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DCS КА-50 ЧЕРНАЯ АКУЛА 1.0.2 The Fighter Collection, Eagle Dynamics (c) 2010. Все права защищены. Все торговые марки, логотипы и копирайты являются собственностью их соответствующих владельцев. Новости и обновления Вы найдете по адресам: http://www.digitalcombatsimulator.com http://forums.eagle.ru ------------------------------------------------------------------------ ВНИМАНИЕ! Игра версии 1.0.2 не совместима в сетевой игре с версией 1.0.1 Треки (запись полетов), записанные в предыдущих версиях игры, будут некорректно проигрываться в версии 1.0.2. ---------------------------------------------------------------------- УСТАНОВКА ПАТЧА Установка патча должна производиться на версию игры, без пользовательских модификаций. Через Проводник или используемую Вами программную оболочку найдите сохраненный файл патча, выполните двойной клик и следуйте указаниям. Для установки в Microsoft® Windows® Vista и Windows 7 требуется иметь администраторские права. ---------------------------------------------------------------------- СЕТЕВАЯ СОВМЕСТИМОСТЬ Патч добавляет сетевую совместимость игры Черная Акула с игрой Горячие Скалы 2. Таким образом, на базе любой из игр можно организовать сервер для совместных полетах на ЛА доступных для управления в обеих играх. ---------------------------------------------------------------------- ТРЕНИРОВОЧНЫЕ ТРЕКИ Старые тренировочные треки в новой версии игры не проигрываются корректно и не доступны для воспроизведения. Для просмотра тренировочных треков необходимо откатить патч до версии 1.0.1 --------------------------------------------------------------------- ОГРАНИЧЕНИЕ ВОЗМОЖНОСТЕЙ МОШЕННИЧЕСТВА Для ограничения возможностей мошенничества с дальностью видимости, путем изменения параметров файла graphics.cfg, был создан файл \Config\ServerGraphics.cfg, в который были вынесены несколько параметров влияющие на дальность видимости. Файл включен в систему проверки целостности файлов сервера и в случае различия файла клиента и сервера, клиент не будет допущен к игре. -------------------------------------------------------------------------- ПРОГРАММА ВЕЩАНИЯ ШИРОКОВЕЩАТЕЛЬНЫХ РАДИОСТАНЦИЙ Широковещательные станции в игре больше не доступны. Это ограничение появилось в связи с введением нового звукового движка. --------------------------------------------------------------------------- ОШИБКА НАВЕДЕНИЯ РАДИОЛОКАЦИОННЫХ РАКЕТ НА ЦЕЛЬ ВБЛИЗИ ПОВЕРХНОСТИ Увеличена ошибка наведения радиолокационных ракет (АРГСН, ПАРГСН, радиокомандное наведение ЗРК) зависящая от высоты цели над поверхностью. Сейчас ошибка увеличивается от высоты цели с 300 до 0 метров. Максимальный размер ошибки наблюдается у поверхности, для цели с минимальной радиальной скоростью. Ошибка уменьшается с увеличением радиальной скорости сближения до 500 км/ч. На скорости более 500 км/ч ошибка наведения минимальна, не зависимо от высоты полета цели. ----------------------------------------------------------------------- ПРОБЛЕМЫ И РЕШЕНИЯ * ATI Radeon: игра может вести себя нестабильно, могут возникать графические артефакты на драйверах Catalyst 9.4+. Для исправления необходимо выключить Catalyst A.I.: правый клик на десктопе -> Catalyst(TM) Control Center -> Graphics Settings -> 3D -> Catalyst A.I. -> Disable Catalyst A.I. ©Eagle Dynamics, 2010 ©The Fighter Collections, 2010 readme1.0.2_ru.txt3 points
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This patch adds multiplayer compatibility between the Black Shark and Flaming Cliffs 2. As such, either game can host a multiplayer mission that both products can fly in. Several additions and a few bugfixes have also been included in this patch. For a more complete list of changes and improvements, please refer to the readme1.0.2_en file. You may download the patch from the 1.0.2 EN page, http://www.digitalcombatsimulator.com/en/downloads/patches/dcs_bs_patch_1.0.2_en/ Please note that the most correct way of 1.0.2 install is: 1. Install clean 1.0 release version and activate (or have activated and not deactivated 1.0 or 1.0.1). 2. Install 1.0.2 patch. Please check the path of 1.0.2 patch install to avoid questions and problems. For those who have "BS installation not found, patch installation interrupted" message (it may appear in case your Operating System was reinstalled): You may install release version again, it will not ask you for activation, and 1.0.2 installer will found it. Or you may like to add registry stings with a path to 1.0 version yourself: HKEY_LOCAL_MACHINE, 'Software\Eagle Dynamics\BlackShark', 'Path', BSPath or something like HKEY_LOCAL_MACHINE, 'Software\\Wow6432Node\Eagle Dynamics\BlackShark', 'Path', BSPath for 64-bit Win-7 OS. 1.0.2 patch or new install of 1.0.2 version do not require new activation if your version wass activated already.2 points
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IIRC, that was Create Desktop shortcuts and Quick Start shortcuts. I have the English Verison of the game and patch... I dont if there are any differences but that was the only thing that had 2 check boxes like that.2 points
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Voices in the sim will now act according to which SIDE your flight is - it's a new feature. So on the Russian side, russian voices US side, English voice.2 points
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@414*MrMoe Die Registrierung auf Eurer Seite ist sehr aufwändig. Habe schon seit einer Woche keine Nachrichtvon Euch bekommen. Kann mich nicht auf Eurer Webseite einloggen und demnach auch die Datei nicht herunterladen. Gibt es noch alternative Downloadmöglichkeiten für diese Untertitel Datei ? Danke für Antworten !2 points
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Патч 1.0.2 для DCS "Черная Акула" Патч добавляет совместимость в сетевой игре между DCS "Черная Акула" и "Горячие Скалы 2". Обе программы могут поддерживать мультиплеерные миссии для самолетов "Горячие Скалы 2" и вертолетов "Черная Акула 1.0.2". В патч также включены некоторые добавления и исправления. Более полный перечень изменений вы найдете в файле readme1.0.2_ru.txt, который расположен в корневом каталоге игры. Патч может быть загружен с нашего сервера http://www.digitalcombatsimulator.com/index.php?end_pos=2364&scr=products&lang=ru . Пожалуйста, обратите внимание на рекомендуемый порядок установки 1.0.2: 1. Установить чистую версию 1.0 и активировать ее (либо использовать имеющуюся активацию, деактивация перед установкой патча не требуется) 2. Установить патч 1.0.2 Пожалуйста, внимательно проверьте путь установки патча во избежание вопросов и проблем.1 point
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1920x1200x480x800x800x480=1920=2400 Description = 'Shkval on the left monitor,ABRIS on the right and camera on the center' Viewports = { Center = { x = 0; y = 0; width =1920; height = 1200; viewDx = 0; viewDy = 0; aspect = 1.6; } } ABRIS = { x = 1920; y = 0; width =480; height = 800; } Shkval = { x =2400; y = 0; width = 800; height = 480; } Locate this Ka-50\BlackShark\data\script\ Options.Lua look for this line and change this }, -- end of ["display_mode"] ["effects"] = 3, ["lights"] = 2, ["haze"] = 1, ["terrPrld"] = "20", ["height"] = 1200, < ["resolution"] = "1920x1200", < ["civTraffic"] = 1, ["width"] = 3200, < }, -- end of ["graphics"] } -- end of options These areas need changed with Notepad++ Found it is in these 3 files or LUA's that need to be changes for this to work with the buttons adjusted to center. It's a bit crude but works. Credit with help from fellow multiplayer monitor runners like NASTY. Thanks bro KA50\FUI\resourcesbs\multiplayer main-screen.res; change the cords (graphics button ) join game to 429, 139, 479, 188 briefing.res; change the cords (graphics button ) fly mission 429, 139, 479, 188 select-as-window-multiplayer.res; change the cords (graphics button ) Briefing 429, 139, 279, 188 find line: \graphicbutton \begin \tag{3} \coord{429, 139, 479, 188} this line makes the graphics buttons apear in the top center so you can use it. \texture{0, Keys-v1.png} \texturecoord{0, 0.78125, 0.1953125, 0.830078125} \help{Join the game} \shifts{0.5859375, 0, 0.5859375, 0}1 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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Hi all, Here is my initial version of renowned cockpit maps on pilot knees. Its not finished yet, and currently US version is basically the same as Russian, just renamed. For testing purposes, I plan to add few more items soon. Features: - Basic layout of the FC2 area - Airport numbers as programmed in autopilot - Runway directions, where first number is primary direction - List of airports in numerical order - Basic info on course and distance for Mineralniye Vody and Nalchik, in blue, distance in km, value in the middle Files: - PILOT-RUS-G01.tga - PILOT-USA-G01.tga (same as above, do not use if you do not need it) Installation: - Not ModMan compatible yet - Copy/paste above two files to FC2 directory: HDD:\LockOn Flaming Cliffs 2\Bazar\TempTextures\ Download: - Attached to this post cockpit_maps0-1.rar1 point
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If you are into armored warfare, sit back and enjoy this 6:30 long track on how good and realistic ground wars can look in FC2: Ground Battle.trk1 point
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I can get it to work but it crams into one screen. Since I am only using two monitors it has to be the phantom monitor fix. This program mimics a third monitor. I have a center and left monitor. The Phantom Monitor Fix tells the sim that I have a third monitor to the right so everything centers up.1 point
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Nose bouncing in the video ... your kidding thats direct pilot input in close in BFM ! In addition HUD VTR film is generally reasonbly limited in the frame rate department. For the record Pilotasso the types I have operated are Mirage IIIO (FBW in pitch with Autocommand engaged) F18, A330 and my current mount A380. EtheralN I am using trim on a button (Coolie hat) rather than a slider. So I dont think you can vary the value of say "1 Blip" saturation wise can you ?1 point
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Altitude Hold trims you for Stable, Level flight for the Parameters of the Airframe at that moment, ie Weight/Asymmetrical Ordinance etc etc. In other words, you are relying on the AP to trim as opposed to manually attending to it. Desired result cannot be obtained by relying on Attitude-Hold. Apart from Landing, I almost entirely rely on Emergency Levelling Mode in the Toad for my trimming requirements - Much easier and faster than manual trimming.1 point
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The Multi-Monitor error problems when patched: the files in your: 'D:\Program Files\Eagle Dynamics\Ka-50\Config\MonitorSetup\' folder must be default files.. if you ever changed them in any way, replace them wit your backup files (hopefully you kept the originals..)..1 point
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Добрый вечер Уважаемые, хочу поблагодарить всю компанию ED и всех людей, которые участвовали в разработке и доводке проекта LOCK ON Горячие скалы 2 (а так же и других проектов). Большое человеческое спасибо ВАМ за Вашу работу. Хочу ВАМ пожелать дальнейших творческих успехов в Вашей работе, побольше ресурсов как экономических так и людских и конечно же времени. И будем с нетерпением ждать Ваших новых проектов. СПАСИБО ВАМ!!!:)1 point
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C:\Program Files\1C\Eagle Dynamics\LockOn Flaming Cliffs 2 и C:\Program Files\1C\Eagle Dynamics\Ka-50 2 папки, путь установки стандартный без изменений1 point
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Желающие "потрогать/пощупать" в Киеве - предлагайте время и место. С меня X65F, с вас - ноут/пиво :)1 point
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Hmmm, just noticed this little app over on this website http://www.tommti-systems.de/start.html ToMMTi-Systems SSAA-Tool v1.0 has been released, with the following features: - support for SSAA (defined by a user value from 0.0 to 999999.99999) (dx10-dx11) - force tripple buffered rendering (dx8-dx11) - force vsync rendering (dx8-dx11) - simple SLI/CF FPS Limiter to reduce Microstuttering - the FPS can be defined by a user value (dx8-dx11) - experimental option for rendering a game (dx8-dx11) via the reference rasterizer or for dx10 only, rendering via the WARP renderer1 point
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Options/Controls/Airframe(F-15 or other)/Axis Commands/Select Trim Pitch*Roll/Axis Tune/Set Saturation values slider to 20.1 point
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In addition to Panzer's clarification: OT removed.1 point
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The screenshots seen so far is not in violation of the forum rules due to the nature of the game. The offtopic content is (discussing real life and people flying into buildings). Warnings will be issued after this. If you further have problems with any of the content: - If it violates the forum rules, please use the Report function on the left, under each users avatar. - Abuse of the report function will not be tolerated.1 point
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Вообще чтобы зайти на сервер надо потребовать от игрока, заявление, ксерокопию паспорта, обязательство, заверенное нотариусом, в котором он клянется соблюдать правила сервера, ксерокопию чека подтверждающего законность владения игрой список можно продолжить. Ну а если серьезно, то теперь с проверкой файлов все стало на свои места. Я считаю, что ЕД дал все инструменты, для борьбы с нежелательными посетителями, ими надо только научится пользоваться чем и собираюсь заняться. Админ Акадо.1 point
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Вот держи папку Aircrafts по умолчанию, свою удаляй и ставь эту из архива.1 point
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первую версию (до патча) сломали. правда антивирус на "лекарство" ругается. говорит, что там бацилла посторонняя есть =)1 point
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Check the first post dude, right at the bottom of it is a link, just copy and paste it in your browser. Here it is anyways to save you some time data.reservoirselite.com/DCS-Orig Sounds-Fps Saver.rar Peace1 point
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Мне доки с сайта удалить ? Или лучше переписать с искаженными данными, типа защита от пиратов :D (В народе, защита ФЕДЯ (FADE))1 point
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Ну наконец-то. Однако давайте начнем постепенно и с того, что можно сделать прямо сейчас, "не отходя от кассы". Вчера мы с Юрой вечером зашли на ваш сервер, что нас несколько удивило. При правильной постановке дела нас должно было выбросить по несовпадению файлов, однако, судя по всему, integrity check не был включен вообще. Правда, пока (по нашим наблюдениям) примерно 10..20% открытых серверов используют эту проверку. Делаем скидку на новизну и неотработанность процедуры. хотя она уже была в ЧА. Борьба с читерами должна идти по всем возможнным направлениям, как техническим так и организационным. И в любом случае надо понимать, что чисто технически эту проблему не закрыть. Да, в идеале видится что-то вроде сквозной идентификации вирпила - ключ игры, железо, ник, статистика, форум. Фиг тогда рыпнешься... но многим ли это понравится? Уже сейчас модули луа-экспорта позволяют сделать очень многое, в том числе автоматизацию некоторых процедур (бан по разным критериям, пополнение списков и пр.). Давайте начнем хоть с чего-нибудь.1 point
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