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Orange oxyds and afterburner cone model for FC2.0 Hi all, because I really did not like the original texture Afterburner, which is present in FC2.0, a little here overnight played with Photoshop and created, which eliminates the appearance of affection, as I say "cone in the ass airplane :smilewink: Tested for Su27, Su33, Mig29, F15C preview is here: http://www.krygl.eu/_subdomeny/vizi.krygl.eu/data/upload/game/lofc2.0/obr/ScreenShot_165.jpg http://www.krygl.eu/_subdomeny/vizi.krygl.eu/data/upload/game/lofc2.0/obr/ScreenShot_179.jpg http://www.krygl.eu/_subdomeny/vizi.krygl.eu/data/upload/game/lofc2.0/obr/ScreenShot_124.jpg http://www.krygl.eu/_subdomeny/vizi.krygl.eu/data/upload/game/lofc2.0/obr/ScreenShot_180.jpg original appearance afterburner: http://www.krygl.eu/_subdomeny/vizi.krygl.eu/data/upload/game/lofc2.0/obr/ScreenShot_013.jpg ********************* Downloads link is here: mod compatible Modman 7.2.0.0 http://www.krygl.eu/_subdomeny/vizi.krygl.eu/data/upload/game/lofc2.0/mody/Oxyds.and.afterburner.standart.cone.model.FC2.0.zip I wish you all good and sry for my English :)3 points
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Hello, Anyone using touchscreen or touchpanel as an addon to this game? I've been searching a while ago diff ways to improve immersive effect to sim and one day found touch buddy soft etc. However I thought that due to having clickable cockpit in that sim it would be good to have touchscreen to interact directly with all switches, knobs etc. So I've ordered one that would match 22" 16:10 LCS and finish my sim setup. I can say that the effects are great and compare to simple mouse-all around-clicking system as so far. Its not difficult as you would think to "aim" for correct-tiny space zone to activate object-its more likely to familiar with TrackIR itself. The only downside is there is no way to interact with SAI knob with touchpanel due to having uncommon way of using a knob (having pressed RMB and turning knob), but thats the only bit I found. Well, having complete setup for DCS Black Shark (including triplehead2go, saitek stuff and VAC) I'm providing a small clip to check the final: ${1}2 points
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I have my 'i' key mapped on my x52Pro, you have to turn off 'clutch mode' by opening the control panel (right click on Saitek icon in taskbar) then on the MFD tab de-select 'Clutch mode' then you can assign it in programming software. Hope this helps Tom2 points
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Дык понимаю) сам хотел бы на других верталетах полетать с такой реалистичной физикой. Просто других фирм чтоб как Eagle Dynamics делали нет, вот и написал), просто интересно, какова вероятность что все татки сделают).(когда нибудь)2 points
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A continuación va una traducción libre de los posts de Panzertard "TROUBLESHOOTING - Help us helping you (FC2 edition)" que podéis encontrar en http://forums.eagle.ru/showthread.php?t=520891 point
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This review has been written because it needs to be said. Think of it as part review, part purpose request. I would like to add that making a mission with 900 triggers was a major catalyst in choosing to write this. Where to begin? The mission editor as we know of it is essentially the same one that shipped with DCS Black Shark. The fact that it is so similar to Black Shark honestly disappointed me. I hoped that the year of Black Shark being released we might have seen at least a few new features. To their credit the flag limit was essentially removed, thus making it possible to do so much. But I digress, I consider it a massive step up from what we previously had to work with in FC1. I like it, I like it alot. Yet something about it is missing. I could ramble on about the omission of a satellite or 3d view or the limitations of the AI related triggers, but they really aren't the problem. No, something else is missing. What I think is missing is a sense of direction. It doesn't have features that scream to the end user, "hey this bunch of triggers are there to make things easier for a co-op". Rather it has a sense of "Everything is possible, but I don't really care what you want to do." This bothers me greatly. The tools should be there to encourage the user of what is possible. What it does well Single Serving, Single Player missions. In other words, a mission that isn't directly connected with other missions, lasts for at most an hour, and is pretty straight forward. There should be more bullet points here, but sadly the above statement pretty much sums it up. Don't get me wrong, it does that one thing really, really, really well. I would even go so far to say that to an extent campaigns ought to be a mentioned, and on a mission by mission basis they should be. However strong counter-points exist in the lack of continuity between missions and the dry user experience. Specifically with continuity between missions is there is no "middle" between missions. It is literally: Play Mission A> Get Mission A Kill Debrief> Play Mission B It should be something like: Play Mission A> Get Mission A Kill Debrief>Go to Common page between all missions> Given Narrative Update> Send to next mission> Play Mission B What it *can* do Nearly anything. It is just a factor of how much time you want to spend on a project. I made this distinction for one important reason, the capability is there, but the implementation of it is where it fails. We *can* do so many crazy things, but it just isn't practical. Just for the sake of comparison, lets look at the pseudo code of creating and using a "player counter" in two different games. A player counter could have a wide range of purposes within Lockon. I've used it in "Capturing Maykop" to determine capture rate. The more players, the fast it goes. Other uses for it in LockOn could be to spawn AI based on the number of players in a server or to display accurate "size of force" status of your ground forces. LockOn Pseudo Code Switched Condition (Add Player A)> If Unit A inside Zone > Set Flag 10 Switched Condition (Add PlayerB)> If Unit B inside Zone > Set Flag 10 Switched Condition (0+1)> If Flag 10 is True and Flag 100 is True> Set Flag 101 and Clear Flag 10 and Clear Flag 100 Switched Condition (1 +1)> If Flag 10 is True and Flag 101 is True> Set Flag 102 and Clear Flag 10 and Clear Flag 101 Summary: To count up we need a trigger for how much we want to count to. Likewise to count down. To count from 0 to 2 and from 2 to 0 for two aircraft we need 8 triggers! We could use the "OR" text editor hack to require less triggers that "add" or "subtract" players, but since it's just a tad annoying to do and it's not build into the editor, let's pretend it doesn't exist. Keep in mind all triggers that actually use this information are not listed. Team Fortress 2 (Any Source Engine game) Pseudo Code Place "MATH_Counter" and "LOGIC CASE" and "player grouping" and "trigger capture area" entities in the level Add Outputs that link "Player grouping" to "trigger capture area" to "math counter" to "logic case". OnNumCappersChanged in trigger capture area > Send Value to Math Counter OnRecievedValue in math counter > Send new value to Logic case On Case01: Do X On Case02: Do y Summary: Each of those objects listed above have acceptable inputs and outputs. In other words data gets transferred between them. For instance if the number of players in the trigger capture area change it sends the new value on to the math counter. Aside from me leaving out the LockOn trigger functions of what to do with that data, both systems basically do the same thing. They both count players and can perform actions on that information. The difference is that the only dataset we have in LockOn to work with is binary, while TF2 is alot more advanced. For those who aren't programmers out there, binary is a true/false statement. Yes or no is all it knows. These are "Flags" within LockOn. What is wrong with the editor? The lack of direction and focus cripples the developmental process. There are no tools to speed up development. You must start with a fresh canvas every time you want to make a new mission. It is such a painful thought of having to create entirely new triggers specific to your current mission. Even adding or removing countries from the coalitions after you start making a mission is a pain in the arse. Collaboration is virtually out of the question. We should be able to create massive scripts that we can share with other mission builders without having to manually re-create their work. In the current editor, even if we do create scripts to share its something that has to be done at the start of mission creations as we can't easily import/export scripts. If I make a player counter that uses 60+ triggers, I should only have to make it once and I should be able to share it will anyone who wants it. Flags. They have their use. When you need to store information that can be true or false for instance. Aside from that, not much purpose. We need more data types. Strings, integers, anything you could think MIGHT be useful, would be useful. It is a Single Serving use. Everything is linear. Spawn AI, they go to point A to Point B. Two conditions stop them, 1. The Bridge is Out. 2. They are dead. I can go on and on about the AI. I might make a "AI Review" post for it even. But the point remains, everything is linear and nothing is connected. I saw a thread where someone was so proud they took out that BUK site in the A-10 campaign, only to be disappointed that it was still alive in the next mission. Being able to connect multiple missions in what is alive and whats dead would be useful in singleplayer. Its usage online however could create unique situations to Lockon multiplayer. The concept of" Air quake" could be replaced by an actual evolving battlefield. We might still play like its airquake, but hey the front lines shift every day, that would have to count for something. Oh yeah, the user experience Two games come to mind that have editors that allow custom content creators the ability to add to the user experience. I'm not talking missions/levels, or new models, or mods of any kind I mean the actual user experience. The two games are Starcraft 2 and ARMA. Starcraft 2 isn't out yet, but a quick google search of its world builder and you will understand. But practically speaking, let's think about ARMA. ARMA allows for the implementation of custom Graphics User Interfaces within a mission. It has been used to call in different types of airstrike support, display dynamic information vital to the mission, or to create interfaces for a Role Playing Game that is basically "Cops and Robbers" within a highly realistic military shooter. Just the thought of having GUI driven triggers gives me goose bumps and insane ideas that I'd want to build. In Conclusion To be honest, this iteration of the mission editor is a step up, but you took the wrong staircase to begin with. We can do so much with it, yet it takes so much time, and the tools we have to use to create missions are less than ideal. Cheers, Grimes1 point
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Hey guys. I spent 2 weeks putting together a black shark video. Let me know what ya think. Here is the link to my youtube.1 point
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Found this today, a pretty good repository for old Catalyst drivers :) http://www.oldapps.com/ati.php1 point
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Да, пожалуй помидорами и яйцами тебя снабдят до конца жизни))) тут свои то голодные сидят. Вертолетчики требуют продолжения банкета - апач и крокодил Самолетчики ждут не дождутся А-10С, истребители гадают, когда же появится хоть что-то сверхзвуковое с ракетами наперевес. + каждый ждет свой любимый летательный аппарат. И тут ты...) Это как орать "Спартак - Чемпион" в фанатском секторе Локомотива) Или даже хуже- нас меньше, но мы злее!)1 point
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That doesn't matter, as that button is only for FC1.12. The recordings of ACMI's is completely separate from Tacview and should be set by changing config.lua, export.lua and the tacviewexportblackshark.lua files. If Topol posts his here we can check what might be wrong.1 point
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Going with filename 8.3 is not the way to go. It ruins the servers mission folder path. The command must be like this Panzer: simulator.exe --net "server/./Missions/Multiplayer/My mission with spaces.miz" (HJ)1 point
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lockon_fc2_gui_manual_ru.pdf И быстрый старт тоже в придачу http://narod.ru/disk/20692106000/LOCKON_FC2_Quick_Start_Manual_RU.pdf.html1 point
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Объявления о наборе тестеров периодически нами публикуются. Судя по постам, ты считаешь, что это просто и весело - серьёзное заблуждение, хотя и довольно распространенное. Для примера можешь почитать ветку о багах и ошибках ГС2 и прикинуть соотношение действительных багов к количеству ошибок пользователей. На первой сотне постов реально описаны 2 (два!) бага, если мне память не изменяет.1 point
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In registry you will find "HKEY_CURRENT_USER\Software\Eagle Dynamics\LockOn Flaming Cliffs 2\Version". You must delete the key "PatchVersion" to install another set of the patch. :D Use registry on your own risk ;) Do not get creative there :P1 point
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Ru docs alnost finished. I worked hard last week and have no time for translation. Hope it will be ready tomorrow.1 point
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Вот тут с картинками:thumbup: Спасибо Pilot Mi-8 ПовторнаяАктивацияСИМа ЧерезРеестр.doc1 point
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Добрый день, вам надо преобразовать файл payloads.mo(бинарный файл) из l10n\ru\LC_MESSAGES в *.po файл. Здесь немного упоминается про это.: http://ruslab.net/lofiversion/index.php?t2310.html Далее отредактируйте *.po файл и сохраните обратно в *.mo например с помощью программы PoEDIT. Если вы хотите добавить новые подвески и перевод для них то можете попробовать добавить подвеску (см форум как это делать). Далее точное название подвески добавить в файл *.po в таком формате. msgid "Название_Английское" msgstr "Название_Русское" Этот вариант «теоретический» на практике не проверял но должно работать.1 point
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всё понял....да это эта хрень (тракир) , сначала перестал вообще работать теперь виснет и самопроизвольно переназначает по дефолту ф7-ф9 ф12.......... видимость была хреновой, а теперь наземка видна с 2-3 км макс... а самоли вообще не видать....полный ппц. пора на ИЛ переходить., 900 рэ почти в никуда...1 point
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Test F-15 in numbers Test in numbers (slighty tolerances probably due to test accuracy, although i tried to be very precise.) Test was executed according to given F-15 real EM-chart: 37000lbs Grossweight, F-15Clean, PW-220, Sea-level..no Flaps Testpoints: (sustaining) Mach 0.290 = 15,8 deg/s 2.956G Mach 0.350 = 16,3 deg/s 3.630G Mach 0.400 = 16,8 deg/s 4.210G Mach 0.500 = 18,0 deg/s 5.530G Mach 0.600 = 18,6 deg/s 6.800G Mach 0.700 = 19.2 deg/s 7.880G (Lockon G/AoA limiter, but still fine) As you can see, lockon 2.0s latest patch is - in terms of F-15 - pretty accurate, which is nice and worth a compliment. Further regimes i havent tested (also no other yets, well, i have but...not this way) anyways....just shows the errors from previous release are nicely fixed. With full AB and max pull mach 0.290 was the slowest speed i could sustain, slower just doesnt fly (under that testconfig), which is also nice. Next thing im going to do, is testing other jets in comparsion (grossweight etc etc), their performances and "handligns" in different regimes, rates, radius, accellaration etc....that shall give enough picture to see how to fight with them. Whatsoever- drifting off here- Good Job so far DCS !1 point
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Can we PLEASE stop using IMHO. I see so much of that it just makes me sick. And the opinions given are rarely humble. They are usually of the "I have superior knowledge than you do, so there" variety. So please can we kill the IMHO acronym.1 point
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Я в списке на первой странице не нашел сервак смайлов, но там успешно и стабильно работает их сервер! Летаю там почти каждый вечер! :music_whistling:1 point
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Wow, cool pictures Groove! Nice find. To summarize: missile appears to be launched from wingtip nose cone appears to be white tail fins appear to be perpendicular to fuselage:music_whistling: S! Case1 point
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Great page mate. Nice clear layout. Slightly miffed the 159th is near the bottom of the page..... But I'll let you off this once!! (j/K) :smilewink:1 point
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Слетал в Горячих скалах, на Су-25, сам бывший летчик. Надеялся что в новом адоне поправят ФМ Су-25.Получилось несколько не то.На посадке можно выровнять на 10 метрах и убрать бороты на малый газ, попробуй это сделать в полете носовой стойки точно лешишся, посколь ку сразу опускает нос и ручкой его не удержишь, очень большие радиусы разворота впечатление что кабину Су-25 перенесли на Су-17. Это просто впечатления игра хорошая, но помоему надо в бета тестеры привлекать летчиков чтобы ФМ больше соответствовала реалиям, ведь он Су-25 раворачивался вокруг хвоста и позволял например стрелять из пушки с дальности 750-800 метров а метода нам говорила что минимальная дальность огня 1200 метров, а в игре попробуйте стрельнуть из ВПУ с дальности 1000 метров и выйти из пикирования не набрав полный рот земли. :)1 point
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