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AndyHill

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Everything posted by AndyHill

  1. The trailer was stylish and very good, because you used the after effects stuff with good judgement. The next phase in learning to use the effects is to go berserk and ruin a couple of perfectly good movies by overusing them, before realizing that less is actually more. I'm never going to be good at photoshopping, because I can't get over the "one more kinky filter wouldn't hurt" -phase. One thing I'm a bit puzzled with in many of your movies is the black stripes above and below the image. I like to watch movies full screen and the stripes kind of mess up the picture on a widescreen display. I'm really looking forward to the next BS movie and Speed 2. ________________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability AND proper toe-brakes.
  2. In AFM planes yes, the other planes don't need rudder to make coordinated turns. They probably should, though, at least to some extent. ______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability AND proper toe-brakes.
  3. Ok, another question almost on the subject. How do I as a multiplayer game host enforce my own label settings on the clients? So far I've just sent my labels.lua file to anyone interested, but I'd like to know if there's an easier way. _____________________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability AND proper toe-brakes
  4. Hiding behind terrain cover is a real life tactic, I'm not so sure about ECM blinking the way it's done in Lock on. The only true solution is for ED to do something about ECM/radar modeling, I'd say until then it's up to the server host to say if it's ok or not. ___________________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability and toe-brakes with differential braking.
  5. Prinzartus, you need to program the correct macro, I'm not sure what APPSw is, but it's not shift - F12. I'm sure someone will quickly tell you how to get your TIR working, I'd juyst mess things up if I tried. To everyone interested in TB, go spread the word on forums and make sure everyone knows people actually use TB. TB requires a little support from the developers (or rather they must avoid using certain programming tricks) to work. For example the Strike Fighters series doesn't work in local mode. It should be simple to fix, but the developer needs to be interested in it first. BS will probably have support, but all the other future sims are pretty much a question mark. It all depends on the developers realizing that it's useful to make sure TB works. __________________________________________________________________ BS MUST have a dynamic campaign system with multiplayer capability, toe-brake functionality and TouchBuddy support.
  6. And if it's big enough and bright enough it's possible to slightly exceed the 20 mile barrier: http://www.physlink.com/Education/AskExperts/ae551.cfm _________________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability. And toe-brakes.
  7. Leafer, if you're interested in the Il-2 series I'd suggest getting the latest 1946 version. That's where the multiplayer is. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  8. ggg, note that you might be able to obtain touchscreen overlays for your 19" displays, that kind of a setup could produce a pretty decent touchable cockpit. _______________________________________________________ Lock on MUST have a dynamic campaign with multiplayer support!
  9. I've been flying the alpha version for a while. Things are progressing pretty well, Swingkid has been sort of quiet, though.
  10. Ubi has pretty much abandoned Lock on, but that doesn't mean much. The developers are working hard on BS and they're pretty active on these forums (at least on the Russian side). The criticism towards lack of dynamic campaign and communications is valid. It doesn't mean that Lock on is a bad game, but you have to acknowledge the deficiencies in order to improve. The dynamic campaign may be taken care of sometime in the future, but ED REALLY need to do something about the communications. Your wingmen can already be somewhat verbose, so it shouldn't be too difficult to implement a new feature in BS that would make all the other flights communicate during the fight. I've played some Wings over Europe and although I still prefer Lock on I just loved the atmosphere, because I could hear other flights doing their stuff and I felt I wasn't alone in the fight. Sometimes you had problems knowing if "SAM launch!" was someone else 50 miles away or your wingman, but it shouldn't be much of an issue, since ED could simply make the messages directed towards you louder. Of all the features I'd like to see in BS this might have the best cost/effect relationship. But anyway, AFAIK Lock on is far from abandoned. You just need to know where to find the information and since you're here it appears you already do. _________________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability AND toe-brake functionality with differential braking AND more comms-traffic!
  11. Mobile phone companies love dynamic campaigns for Lock on. You can also try asking what they think about dense grids. And fantastic campaign systems. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  12. It must be hard working all day and coding a dynamic campaign engine at night. Or vice versa. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  13. IF the cockpits are indeed 3d objects that can be replaced AND if the hard coding only means the displays, gauges etc. so that if the new cockpit has the same dimensions as the old one they'll work properly they MIGHT be replaceable. This in turn might lead to 6DOF working properly in every flyable plane. Could be nice. Maybe worth some research. __________________________________________________________________ Lock on MUST have a dynamic campaign with multiplayer support, differential braking for toe-brakes AND new 6DOF cockpits for every flyable
  14. Wait a minute, would it be possible to create new cockpits for the existing planes? If so is someone already working on them? If not, why? _________________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability AND toe-brakes with differential braking
  15. Touchbuddy Touchbuddy Touchbuddy when when when soon soon soon now now now. Seriously, I'd love to have these features available in Touch Buddy. A functional TWS would be grand and a (static, zoomable) map with the waypoints on it would be fantastic. Wow anyway. _________________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability. AND toe-brakes with differential braking.
  16. I'm a pit builder and I almost feel like a human being after seeing that video. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability. And toe-brakes with differential braking.
  17. http://www.simhq.com/_technology2/technology_090a.html _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  18. The answer to dodger's question is most likely yes, you should be able to get the player data with a combination of LoGetPlayerPlaneId() and LoGetObjectById(). I haven't tried it myself, though. My guess is that Pilotasso's request should also be doable, there are LoGetTargetInformation() and LoGetLockedTargetInformation() functions that might do the trick, but I have no idea how they actually work. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  19. HAve you tried this (from 1.12 readme): In case of problems with TrackIR device please exit LockOn, delete \Input\TrackIR.ini file and start the game again. ______________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability!
  20. If SwingKid succeeds with his campaign engine it's going to be the best thing since Lock on release. Until then we need to keep kicking him so that he spends more time coding and less sleeping. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  21. The colours and fading are definitely great. It's also a known trick to use fading colors to create a sense of distance. Something Lock on might benefit from as well. ______________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability!
  22. What happens if you try to run 3dmark06? 7900-series cards have had a lot of issues lately so it could be a video card problem. Instead of instant crashes many people seem to be getting lots of artifacts, however, so I'm not so sure about that. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
  23. A more balanced approach in this case refers to resources allocated towards campaign, AI and other game aspects of the sim/game. Some "game" aspects such as for example dynamic campaigns are even necessary for simulating air combat, because quick tactical decisions and a certain amount of uncertainty are vital element of fighter combat. ______________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability!
  24. The definition I use when speaking of games is "a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome" (Salen & Zimmerman: Rules of Play (2004)). Note that this applies to practically every single simulator system out there. Another very important issue about games is that they need to create their own pleasure and keep the player motivated through proper game design. Because that's clearly the case with Lock on it is definitely a game in more than one sence. Since "game" can be a very broad definition and vehicle simulators in themselves can be a subset of "game" it may not be the correct answer to the question. In fact Lock on offers very little in terms of "gameplay", relying mostly on the users' willingness to experience a realistic representation of flying planes. That's why it's mostly a simulator as far as I'm concerned. Lock on would benefit greatly from a more balanced approach and the best way to achieve it would be to include a proper dynamic campaign. SSSSWWWWWWIIIIIINNNNGGGGGGKKKKKIIIIIIIIIIIDDDDDDDD WEEEEEE NEEEEEEEEED YOUUUUUUUU!!! YOUUUUUU DOOOOON'T NEEEEEEED SLEEEEEEEEP SO KEEEEEEEEEEEP COOOODINNNGGGGGGGG!!! ______________________________________________________________ Lock on MUST have a dynamic campaign engine with multiplayer capability!
  25. Like I said before the problem can be pretty random. Please report back after a while and tell us if you've had repeated success or not. I'd REALLY like to see this problem get solved and I'm hoping you've found the solution. _______________________________________________________________ Lock on MUST have a dynamic campaign system with multiplayer capability!
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