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Как человек, который занимается миссиями на Авиасибири, я хотел бы в ЛО3 иметь возможность импорта миссий из ЛО2.2 points
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в целом их наземный движок мне понравился. хорошие дымы, детализация ландшафта. разнообразная техника. ленивцы танка отрабатывают неровности ландшафта. тактические линии прямо в симуляционном мире. из замеченных недостатков - нет отдачи от выстрела на корпус. нет стабилизации ствола. нет реализации подвески на наземной технике. неправильно летают управляемые ракеты. отлетающие от взрыва БМП и танки. солдаты-спринтеры.2 points
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I bought a Warthog in late September and it took me about a full week to get my TARGET profile up and running, as it took me some time to learn how to translate my "thinking in Foxy" into TARGET syntax. Since then, though, DCS was crashing on me every single time I ran it, anywhere from 5 to 30 minutes into a flight. I suspected it was due to my Warthog not being set up correctly and "flooding" DCS with keypresses, but it was only yesterday that I finally got it all worked out and the problem solved. I figured it might be worthwhile to compile a bunch of the useful info that I've come across in learning about TARGET; if I'd had all this info in one place when I started, I could have saved an immense amount of time. While the official TARGET documentation is useful, I found that it inexplicably left out information that, for my uses at least, was absolutely critical to setting up a profile. If you plan on customizing your HOTAS layout for DCS using TARGET, I would highly recommend that you read its documentation first. After that, but before wasting hours trying to straighten out your confusion, come back here and re-read the info below. I should note that pretty much ALL of the info below comes from other people on this and the SimHQ TARGET Programming forum, people like ivanwfr, PeterP, etc. All I've done is gather it all together in one place. Note that in the following, when I talk about using TARGET, I'm talking about using the Script Editor, not the GUI. Although the GUI is probably 'easier', the Script Editor makes it much easier to utilize the incredible flexibility and power of TARGET. So here goes: First and foremost, there seems to be a lot of confusion (myself included, at first) about the different usage options for the Warthog within DCS. They are as allows, in increasing order of complexity: 1. Pure plug-and-play, i.e. pure DirectX mode. The result of an impressive collaboration between Thrustmaster and ED, you can simply plug in the Warthog, completely forget about anything to do with TARGET, and when you start up DCS, "everything just works". All of the buttons and axes on both the joystick and throttle will automatically be assigned to their correct functions in-game. So if you want your Warthog to faithfully mimic the real A-10C HOTAS and not do anything else, this is the option for you. Although convenient, this method also has a lot of limitations. For example, although in DCS you can assign a joystick button to act as a 'shifted' state, this will only give you access to a second 'layer' of commands, whereas TARGET lets you essentially create six layers (unshifted and shifted, for U(p), D(own), and M(iddle) states of a 3-position switch of your choosing). Those additional layers (beyond 2) will NOT be available to use if you use option #1, however, because DCS does not by default recognize them. Also, you won't be able to make use of more complicated key assignments that involve things like pauses and repeat functions. So, while these limitations are probably OK for a lot of people, they're worth pointing out in order to draw a contrast with the other methods of using the Warthog in DCS. Before going any further, it is important to understand the limitations of using a controller in pure DirectX mode. When DirectX sees a controller that you've plugged in, it will recognize a maximum of 32 buttons and 8 axes on that controller. These can be 'directly' used in-game and are often automatically set to perform certain default functions, e.g. Button1 = DX1 = fire guns. You can also manually assign them in-game in the controller properties page, e.g. click on "Fire guns" and then press Button1 on your controller. But what happens if you have more than 32 buttons or 8 axes on a single controller? In that case, those 'extra' buttons/axes are not assigned DirectX names, and so from DirectX's perspective, they're not even there. However, you CAN pass keyboard assignments through those buttons/axes, provided you have some programming utility outside of the game (TARGET, Foxy, etc.) that can handle that. So, let's say you have a 33rd button on your joystick. By default, pressing this button in-game will do nothing, because DirectX doesn't see anything beyond 32 buttons. But if you've programmed that button from outside the game to represent, for example, 'G' for landing gear, now when you press that button in-game, the game simply sees 'G' and doesn't care where it came from. So given all of the above, how does DCS manage this automatic assignment of HOTAS functions on your Warthog? DCS sees your Warthog as two separate devices -- joystick and throttle -- each with up to 32 buttons and 8 axes available. For every device that DCS detects, it creates a separate lua file in C:\Users\[name]\Saved Games\DCS Warthog\Config\Input\A-10C\joystick\, which lists every possible function available within the game, and it is these lua files that change when you manually assign a controller button or axis to a specific command via the in-game controller options. Specific to the Warthog, because DCS 'knows' that your Warthog button is supposed to correspond to a specific function, it automatically assigns the button to do that in the lua file. Here's an example: In the Joystick.lua file, if you were using a stick other than the Warthog, you'd see this entry: [158] = { ["up"] = 351, ["name"] = "Weapon release", ["category"] = "HOTAS", ["down"] = 350, }, -- end of [158] Nevermind the actual numbers (158, 350, 351); what this is showing you is that DCS has a command available called "Weapon release", but that no button on this controller has currently been assigned to it. If you have a Warthog plugged in, though, you'll see this in your Joystick - HOTAS Warthog.lua file: [158] = { ["combos"] = { [1] = { ["key"] = "JOY_BTN2", }, -- end of [1] }, -- end of ["combos"] ["up"] = 351, ["name"] = "Weapon release", ["category"] = "HOTAS", ["down"] = 350, }, -- end of [158] And this is now showing you that Button2 on the joystick (=DX2) has been automatically bound to the "Weapon release" function; DCS already knows that DX2 on a Warthog joystick is supposed to activate the "Weapon release" function. DCS follows this logic for all the other assignments on the Warthog, and that's how it "just works" when you plug it in for the first time: it will automatically assign the 19 buttons (+POV hat+2 axes) on the joystick and 32 buttons (+POV hat+axes) on the throttle to their appropriate commands within DCS. 2. Plug-and-play with some in-game assignment changes. This one is almost identical to #1 except that now instead of just using all the default controller assignments that DCS has set for your Warthog, you then go into the controller options screen and manually change some of the assignments. You still don't need TARGET or need to muck around with lua files, but again you're going to be limited to only using unshifted button states on your Warthog. 3. Using either joystick or throttle as plug-and-play device, with the other programmed via TARGET. Although I can't readily think of why you'd want to do this, it is possible. This would allow you to have one controller operating as a pure DirectX device (i.e. no shifted states available, and with the 32/8 limitation) with the other being controlled through TARGET and acting as a pure keyboard-emulation device or hybrid DirectX/keyboard-emulation device. In this case, you need to EXCLUDE the 'DirectX-only' controller from your TARGET profile with a line like: Configure(&Throttle,MODE_EXCLUDED); Note that this is also how you exclude your Thrustmaster MFDs, if you have them and want to assign them in-game rather than thru TARGET. In that case you'd use: Configure(&LMFD,MODE_EXCLUDED); Configure(&RMFD,MODE_EXCLUDED); 4. Using both devices through TARGET. This is by far the most flexible and powerful option, and was the way I wanted to go because I knew that even though I wanted the majority of my Warthog's buttons and axes to be assigned realistically, I wanted to customize some of the buttons on both the joystick and throttle beyond what could be done via the in-game controller options. If you go this route, you're going to have to work on the lua file itself in addition to your TARGET profile. When you set up and run your TARGET profile, DCS is now going to see your Warthog as a 'virtual' controller called "Thrustmaster Combined". Apparently this creates some problems because, while DCS still tries to automatically assign functions to your HOTAS in-game, this can conflict with what you're telling TARGET to do. The result is that you need to make sure your TARGET profile and Thrustmaster Combined.lua files are coordinated (more on that below). Here's a very important point (first made by ivanwfr): for some reason, if you try to assign actual keypresses to the buttons on your throttle via TARGET (as opposed to simply letting them act as DirectX buttons that can be bound in-game), DCS often has trouble interpreting them correctly and may unintentionally hold them down, so to speak, such that DCS ends up getting 'flooded' by excess keypresses that will eventually crash it. Frustratingly, these 'excess' keypresses are invisible to any keypress analyzers (like TARGET's Event Analyzer) so you won't necessarily know that this is what is crashing your game. The solution, then, is to try to keep as many of the throttle's buttons and axes operating as DirectX buttons/axes as possible. Thus you must present these buttons as DX buttons to DCS. You can do this in TARGET by simply 'declaring' the correspondence between physical button and DX number, like the following: MapKey(&Throttle,FLAPU,DX22); MapKey(&Throttle,FLAPD,DX23); And for any buttons or axes on the throttle that you want to assign a more complicated function, you can do that without messing up the other buttons being simple DX buttons. Here's an example that toggles a 'zoom CDU' function on the Mic Switch Down [shifted] button, with the unshifted simply appearing to DCS as DX5, which can then be assigned a function in-game (or via the lua file, which is the same thing): MapKeyIO(&Throttle,MSD,SEQ(CHAIN(PULSE+Toggle_zoom,D(150),PULSE+Zoom_CDU),Toggle_zoom),DX5); But, as I said, you'll want to minimize the use of assignments like the above on the throttle; if at all possible, you should use as many of the allowed 32 DirectX buttons and 8 axes on the throttle and then assign them in-game (i.e. via the lua file). Note that when explicitly passing DX buttons to DCS via TARGET, you now can use shifted states on these buttons, because you're defining the shifted assignment through TARGET (see above example). At this point it probably makes sense to list the correspondence of DirectX button name with physical button name (inexplicably, this does not appear in the TARGET documentation anywhere!). Note, again, however, that these codes cannot be used together at the same time inside of TARGET, because you're only allowed a total of 32 buttons and 8 axes on your virtual "Combined" controller. The main use for the first list (the 19 DX buttons on the joystick) would be for option #3 above where you make use of the joystick from within TARGET (presumably using a combination of DirectX button assignments and keypress emulation commands) but allow the throttle to "just work" by EXCLUDing it from your TARGET profile and letting DCS see it as a pure DirectX controller. The second list (the 32 DX buttons on the throttle), however, is useful for most people who would use option #4, combining both controllers in TARGET but keeping most throttle buttons as DX buttons. Note that, if you could somehow create a TARGET profile that included the joystick and throttle as separate DX controllers with all of the assignments below, you'd get the exact same result as option #1 where you simply plug the Warthog in and it "just works" -- because DCS would simply see two separate controllers that are pure DX devices, and it would recognize that it should assign specific DX buttons on each to specific functions in-game. Joystick: TG1 = DX1 TG2 = DX6 S1 = DX5 S2 = DX2 S3 = DX3 S4 = DX4 Trim Control H1U = DXHATUP H1D = DXHATDOWN H1L = DXHATLEFT H1R = DXHATRIGHT TMS H2U = DX7 H2D = DX9 H2L = DX10 H2R = DX8 DMS H3U = DX11 H3D = DX13 H3L = DX14 H3R = DX12 CMS H4U = DX15 H4D = DX17 H4L = DX18 H4R = DX16 H4P (Hat4 pressed down) = DX19 Throttle: Slew Control SC (slew control button pressed in) = DX1 Mic Switch MSP (mic switch button pressed in) = DX2 MSU = DX3 MSR = DX4 MSD = DX5 MSL = DX6 Speedbrake Switch SPDF = DX7 SPDB = DX8 Boat Switch BSF = DX9 BSB = DX10 China Hat CHF = DX11 CHB = DX12 Pinky Switch PSF = DX13 PSB = DX14 Left Throttle Button LTB = DX15 Engine Fuel Flow Norm/Override Switches EFLNORM = DX16 EFRNORM = DX17 Engine Oper Motor/Norm Switches EOLMOTOR = DX18 EORMOTOR = Dx19 APU Start/Off Switch APUON = DX20 Landing Gear Warning Silence LDGH = DX21 Flaps FLAPU = DX22 FLAPD = DX23 EAC On/Off EACON = DX24 RDR/NORM RDRNRM = DX25 LAAP Autopilot Switches APENG = DX26 APPAT = DX27 APALT = DX28 Throttle Idle Detents IDLERON = DX29 IDLELON = DX30 Engine Oper Ign/Norm EOLIGN = DX31 EORIGN = DX32 Coolie Switch CSU = DXHATUP CSR = DXHATRIGHT CSD = DXHATDOWN CSL = DXHATLEFT Continued below...1 point
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This took me only about 45 minutes... pretty sad someone didn't do this before. These are exact copies of the original Devil's Cross SP campaign except: 1. All missions have 4 ships (the 1st one had 2 ships by default originally) 2. Missions 2-5 did not have loadouts (mission maker did not set them), they now have the same loadouts as mission 1 download: http://www.krauselabs.net/dump/DevilsCrossMP.zip Disclaimer: They haven't been tested much, although should work fine. Any gameplay related bugs are not of my doing.1 point
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Some of the novelties in this great patch are deep with immersion signification. I am quite amazed at the quality of this patch! I think that visual impression, for example, is a question of balance between several elements and some of them are finally working together to make the impression so realistic and immersive ! Lighting coherence: For example, the airport lights are finally fixed! Before, they looked like round blue balloons (and even sometime they did look like two dimensional drawings on paper..) and one could see them from way too far. Now they look great and realistic, you don’t see them from so far away and the white lights, the blue taxi lights, the red and white landing lights, etc, they all make a whole that is fantastic, especially added to the fact that the nights are now darker and more realistic! When you put together the better airport lights, the darker nights, the beautiful and varied aircraft lights and the now very convincing town and city lights, the whole visuals at night is great and much more balanced! Weather coherence: The same thing goes with the now fantastic balance between the new changing cirrus clouds, the normal clouds and the fog. Seen from Angels 20, with the cirrus above (and they can be very different from one part of the map to another, and sometime disappear completely…), the nice clouds below and the ground that disappear in the distance because of fog, the landscape is fantastic! Waves, ships and shadows: More immersive eye candy: the recently introduced pitching and rolling ships that can now have helos take off and land on, make for a very beautiful sea landscape with waves (especially with a bit of fog). Of course, one of the most beautiful innovations of this patch is the new Tree shadows, which makes the whole map and landscape much more realistic looking! (together with the cockpit shadows introduced a bit earlier…) Working ATC indications: Finally, the ATC indications make sense and the QFE is right, which makes the landing altimeter procedure correct. For me that is great (despite the fact that ATC is still very limited, not very talkative…). Little details that count: Have you noticed the new data/info box in the F10 map (I don’t recall that it was announced in the release notes?). It is very well done. And the propellers of the E-2 finally work! And this is just my impressions of some eye candy of the first flight I did with the patch! THANKS ED, this is a great patch, with solid performance (almost increase) and installed totally hassle free on top of my 1009. JEFX1 point
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just a heads up to everyone did not know, steam site was hacked on november the 10th 6th 2011, [/img]1 point
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Just posting an e-mail I just got! In this video clip a Lynx Mk.80 of the Royal Danish Navy attempts to land on the offshore patrol vessel Ejnar Mikkelson (P571). This patrol vessel weighs in at 1720 tons, which is relatively light compared to frigates and destroyers, and thus it is quite lively in the rough North Sea waters. The patrol vessel is of the Knud Rasmussen Class and has been in service with the Danish Navy since 2009. The Lynx is the export version of the Royal Navy HAS.3 and regularly operates in the harsh conditions of the North Sea… and the pilot, well what can I say about him… one thing is sure, he definitely has Viking blood in his veins. NOTE: Try doing this in the Shark :joystick:1 point
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I guess the question is whether we should be impressed by the skills/balls of the pilot or unimpressed by that silly little boat he has to land on :D1 point
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When in the university (a couple of years ago), I was interested in making an analysis system that would model the oceans in a large scale, by calculating the fluid properties depending on variables such as local temperature, winds, salinity and generally parameters that define the fluid motion. The interesting thing is that once you definded the fluid's basic properties and local temperature and sunlight exposures, it would "live on its own". It's an idea I find interesting, but didn't have time to develop. The oceans would be divided in large cubes of 10x10x10km with those general properties, and then a calculation would occur to define the fluid mixing, flow direction, temperature, density and salinity layers, surface waves. After the calculations, the program would divide the 10x10x10km cubes in smaller ones of 1x1km and recalculate, based on the results provided by the 10x10km ones. After the detailed 1x1x1km calculations, the results would be re-synthesised and the 10^3km cubes would be updated. In a game engine, that would mean a huge power consumption to do in real time. Considering though that a sort of LOD system is already in place, the world would be calculated once via this algorithm, then updated as required locally. Since the player cannot notice the difference of sea water currents when in 10ft or 10000ft ASL, it wouldn't mean much to them. The thing with it is that the same algorithm can be used for weather generation. Since the atmosphere is basically a layer of fluids interacting with each other, depending on solar energy output, density, humidity and many other parameters, a similar pattern could be followed. Dividing the atmosphere in cubes of the same area, but different height would allow for a layering of the atmosphere, while keeping the interaction area between layers the same. Using a "stack" pattern, the cubes would allow an interaction with the 6 layers to the top, bottom and 4 same altitude sides of the box. Instead, using a brick wall pattern, where each block corners borders with the middle of the upper layer ones, would allow fluid mixture between the box and: 4 upper layer boxes, 4 lower layer boxes, 4 same layer ones After all weather boxes are calculated, they're then normalised so that the weather doesn't have great variations between boxes when going from one box to another. That could be achieved by using mean averages between bordering boxes globally, to achieve uniform changes Depending on the local box's characteristics, you could decide whether or not clouds, turbulence or rain have a probability of developing. If the probability is going high, then the box can be subdivided in real time and the forming of such phenomena can be made to appear. Of course, when such weather phenomena appear, the probability of the phenomenon appearing in the bordering boxes has to be calculated too. This way, you can have an atmospheric layout of many large boxes containing general atmospheric properties, and reduce frequent real time calculations to the areas where the phenomena are expected to appear. These calculations can be done in real time, or in advance in the general vicinity of where the player aircraft is expected to appear. The rest of the global weather can be updated based on the detailed area, on a basis of once every 10-15 minutes. Of course, since fighter jets travel slightly faster than donkeys, that range of detail would have to be an area that the jet can't travel in a time less than 20 minutes (add +5-10 minutes to allow for weather preloading). The ocean and atmosphere system can be further combined to create a more believable environment, where the 'sphere and ocean interact and the weather is recalculated if the sea warms up locally, or a water current changes speed or direction. With air-landmass interaction, things would be much simpler, as landmass properties are far less in quantity and dynamics than sea characteristics. So considering that combat simulators take place in limited environments of 100x100km to 1000x1000km theatres, the feature could be implemented with some success. The general water and atmosphere features should be hardcoded to the engine, and the user would be able to change the temperature and time of day and see a weather pattern evolve, during the course of a campaign. Of course, the used should be able to select what type of weather he should have in custom missions, but that would have to be done via an FS9/FSX style weather menu, to allow for editing the local weather's general properties. The weather system would then select from a range of parameters to allow for the weather to exist and develop. I think that such a tech would make for long loading times, and would certainly require a CPU core of its own to work without killing the FPS. That's it, I think I baffled enough anyone that was curious to read this. Curiosity killed the cat1 point
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Hi all, Decided to configure my x52 pro buttons using the in-game settings. I know they are not all in the right places but it seems to work for me :thumbup: Have attached my reference chart (done in Paint). Let me know what you think! By the way, love the new patch, the HOTAS lesson really helped. Thanks ED :)1 point
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Now that I know what causes it, I think it's all right, too. I was just kind of surprized as I first noticed it. Supersheep1 point
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My ex-brother-in-law is a helicopter mechanic for oil rigs here in Brazil and this is what they use on rough seas. http://www.noraway.net/wp-content/uploads/2011/05/IMG_1013.jpg1 point
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Спасибо, за внимание. Извините забыл сказать, сначала на сервера я попадал и играл без проблем. Но через некоторое время меня потом стало выбрасывать в меню серверов с сообщением "ПРОВЕРКА ЦЕЛОСТНОСТИ ПРОВАЛИЛАСЬ". Это было еще до 10 патча.1 point
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It looks retro, like a ZX Spectrum loading screen or something...I can almost hear the 'blee-blip! blee-blehgfsdgfhf'. Giving my age away I suppose, although I was only ten...1 point
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Для более лучшего представления о событиях произошедших тогда и для создания более реалистичных миссий советую почитать небольшую, но очень подробную книгу "Танки Августа" выпущенную Центром Анализа Стратегий и Технологий http://cast.ru/news/?id=4051 point
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Here is the link to SCSimulations: http://www.scsimulations.com/showthread.php?1615-I-have-helios-working-in-single-and-mulitiplayer!!!!1 point
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Beautiful Matt!...... But I do not see any F-18! :D.........1 point
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Спасибо. Я решил не зарываться. ;) Не очень зная редактор,умея, по большому счету делать довольно простые миссии. Но есть еще одна идейка. Если мне не изменяет память Грузины при штурме Цхинвала использовали бронегруппы в составе 2-3 танков, нескольких БМП и вооруженных автомобилей. Еще когда читал об этом подумалось, что для ударных вертолетов самая лакомая цель такая бронегруппа. А в условиях, характерных для самого восьмого августа восьмого года, по большому счету, единственный способ помочь с огромным трудом удерживающих Цхинвал Осетинам. Ведь Осетины в Цхинвале никакой бронетехники не имели. Соответственно, все что ездит и вооружено - цель для ударных вертолетов. Почему это не было сделано я ответов до сих пор не нашел. Возможно, что под рукой не было машин или Ми-24 просто по нагрузке не могли преодолеть перевалы. Либо обычнейшая перестраховка. Так как в тот момент вполне и не могло быть данных об отсутствии дружественной бронетехники в городе. А вот броди в том районе тогда БУГ, скорее всего, ей бы поставлена именно такая задача. В результате получаем фактически режим свободной охоты в Цхинвале и ближайших окрестностях. С ограничениями по работе. Танки и прочая бронетехника цель автоматически. По автомобилям, кроме Уралов с ЗУ, не работаем. Если сделать разную обстановку при каждом старте миссии и антураж в виде артобстрела может получится очень играбельно.1 point
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HERE is a link to a fix to get Helios working in BS2 multiplayer. Unbelievable how easy a fix it is too. This also works for A10 if you have the same issue.1 point
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That does not work, because its an bug in BS2 or else it wouldn't work in FD mode either. @Nate, I hope you will keep us posted. Using the FD mode all the time really isn't a solution. You mentioned it yourself: sometimes you want to use the route ap. so long Mathias1 point
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Is the Game installed and activated? If yes then: -login as admin on u'r pc -run blackshark and try to start any mission -now the activation window should poped up although the game ist activated -then logout and login with your user-account, deactivate the game to save the activationkey -login as administrator and use the reactivation key to activate the game -try the patch now...1 point
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so the PVI and flares numbers are working properly on export now? Might have to modify my helios profiles :)1 point
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А что думает интернационал по поводу следующего продукта? Чем вы сейчас будете заниматься? Я так понимаю, если нет каких-то новых целевых заказов (контрактов), то ЛО3 не за горами?1 point
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ну тут не много имелось другое, в гс1 за посадку после сбитого вражеского ла давали хорошие доп очки, сейчас в гс2 дают копейки.1 point
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Gembrid, не в движке суть, я могу тебе на UDK новом и куда по симпотичнее нарисовать, другое дело - потянет ли всё это обыкновенный пользовательский персональный компьютер, как это оптимизировано, да и что то смущает меня проработка симулируемой техники...1 point
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