увидел цель, его нужно сориентировать - например при помощи БРЛС. Зато он имеет большие углы прокачки и скорость перемещения. Зона сканирования Н-001 по азимуту составляет +/- 30 гр. Также это "узкое" поле обзора для APG-63. Вот к чему я "приплел" БРЛС. И необходимо понимать разницу между ИК и РГСН. Поэтому Max angle scan = 54 гр. представляется мне более достоверным, чем +/- 60 гр. На фото Агата (4-е сверху) антенна отклонена от оси как раз на 30 гр. По остальным трудно определить угол, т. к. там антенна повернута в 2-х плоскостях относительно объектива. Я привел 2 ссылки. Про 120 - это с www.ausairpower.net. Пока ты приводишь только слова. Вывод (ПМСМ): ракеты средней дальности хороши для стрельбы на встречно-попутных курсах по неманеврирующим целям. Я думаю, их способности поражать на пассивном участке траектории маневренные цели, реализованные в ГС2, завышены. Сила ракеты средней дальности в ее скрытности. Отсюда и промахи в Югославии. И имевшие место промахи AIM-54. И Р-27 на Африканском роге. По маневренным целям ИК ракета ближнего боя всегда будет предпочтительней. Вот поэтому никто на Западе не забросил отработку БВБ.
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  23. It's very possible and very preferable for people who hate leading AI in dcs, like I do. I just started playing the deployment campaign, but whenever I have a mission with an AI wingman, I just convert the mission to a 4 player coop, and play it with a friend instead. Here are some missions I have converted already (discaimer, I'm new to the mission editor as well, so it could have a bugs or two, and I haven't edited the triggers yet). co_04_Deployment_2.miz co_04_Deployment_3.miz co_04_Deployment_4.miz co_04_Deployment_5.miz
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  24. Поправил ссылку.
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  25. Вроде оно. Предназначено для Акулы, но и в ЛО ГС2 должно работать. http://forums.eagle.ru/showpost.php?p=730046&postcount=131 В теме ниже написано что именно делать.
    1 point
  26. haha, and from those tubes you can fire candies
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  27. Может быть и другой вариант. Если принять на веру эту статистику, то например, такое может получиться если 3 самолета пустили ракеты по цели, не зависимо. Мы не знаем всех подробностей этого боя. Поэтому твои гипотезы только гипотезы.
    1 point
  28. Yeah! I can post my server.lua here so you guys can check it out! Will do so later when home...
    1 point
  29. Wow, now I'm really overwhelmed! I read this thread and c0ff's explanations with great interest. Yesterday, my LOMAC copy arrived and I installed FC2 to experience the new sound engine. Maybe, if you don't listen carefully, there's not much difference, but with the knowledge given by this thread I couldn't get enough of the new effects. Damping of higher frequencies with growing distance is one thing, but there are two effects, that I really enjoyed: Speed of sound: Flyby with supersonic speed. You hear nothing until the aircraft passes... then rumbling thunder dominates the scene. Finally, something that was always confusing me, was 'fixed' (though it's hard to speak of 'realism' and 'to fix' in this case): Frequency of sound scales with time scale. Hence, you'll get lower frequencies in slow-motion, higher in fast motion, respectively. Well done, c0ff (and others involved) :thumbup:
    1 point
  30. WOW! The 500+ page flight manual didn't teach me about this. I suppose I should have read up on the GUI so I could wrap my head around all of this. One of my BIGGEST bummers about BS was the fact that there didn't seem that there was going to be anything like a dynamic campaign. Just static mission after static mission is what I expected. I am VERY happy now. Looks like I'll be doing a lot of defending. :cry: BTW Sobek, you've always been really prompt to answer all of my dumb questions. Thank you very much for being awesome. :D
    1 point
  31. :thumbup: Класс!!! Сколько труда и упорства.
    1 point
  32. We've worked with them before. Its not a good idea to tell them I sent you. :D
    1 point
  33. "VFAT 2009" in the sky, one word, GREAT JOB !!!!!! oO
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  34. AMAZING!!! Can't wait to see you guys at vfat 2010 :thumbup:
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  35. :thumbup::thumbup::thumbup: Very good job Sevas ! Nice video!
    1 point
  36. Robmypro, i share your visions. Let's be optimistic and hope that what you describe will become reality eventually. There is actually an international standard which defines the communication layer which is required to run distributed interdisciplinary simulations. It is called High Level Architecture (HLA) and was developed by the US DOD. It is currently an IEEE standard. More information on it to be found here: http://www.pitch.se/technology/about-hla and here: http://www.sisostds.org Also on the semantic layer there has been standardisation by defining Federation Object Models (FOM) such as this: http://www.sisostds.org/index.php?tg=fileman&idx=get&id=16&gr=Y&path=&file=Rpr2-d7.pdf The question is not so much the technical side but the business side. If a win win situation between military and game developers can be created such complex projects might become possible. Actually military has benefited quite a lot from recent developments in the gaming industry. A paper about this topic can be found here: http://www.pitch.se/images//05f-siw-118.pdf Actually ED should be interested in implementing HLA because it is required by their military customers.
    1 point
  37. GG, где там сказано, что это голова от A (не B и не С?). Давай ссылки. Едем дальше. угу, значит это уже мои размышления :music_whistling: и фото моё, спалили таки Просто. Есть такое понятие - заявленные характеристики. Проблема в том, что не всегда они в жизни подтверждаются. Сведения по эффективности ракет можно почерпнуть тут http://reporter.kro.nl/downloads/rand_pacific_view.pdf Я уже приводил этот источник. Эксурс в историю. 50 лет назад заявленная полигонная эффективность комплекса вооружения AIM-7 для F-4 составляла 0,7. Цифра 0,7 не с потолка взялась, это был результат серьезных исследований, экспериментов и стрельб. Даже от пушки отказались - зачем было брать на борт лишние сотни кг? И зачем учить пилотов БВБ - все решит ракетный перехват! В реальности оказалось 0,08. Это к вопросу о доверии полигонам и твоей ссылке... Эффективность БП AIM-9 в "Бури в пустыне" (у самолетов 1-й линии это 100% были последние модификации М) также приведена - 0,23. Ну и далее смотрим стр. 25. :) А что ГС2? http://forums.eagle.ru/showpost.php?p=882583&postcount=349 Все же самолеты 4-го поколения, "перестреливающиеся" ракетами средней дальности на дистанциях в десятки км - оставьте это для 5-го поколения и далее. ФАКТЫ ГОВОРЯТ ОБ ОБРАТНОМ! Из 10 поражений 120-ми 4 были в пределах визуальной дальности - не более 5 км. Чиж, как ты ЭТО прокомментируешь? Это реальная жизнь, то, на что вы так любите делать упор. О том, что эффективность РЛ ракет в ГС2 завышена, можно косвенно судить и по имеющимся открытым фото и видеоматериалам с различных тренировок и учений типа Red Flag. Может быть некоторые из них носят "попсовый характер", но тем не менее. Поищите в сети Eagle Rage, Skull Vipers, Imax Fighter Pilot и пр. - судя по всему, интенсивную подготовку ближнего маневренного боя на Западе никто не отменял. Тут на форуме где-то светилось фото F-22, снятое через ИЛС F-18 - это маневрирование в БВБ. Спрашивается, а на фига козе баян, зачем тратить деньги на подготовку летчиков, топливо и изнашивать технику в этих бесполезных "догфайтах", когда - "всего то и делов": поднялся на 50 тыс. футов, ECM on, получил целеуказание от AWACS - fox3, 5 сек, fox3, отворот на 45, вкл. АРГСН (забыл, как этот термин у них звучит) - отворот, вуаля splash1, splash2, AWACS подтверждает - both targets killed... ПЕРЕХВАТ! На самый поганый расклад AIM-9X. Всеракурсная, на ловушки чих. Но нет, чего-то БВБ из подготовки не выкинули. Все на 6 выйти пытаются и в ИЛС загнать. Да, и зачем опять эти лишние кг в виде M61 на F-35? Как ты это объяснишь? Напрашивается вывод, что ГС2 - качественный симулятор РАКЕТНОГО ПОЛИГОНА ИЗ РЕАЛЬНОЙ ЖИЗНИ. Или реальной жизни - недалекого светлого будущего.
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  38. Hi Viper, I can't give you any suggestions for a all in one surround system, but I can mention another option for you. That would be using 2 common household stereo power amps. You can get 4 channel surround this way. Plug amp1 into the front line out and amp2 into the rear surround out. If you have perhaps amps and house speakers kicking around, this may be another option for you.
    1 point
  39. That's exactly what I'm trying to do. Unfortunately i cant find the texture file that does it.
    1 point
  40. Alright I decided to walk before start running... I mean I can take this helo and fly it around, shoot at some targets and land safely... but even with the three AP channels turned on I'm still fighting the aircraft :joystick: I uploaded a track (a short one, just a few minutes) where I tried to make a controlled hoover and i wanted to know if somebody can play it and give some advice about how to improve my hoovering skill (and my flying skill in general) don't know if is just me but I think that my joystick is too sensible, and haven't mess with sensitivity cause I read somewhere in this forum that modifyning axis curves can cause non desired effects on Force feedback and trimmer. BTW i don't know why the cockpit camera always starts pointing to the left pilot's knees... This doesn't affect me on normal missions but I can't play training missions cause the camera refuses to move until I take control Regards Thanks in advance :thumbup: Controlled_Hoover _try14.trk
    1 point
  41. Ok, shameless self-promotion: Bachelor of Applied math, engineer of automated control systems by education. Musician by heart. Background music for FC2 ;) Few years ago I was active Linux audio developer, proud author of alsa-midi driver for JACK (realtime audio server for professional audio), and author of JACK2 midi engine. Learned a lot there - open source is cool. I also play in Moscow Laptop Orchestra (contemporary improvisational music) - http://cyberorchestra.com/
    1 point
  42. easier possible nice solution to cut away mechanical freespace of less 1mm on teeth... but there is an even easier solution to make x52 very precise in roll as in pitch....clipp down (alltime pressed) RESET button on mfd this in an electronical issue what i already communicated with saitek engineering (reply of saitek somewhere on saitek forums) u will see the difference in ur control panel on the red bars where u can see the deadzones..... compare roll and pitch (smoothness and centering by easy realease) with clipped and without clipped button usually if u use much curves ingame u will not notice it that much ....but u will example i am flying combat and formation with no deadzone and no curves at all ( green button of axis control in lockon disabled ) and it works good enuf to make a barrol-roll in slot with nose between rudders of lead-plane enjoy
    1 point
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