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JEFX

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Everything posted by JEFX

  1. Great thanks! JEFX
  2. HAHAHAHA That made my day! What litterature! Thanks JEFX
  3. Thanks Yo-Yo for your answer. Does that mean that Iceing WILL be implemented in this build of BS? JEFX
  4. WAGS by the way, in order to get the attention of everyone and to keep the DCS site REALLY dynamical and marketingwise attractive (especially to newcomers) I think that something of such an importance should be advertised in the main pages of the Web site: 1) in the news page (that IS quite a bit of news! 2) in the Developper's journal Now it is hidden in a way, deep within one single thread of discussion in the forum, and someone who does not come everyday to the forum would not naturally see it at first. Just a thought to distribute the good news! Thanks again for the video, please keep them coming! You guys have my deepest admiration! JEFX
  5. Thanks Wags! Great Video and it surely shows how greatly modeled everything is in that cockpit! I think as Einsena and MBot that the systems checks and failures should be more naturally implemented. As I understand Yo-Yo's answer, there are physical actions that the pilot can do to damage the system, for example: But there are other conditions that are just natural random weather conditions, for example : If we start the mission in winter, and the temperature is set to very low in the weather engine, will it have an incidence on those factors? If we start with or without snow, will it change the danger of getting those kind of failures? I think that the whole process of failures and especially the randomization of failures should be rethought profoundly. In FC the failures system is almost useless. Even with a randomization, there should be a sort of hierachy (some systems would be naturally more inclined to fail, even if randomized, than some others, and this depending on some weather conditions, for example). Does that make any sense? JEFX
  6. HAHAHA! I must say, you made me laugh more then anything else in the last few days! especially the advanced flight model of Ikarus Buses... HAHAHA! Since the announcement of DCS yesterday, everybody is soooo serious... We tend to forget it is a game! thanks! JEFX
  7. Hi! Fantastic work!!! I didnt follow everything here... Is it possible to DL somewhere? thanks JEFX
  8. JEFX

    MiG-29 941 Blue

    Fantastic! Can we DL somewhere? Thanks JEFX
  9. Hey! Nemesis, It was fun flying with you 2 days ago! I must say that, even though I have been flying LO since the beginning, I am new to multiplayer as well. Tried for the first time a few weeks ago, played online only 3 or 4 times (I dont get so much time to fly anyway) and I found it so amazing too!! And some people are really helpful. See you there sometimes. JEFX
  10. @Golfsierra2 Hi! Strange... They are fine here. Try typing only http://maps.live.com/ in your browser and go manually to the black sea. Then, try and find the town of Kobuleti (on the coast of Georgia, half way between Batumi and Poti, then zoom in on the area of Kobuleti. About 6 miles north of Kobuleti there is a big meandering river that goes through Ozurgeti. Make sure that your view is in 2D and in Hybrid mode then you will see the Airbase in one of the elbows of the river half way between the coast and Ozurgeti. Or else, try in Google earth with coords: N 41 55 48 E 41 52 00 I personnaly think that maps.live is better than google earth... JEFX
  11. Hi GA, Since you are here yourself, let me congratulate you in person for your fantastic movies! Of course I noticed it already in a previous movie, but here we see it in daylight! On which river is it, is it near that airport? JEFX
  12. According to a shot seen in GA's excellent new movie (Edge) at precisely 2'48'', one can see on the moving map in the Ka-50 cocpkit the following area of south-western Georgia (the map is inverted in the helicopter, showing north to the bottom): http://maps.live.com/default.aspx?v=2&cp=41.856875~41.857611&style=h&lvl=12&tilt=-89.7273997194723&dir=359.999977010854&alt=32765.4002029561&encType=1 And, still following what can be seen there, we can probably deduce on of the upcoming airbase, around 10 km west of Ozurgeti, as can be seen on this aerial view: http://maps.live.com/default.aspx?v=2&cp=41.922121~41.925961&style=h&lvl=14&tilt=-89.7263636982568&dir=359.999977010854&alt=8578.42475652508&encType=1 That is great news! Thanks GA. JEFX
  13. TEKA-T. Another amazing mod! Bravo! You have the flair for finding those details that make the LO world alive! As said before, your shaders with Birdys high scenes look awesome! Congratulation for joining THE team. We will all benefit! (It was about time!) Arigato G. JEFX
  14. shi$$""t... What happened to my (neatly formatted) text???? This is unreadable...:( Sorry guys, I have no idea what is the matter. Here I try again: Hi guys,I decided to make some new experiments tonight to complement the data accumulating here... I hope you mission-builders will find it informative. I think that, as B.R.D. pointed it, one of the reasons to know the rates of fire, number of this or that, is to mix up units in order to get less regularity and more variety in the firing patterns of opposing units. voilà: ______________________________________ Artillery supplementary data (experiments made June 11, 2007) by JEFX GROUND ARTILLERY -All ground artillery units shoot their maximum number of rounds in 2 bursts (one big one and one small one), separated by approx 1’30’’ of waiting time. -All of them take approx. 40 minutes to reload, ad infinitum.-All of the SAU family shoot approx. 8 rounds/min. while the M109 is roughly only one round/min. -All three multiple launchers have been discussed before.Here is the number of rounds for each artillery unit between reloads : SAU-Msta : 50 rounds SAU-Akatsia : 46 rounds SAU-Nona : 25 rounds SAU-Gvodzika : 70 rounds SAU-Bereg : 48 rounds M109 : 56 rounds SHIP ARTILLERY -All ship-based artillery units have the same behavior : they shoot a 41 rounds burst, wait for a variable number of seconds, (see below) and shoot 41 rounds again, this pattern repeated a total of 5 times (except for the Perry, 4 times). For some of them, the last time is a smaller number of rounds (about 10). Then they all stop to shoot forever… -All of them shoot at an approximate rate of 1 round/second (some faster, Molnya and Albatros, most of them a bit slower than 1 round/sec)Here are the peculiarities of each of them and the number of seconds between 41 rounds bursts: Oliver Perry : 30 sec. wait Ticonderoga : 30 sec. wait, 2 cannons simultaneously (one at the bow, one at the stern) Molniya : 30 sec. wait (shoots faster) Albatros : 13 sec. wait Neustrahimy : 45 sec. wait Rezky : 45 sec. wait, 2 cannons simultaneously (side by side at the stern)Moscow : 45 sec. wait, twin barrel cannon I hope you guys find this helpful (it is a bit dry to gather... thanks to the acceleration functions of the game!) JEFX
  15. Hi guys,I decided to make some new experiments tonight to complement the data accumulating here... I hope you mission-builders will find it informative. I think that, as B.R.D. pointed it, one of the reasons to know the rates of fire, number of this or that, is to mix up units in order to get less regularity and more variety in the firing patterns of opposing units.voilà:______________________________________Artillery supplementary data (experiments made June 11, 2007)by JEFXGROUND ARTILLERY-All ground artillery units shoot their maximum number of rounds in 2 bursts (one big one and one small one), separated by approx 1’30’’ of waiting time.-All of them take approx. 40 minutes to reload, ad infinitum.-All of the SAU family shoot approx. 8 rounds/min. while the M109 is roughly only one round/min.-All three multiple launchers have been discussed before.Here is the number of rounds for each artillery unit between reloads :SAU-Msta : 50 roundsSAU-Akatsia : 46 roundsSAU-Nona : 25 roundsSAU-Gvodzika : 70 roundsSAU-Bereg : 48 roundsM109 : 56 roundsSHIP ARTILLERY-All ship-based artillery units have the same behavior : they shoot a 41 rounds burst, wait for a variable number of seconds, (see below) and shoot 41 rounds again, this pattern repeated a total of 5 times (except for the Perry, 4 times). For some of them, the last time is a smaller number of rounds (about 10). Then they all stop to shoot forever…-All of them shoot at an approximate rate of 1 round/second (some faster, Molnya and Albatros, most of them a bit slower than 1 round/sec)Here are the peculiarities of each of them and the number of seconds between 41 rounds bursts:Oliver Perry : 30 sec. waitTiconderoga : 30 sec. wait, 2 cannons simultaneously (one at the bow, one at the stern)Molniya : 30 sec. wait (shoots faster)Albatros : 13 sec. waitNeustrahimy : 45 sec. waitRezky : 45 sec. wait, 2 cannons simultaneously (side by side at the stern)Moscow : 45 sec. wait, twin barrel cannonI hope you guys find this helpful (it is a bit dry to gather... thanks to the acceleration functions of the game!)JEFX
  16. Please, I would be tempted to say : give people a chance... It is not so funny, the guy is just asking. I agree that most of these kinds of questions could be avoided if people just took the time to read the whole manual and watch all training tracks... Talking about ground attack, the Flanker is not so bad at it. Of course, as mentioned, it does not use guided munitions of precision weapons of any kind, but it can deliver a lot of iron with either CCIP or CCRP computer calculated precision! It is able to deliver also some pretty lethal rockets if shot properly. And since the Flanker is a very powerful and agile fighter, one can actually use interesting power tactics (such as pop-up and dives or NOE very fast attacks) and avoid AAA or threats with speed and power in some situations where a Hog or Frog would be a sitting duck. I would not say that it is not a good A to G platform at all. JEFX
  17. Lefty, I am not sure these info are up-to-date... Some of my experiments date back to 1.1 or even 1.0 time... (gelological Lockon eras of course:) ...) But anyhow, here is what I have: name weapon number M109 rockets 155 mm. 34 MLRS multiple rockets 12 SAU Nona mortar 120 mm 25 GRAD multiple rockets 40 SAU Msta shell 152 mm. 50 SAU Akatsia shell 152 mm. ? SAU Gvozdika shell 122 mm. 40 SAU Bereg shell 130 mm. 48 SMERCH mult. rockets 300 mm 12 Or course, they do reload, (even if there is no loading truck 1000 km around). It takes a while for some (8 minutes for GRAD up to 15 minutes for SMERCH), and I have no idea for SAUs. JEFX
  18. Oups! Sorry B.R.D... I just made a quick experiment: Albatros, Rezky and Perry all DO fire their artillery at ground targets... They take a while before they start... I just had to be more patient... It was a while back when I did those experiments... They do have some turret angle limitations though : for example the Rezky will fire with both turrets located at the back, therefore if the targets are close to the front of the boat, they wont fire... Unfortunatly, the ground units and ships dont have travelling AI routines to make them move into better firing positions... It IS a flight sim after all... We do get quite a lot of side bonuses... JEFX
  19. Hi! If I may add to the excellent info from B.R.D.: ________ Some units have a minimum distance (under which they wont shoot): MLRS has a 5 km. min. (30 km max) and a reload time of 9 minutes GRAD a 10 km min. and a reload time of 8 minutes SMERCH has 20 km minimum dist. and a reload time of 15 minutes I am not sure but I think that the BEREG has a 10 km min too? (still need to try?) ________ Then, as mentionned by Dante and B.R.D. some units have angles limitations: MLRS (I think some limitation but I havent experimented with it??) SAU Nona : only 35° Left and right are possible GRAD : only 120° Left and 60° right BEREG : only 120° left and 120° right SMERCH : only 30° left or right The big winner is the SMERCH that can shoot 12 300mm rockets all the way to 70 km!!! ________ It is worth noting also that some ground units have various max road speed (as low as 48 km/h for a M60 Tank and as high as 100 km/h for a BRDM-2 APC) although most artys go for an average of 60 km/h max road speed. As far as naval units goes: I always thought that the Perry did not fire artillery to ground targets ??? are you sure B.R.D.? And the same for Albatros and Rezky? did you get them to fire arty at ground targets? Otherwise I have the same ranges. On top of that, if you want to create interesting battles with tanks and APCs and IFVs, bear in mind that they all fire for sure, but APCs and IFVS have a limited range of 1000m and most tanks of 2.4 km (M60, M48) to 3 km (M1). ________ Then, some IFVs have a limited amount of small missiles on top of their guns and have a fange of either 3 km (M2 Bradley, 7 missiles, BMP-1, 6 missiles and BMD-1, 3 missiles) or 4 km (BMP-2, 5 missiles and BMP-3, 9 missiles). JEFX
  20. Thanks for your reply SVK, I thought you spoke czech! I speak french but I was brought up with many Czech friends around me (my violin teacher from age 12 to 20 was czech and I was at her house very often!). Of course, translating the whole thing seems very interesting but a bit long... (I tried the online tools to translate from czech to english dont make a good result, almost impossible to understand one word out of 10...) If you have time, and for the good of all of us, you might want to give us a bit of translation starting from the detailed description of each avionics MFD starting at : Obr. B: Flight Data Display (FDD, displej letových parametrů s aktivním panelem radiových frekvencí pro komunikaci) and further all the way to the end, seems the most interesting! but that is only if you have the time. You might want to post the results rather in the other thread about the Gripen here : http://forum.lockon.ru/showthread.php?t=21625&page=5 Thanks a million! JEFX
  21. Well Well, For once here, my background and job may be of any help... No I dont fly airplanes, neither do I work with multimillion-dollar aircrafts... I am a musician (symphony orchestra conductor). And I can assure you all that it is NOT the same tune! Both share a similare structure (they are both in 4 beats and they both proceed in 8 bars patterns) and despite the fact that they are not in the same key and speed, their melodic structures are different. Granted, they are stylistically very similar (like if someone wanted to make different but not too much...). For sure, we are not talking about differences like Beethoven and MCHammer or Keith Jarrett and Schoenberg... Cheers... JEFX @tflash : I loved your bit about stobes in your radar... HAHA!
  22. Hi! Bimbac Great! Do you feel like translating some of this for us? http://www.vztlak.cz/army/gripen.html Especially the description of symbols and elements of the MFDs and avionics, if you want (not the long texts, it might be too much of a job...). Thanks JEFX
  23. Hi! In another thread : (located here : http://forum.lockon.ru/showthread.php?t=21625&page=4) our collegue Xealot found a great wealth of infos about the details of the Grippen cockpit and avionics but it is all in czech. Anybody could try and translate some for the benefit of all, please? Here is the link: http://www.vztlak.cz/army/gripen.html thanks JEFX
  24. Hi all! I find this cockpit really fascinating! Xealot, I think your last find, despite the fact it is in czech, is a fantastic find! I used an online czech to english translator and the result is VERY bad, but at least, there is a lot of info that we can understand now: http://www.tranexp.com:2000/InterTran?type=url&url=http%3A%2F%2Fwww.vztlak.cz%2Farmy%2Fgripen.html&text=&from=che&to=eng (actually, I am previewing it again and, unfortunatly, there is not much to understand... It is more like a teaser... Anybody speaks czech here? JEFX
  25. JEFX

    Help with skins!

    Thanks to all of you (What a great community!) Deadman: It was all Russian AC that were affected (SU-27, SU-33 and SU-25) Alpha : Thanks. I had an original su-33.cmd file somewhere and I retrieved it. Arbitrator: Thanks for your email, your nomera.tga original file pasted in on top of retrieving my old su-33.cmd file as said by Alpha DID IT! Thanks to you all! JEFX
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