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Showing content with the highest reputation on 08/30/10 in all areas
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4 points
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LotATC Lot of bugfix for this release: display, network and TeamSpeak. There is some enhancement and new features too: Lockon FC 1.2.x support (except mission loading for waypoints and weather) map database unit airports [*]New SVG map, larger than before [*]Network has been optimised (decrease by 80%), should be more efficient with lot of pilot/controller [*]Add taxiways and ILS approach on airports. Double click on airports to show them. It is a young module but I release it due to the lot of people who asking me about it! It will be enhanced with SVG and zoom in next releases. [*]Add datalink module for LoPlug connexion. With it, controller and pilots can exchange data (controller can send BRAA to LoPlug and pilot can send screenshot to controller). Link: Post and download on LotATC v3.0.0 (english) Lien et Téléchargement (français)1 point
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starting slowly, this pit is complicated, because i didn't had any answer from ed developers about the templates. i spend hours seaching each litle peace of texture in the origin files. but now, all the hud is new, the front area is also completely rebuild. it will take ages but the result will be great, for sure.:smartass: cheers.1 point
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The 51st PVO Regiment is proud to present statistics for our FC2/DCS server http://www.51st.org/stats/ Points are awarded to pilots based on the events present in the logs. All events are attributed to flights, which start with a pilot entering the server and end when he exits. During a flight, a pilot can score points from air-to-air and air-to-ground points and double these points by safely returning to a friendly airbase. Bonus points are awarded for air-to-air kills on pilots of the 51st PVO Regiment (those wearing <51> tags) and for ejecting before crashing. Kills on friendly aircraft, ground units and ships will be penalized. A detailed account of the scoring system is given at http://www.51st.org/stats/rules.html The stats pages are separated in an air-to-air page, an air-to-ground page, a page showing the overall pilot statistics and a page grouping stats of pilots belonging to squadrons. The logs are parsed and uploaded to the stats page several times an hour. For questions, comments or suggestions about the stats page, use this thread or the Server Support Desk of our forums.1 point
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4 more posts and it is a 2-4! (Canadian lingo for case of 24 beers, eh?) Not counting my 2 posts. I may be getting drunk, but I can still do math.1 point
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Good reference here: http://www.checksix-forums.com/showthread.php?t=132677&highlight=nn_apache&page=2 Sokol1_Br1 point
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Problem is fixed. Here is the log. Thanks for reporting it.1 point
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It's a physical brake on the collective lever as well as an electronic signal to the ALT hold channel. In real life it keeps the collective in one position and the pilot squeezes the brake to move the lever. Holding the brake suspends the ALT hold channel and the ALT hold channel reacquires the next altitude to hold on lever release.1 point
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Вообщем после пары вылетов сервак забанил Зерола за пуски ракет. Стали летать ганзо, и тоже, после немногочисленных вылетов сервак упал и валяется.1 point
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люди кто ставил этот модhttp://files.lockon.ru/ru/128/? не замечали фпс проседает? у меня в онлайне чтото стало подвисать, грешу на этот мод , а удалять не хочется - красиво.1 point
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No Sir I was not a pilot by trade but that is only because i did not have the vision requirements. So I went the next best route. I became a master maintainer. Then eventually an avionics engineer.1 point
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Вчера мы тренировались с Котом и Зеролом, боев 20+ налетали. Я кроме А-10 ничего не вожу в принципе(за реееееедким исключением). Сегодня еще десяток отлетаем, что бы все видели. Будут еще желающие участвовать - в чем проблема? У меня непосредственно А2А боев опыт скудный, но общий налет достаточный что бы пробовать нечто подобное и получать от этого удовольствие. Тому же Коту и Зеролу наверняка тоже понравилось. :) Будут еще желающие полетать - договориться не проблема. Да и, по большому счету, я не ради статистики летаю, а для собственного опыта и удовольствия. Ну и, честь А-10ого защитить, ибо птичка моя любимая :pilotfly:1 point
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На самом деле всё понятно. Вопрос был является ли Су-25 для МиГа лёгкой целью в БВБ? Ответ - нет. Конечно МиГ может его сбить, но опасность получить сдачи очень высока.1 point
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:D я не программист но не уж я загнул)) там можно прибавить кстати мноного не сложных но приятных мелочей... например реалистичные клубы дыма при касание шасси полосы) Но чему я действительно рад это текстуре полосы новой!!!!1 point
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Last night I had a good flight on your server with Soviet ... my first experience on your server since FC 2.0. I like the mission and today, I have to test my hog in the same mission. Looking forward for good matches there. I hope the server will see more people in the future ... I think, I shift my activities from the 104th to the 51st. :smilewink: kind regards, Fire1 point
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Track files (.trk) and mission files (.miz) are both just .zip files. The webserver sending you the file seems to have realised this, set the MIME type, and your browser is downloading it as a file with a .zip extension. Just rename it to .trk and it should be fine.1 point
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Ttx, every day? in the real world?:cry: now some updates: i must growing the stabilizer's inner side, and when its finished i upload 1-2 last pic from it. just for fun:D: when i'll have some free minutes (for 59th_Reaper suggestion) i create a short avi from the stabilizer parts movements, and naturally give the link to thereto. the next will be a tails and infra over body and wings, so pls don't watch it on already liked pic, thx. Regards, 59th_Krieger1 point
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Your start procedure makes my head hurt :P Among the several real life out of order things that only matter in real life (GEN on before engine start, high battery load, taking off before HUD ready) there's: the WEAP ARM is for arming on jettison, no real need to turn it on. The NAV power switch is for the ground crew, leave it off and use only the K-041. HYD/EKRAN should come on first just after battery, not last. Test and adjust dimming on the Shkval, HMS, HUD while on the ground. Dimmed and adjusted optics allow you to focus on the battlefield more clearly. Full bright is such a headache. The whole flight over I was thinking, look at all that room to your right! The coast is a bumpy place where lots of nasty surprises can hide. Moving 1-2km over the water gives better angles on the target terrain. Also you flew over your own positions... bad as both incoming and outgoing fires are a hazard. Artillery is nothing to take lightly, when the puffs start landing around you, move out of the beaten expeditiously. Your focus was waaaay down the coast at the enemy support forces. Only briefly did you clear the near areas. Some ZSU-2 were firing at you at least 5 bursts close range while you were looking far. Also some rocket artillery was going off without reprisal. That's a lot of enemy firepower aimed at your friends. That characteristic smoke plume usually gets me shooting it in 2-3 seconds or less. As the mission progressed you flew right over the previous target zones, bad! Go around them by 3-4km at least. You never know what you missed. I don't know what you see in the track but in my viewing you get shot down. I have a feeling our clients interpret the data differently because several of your missiles and cannon are aimed about 40m off each time. There's no reason to treat the battlefield so one-dimensionally. The wingman was rather left out to dry as well. When not on recon he should be tucked to your side in a combat heavy or combat spread. Wingman in this was left in his default cruise formation. I like to alternate designating him targets "attack my" and shooting myself. If I go 1:1 then I always know his weapon state because it's mine +/- missile. Wingman will usually fire from formation if you're stopped and within range. Going toe to toe with a ZSU-4 with cannon (esp. forgetting to go AP before the run) isn't so good. They have similar range. While either you or wingy have Vikhrs nothing with teeth should be engaged by anything less than a Vikhr. Right before engaging you were drifting inward to the target zone 4km and counting down while there were numerous threats still active. Identify and arrest inward drift even if you have to fly a loop around. There wasn't really a big reason why you couldn't fly at 200m as well. Altitude gives all sorts of benefits and really think how dangerous high altitude is compared to low... when do most of your deaths occur and from what? Try to settle the airframe before shooting not during. It's overall faster and better SA to focus on one then the other. I'm not a big fan of turn-to-target for many situations, having the Shkval drag the airframe around all the time gets me dizzy. I make DL Mem as spacebar to accept wingman recce targets faster and with less juggling. EDIT: I gave the mission A-23 a go and made some mistakes but at least felt pretty safe http://www.squick.org/ffa/bin/A23%20OK.trk1 point
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It's a pretty simple concept. A 'Flag' in the mission editor is just a boolean variable, i.e. it is either TRUE or FALSE. All flags start out set to false. They are referenced by number, which is purely arbitrary, i.e. Flag number 1 has no special meaning compared to Flag 2 or Flag 3 etc. Or put another way, the meaning of a particular flag is entirely determined by the person who makes the mission. The number of flags you can reference in a mission is essentially unlimited. Within a trigger, you can use the SET FLAG action to set a particular flag to TRUE, and the CLEAR FLAG action to set it back to FALSE. Then you can reference the state of the flag using the "Flag is true" and "Flag is false" conditions. You also have the very useful "Time since flag" condition which will only be considered true if the specified flag has been true (i.e. set) for at least the specified amount of time, which allows you to implement timed events. This is all explained in the GUI manual. Start reading from the CONDITIONS heading on page 65. What's somewhat missing from the manual is practical applications for flags in a mission. Essentially, flags are the best way of keeping track of the state of the mission. For simple scenarios, just using a check if a unit is dead or alive may be sufficient. But often you want to remember things like "has the player flown through a particular zone?" You can't just use "unit in zone" for this, since that's only true while the unit is actually inside the zone. But you can use a "unit in zone" trigger to set a flag, and now if you want to know if the player has flown through that spot, it's trivial to check in a condition. It's often best to learn by doing, so here's a fun exercise if you feel like it: create a mission where the player has to fly within a certain distance (e.g. 100m) of another aircraft for a certain amount of time (e.g. 30 seconds). For this, you'll need to understand the "Unit in moving zone" and "Unit outside moving zone" conditions, the "Set flag" action, and the "Time since flag" condition. You'll probably also want a way to notify the player when they've achieved their goal, so the "Message" action is probably helpful as well. For extra credit, also consider the player's altitude in relation to the other plane.1 point
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Yeah I think you got it right with those dimensions. Mine will turn out to be about 5x5 after all. Same here on the hud, but I may put a smaller look-alike up there just for the visual effect. I feel like any structure placed overhead or within field of view of the outside visuals is worth its weight in gold when it comes to adding immersion to the pit. The overhead arch will be a pain in the ass to build, but I think well worth the trouble. The overhead panels that the KA-50 builders have done here look great.1 point
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