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JaBoG32_Herby

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Everything posted by JaBoG32_Herby

  1. Hi Speed, I´ve been using and enjoying your great mod for a good while now and I´ve also been trying out the latest version that you´ve kindly "prereleased". May I ask, if there already is a documentation (or part of it) available to better understand the changes and new functionalities that were introduced since V5.3? Best regards Herby
  2. Jona, thank´s for the mission file. I´ve played around with it a bit and regardless what I do, the helicopter is not going to hover below 24m AGL. That´s the lowest it get´s. I admit it´s not looking bad but I recall the min altitude for heli ai to be 10m in BS1. I found out that one thing you should not do is to define the waypoint alt as AGL in the ME instead of MSL. That is then "correcting" all the waypoints to at least 30m AGL. Perhaps a bug?
  3. Hi Gents, happy new year. I wonder if you got it to work to have the AI fly low and slow. Even if I define a waypoint to be 2m above the ground the AI will not go below 30m which seems to be a harddeck for what ever reason. How ED managed to get their altitude mission done with the Helos getting lower than 30m AGL is a mystery to me. Herby
  4. Hi Vekkinho, since DCS:BS and FC2 share the same editor you could find a nice collection of "how to" at the link below. http://forums.eagle.ru/showthread.php?t=47877 As to your question, I have not yet seen that behaviour. So I am not of any help there, sorry. Regards Herby
  5. Hi Agg, have the hoster pause the game and unpause it after a moment. That will also unpause it for you. (Or kick you out sometimes) Regards
  6. When I refer to the Apaches I just saw both choppers fly without a tail and with burning engines on the clientside. What I wrote about the testsetup with the B-52 and the MiG I observed the behaviour on both server and client simultaniously.
  7. @Maverick: thanks for your remarks. @Panzer: Thanks as well for your thoughts. I did a little testing this morning in order to identify the problem in more detail. For that I`ve set up a mission that couldn`t be more simple. An AI B-52 gets engaged by an AI MiG-29 and that`s it. The result is that the Server, running BlackShark 1.0.2 without any mods on an XP platform btw, allows the B-52 to sustain 1 missile hit without getting destroyed. Then follow 4 more missiles that all get spoofed by flare with the last of these 4 however causing enough damage for the B-52 to crash. The client however, having tried with either FC2 and BlackShark, has the B-52 killed after the first hit. Which looks more realistic in my opinion. I also reviewed Tacfiles from an earlier mission where the named Apaches survived not only 40+ Shilka hits but also 2 direct SA-10 missile hits both without being wiped out from the virtual world. That also led to the situation where the AAA on the server continued to fire on the Apaches while the same AAA on the client didn`t care about the flying "zombies" any more at the same time. So this might show that it is not only the visual representation, as I understand you suggested, Panzer, but some kind of wrong set-up on the servers damage modelling. Is there any file that I could look up to compare the damage definition on the two computers? Thanks and regards Herby
  8. Hi there, I`m not sure whether this has been asked before but couldn`t find anything searching the forum. While playing a couple of MP missions throughout the last days some squadmates and myself observed AI units that on the client sides were damaged beyond usability (e.g. Apache without tailrotor, B-52 with both wings lost, An-26 wit one wing lost) but still flying around nicely in the virtual world. The Tacview files however showed these units removed from the battlefield for the clients. My question is now, how do server and clients synchronize the damage state of any unit during the mission and is every single bullet, missile, rocket or whatever is exchanged between units synchronized in terms of motion vector and impact result? Will the skill level for AI if set to random in the ME in game be the same on the server as on any participating client? Thanks for any help. Regards Herby
  9. First of all many thanks for this great mod. :thumbup: While testing the Su-25TM i ran into a bug that might also apply to other aircraft. The 25TM offers three additional missiles; Kh-31A, Kh-31P, Kh-35 and an additional radar pod. When i select a loadout with any of the above mentioned the weapons and the pod disappear the moment the game is unpaused if the skill was set to either Player or Client. Anyone having an idea on that? Regards Herby
  10. After air refueling while flying at the tankers wing he decided to turn into me. Before I realized what happened I`d gone straight trough his airframe. What you see is the result of it
  11. Hi folks, I`d like to share with you a couple of screen-shots that show the abilities of the F15 in FC2 when it comes to survival. Following a midair both wings were ripped from the airframe giving BETTY a little concern about the technical status of the aeroplane. Just before bailing out I realized the engines still being responsive to my inputs. While gaining speed rapidly the tailerons also gained controllability for the steering part of the show. That made me think, if it could fly like this it could land like this. A good 250 to 280 kts upon touchdown and sochi still provides enough runway to come to a full stop.:music_whistling: Regards Herby
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