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Brit_Radar_Dude

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Everything posted by Brit_Radar_Dude

  1. You are absolutely correct, it isn't always all about the combat in Lockon. Often I set up in a different part of the map / different times of day / different weather and simply fly around following a road or a river to see where it goes and enjoy the view.
  2. If you do not need all of those ground units to move or fire, then you can try to save some FPS by using some Static Objects instead of actual units. For example, you might have a mission where the target is a truck parking area guarded by a couple of Shilkas. Instead of putting twenty actual trucks, use twenty static object trucks. make the Shilka's be real units so they will fire at you. To make it look more realistic, you could have one or two real trucks driving into the parking area.
  3. http://www.raytheon.com/products/alq184 The AN/ALQ-184 is a upgraded AN/ALQ-119. It comes in two versions - two band (Mid and High) and three band (Low, Mid, High). From the length of the pod in the photo, I would say it is the three band version. I worked at Raytheon for a while, but on ATC radars, not this kinda stuff.
  4. B_R_D says zipped .bmp files for the same reasons as SuperKungFu....
  5. Nicely done Moose, look forward to the next one!
  6. Take heed of what Konny said about TrackIR - he has been around "forever" and knows his stuff. Getting a TrackIR first before pedals seems to be the opinion of just about every post on the subject I have ever read on the various Lockon Forums.
  7. That pic I posted of the different sized rivers joining is at 44.55.30N 38.27.40E I can only assume that this is not a bug - rather that it is the way that the Devs made different sized rivers using the one texture to save on size of lockon install file. I used the ME to look around the map (set to satellite view) and discovered very quickly that there appear to be 3 different sizes of river on the map, that use the same river texture but with the texture shrunk / stretched. I guess with the plain blue coloured river texture I just never noticed it before. For all I know there are more than 3 sizes, but that's all I spotted. Obviously I'm not counting the really big river in the middle of the map. A good example that shows all 3 sizes is at 45.08.00N 37.39.00E As for the colour of the water, I feel that darker looks more realistic. From what I recall from flying over water in aircraft in real life, rivers generally look very dark from the air. Had a quick look at Aeroscouts latest version:- Not real keen on the river mouth texture - makes it look like every river emptys into the lakes / sea with a big waterfall. Personally I think better looking is the default texture as rivers flowing into the sea tend to deposit silt and have brownish looking river mouths. I agree the new river texture does look more random, cant decide if it now looks a bit too busy - I guess it is all a matter of preference. I shall certainly be using one or the other when flying in mountain areas.
  8. If I fly in the mountains, this Mod looks quite nice actually, I was quite impressed. The rapids look a bit odd on the flat terrain though, so I add or remove according to where I am flying on the Map. One question I have. Are there places where the Devs stretch the texture of a river to make it look wider, or is it a bug? I found this whilst flying over the flat bit in the Caucasus (quick fly MiG29 mission)
  9. Nope, you can't do it, the ME (Mission Editor) does not allow the setting of conditions such as you described. Lockon assumes that hostilities have commenced so AI units will engage any enemy units. The most that the ME does is certain TASK's such as ESCORT where the AI jets will escort a tanker or AWACS for example. Any enemy comes within a certain range (50km?), then they will peel off, engage, then return to their escort task. You can also set a TASK as GAI. In this one, the AI will sit on the airbase till enemy come within a certain distance then they take off and engage. The range they engage is increased if you have added EWR radar such as IL13 or 55G6. There have been the occasional missions made by members of the Community that try and simulate a period before all-out war starts. Check out a nicely done mission called Spy Games by MBot. He does it by putting all the units in the same (Blue) coalition. You get mission success by actually destroying an aircraft that (the ME thinks) is a friendly. That is probably about the best you can do with the ME.
  10. Dont forget that even if you have mirrors OFF due to FPS reasons, you can still press N or M keys while you are flying to have them pop up into existence whilst you hold that key.
  11. ED are great on detail, but I suspect not even they would put in eclipses.... I decided Cornwall would be a zoo, so killed 2 birds with one stone and went to France. Saw the Bayeux tapestry, visited the D-Day beaches and a number of museums in the area, etc. The weather was as bad in France as in the UK. About the only sun we had seen was on the ferry across the Channel, so we figured that we needed to be on the coast. We went to a town called Feycamp about 20m North of Le Havre. Turns out it was the first place in France that the eclipse would hit - 50,000 people on the beach, dozens of French TV cameras, jazz band playing etc, a real party atmosphere. The town council had organised a park and ride free bus service, commemorative T-shirts, free safety glasses - it was so well organised I was sure I was in Germany, not France. ;) About 5 mins before totality, a gap in the clouds came over and we got a perfect view - one of the most memorable things I have ever seen. I still dine out on the story of the buddy who went over with me (a Scottish guy) and got sunburn.... .....during an eclipse. It still makes me laugh.:megalol: I can remember the first night mission I ever flew in Lockon and suddenly realised that I recognised parts of the night sky and that Lockon actually mirrored the real world. I picked out a few that I knew including the Pleiades. Made me remember my Grandfather who passed away many years ago - he had tried to teach me the night sky when I was still at Junior school.
  12. Forgot the pics Port berth numbering Anchorages outside the port
  13. A buddy of mine is in shipping and this information is from his Lloyds List of the World's Ports and Harbours. Might be of use to Mission designers striving for more real world accuracy regarding setting winds, fog, ships in port, ships arriving / leaving, etc. UKRAINE FEODOSIJA Anchorage Can be obtained anywhere in Feodosija Bay, depth 9-22m. Holding ground is soft mud. The harbour itself affords good holding ground and is sheltered from all winds except those from the E. Weather Winds from the E can set up a heavy swell in the harbour Cranes 20 KERCH Anchorage Vessel anchorages are only allowed in 4 fixed places and inside the roads of the port itself. Anchorage within the channels and roads of the Kerch Straight is prohibited. Weather prevailing NE winds most of the year. SW winds during the daytime in Summer. Fog common in Spring expecially in May. Cranes 32 RUSSIA NOVOROSSIYSK Anchorage Can be obained in the outer roads in the following areas:- SE of the Port entrance - holding ground is mud and shell. Depth 20-24m. W of Penay point - holding ground is mud and shell. Depth 27m. N of Doob point - holding ground is mud. Depth 12m. This is for vessels with dangerous cargoes. I'm guessing Penay point is at 44.40.40N 37.53.05E about 2.2nm SE of the Sheskharis oil terminal and Doob Point is at 44.37.50N 37.54.35E based on Google Map satellite shots of anchored ships. Weather A sharp NE wind called the Bora can rush down from the mountains around the bay, and in a short time reach hurricane force. It can happen in any season but worst in Winter. Vessels approaching port with a strong NE wind blowing or caught by a storm whilst lying in the outer roads should put to sea to weather the storm or lay at anchor in the Yuzhnaya Ozereika at 44.40N 37.38E with machinery at the ready. Yuzhnaya Ozereika is the river mouth 11km west of Novorissijsk airbase. The mountain to the west of the airbase gives some shelter to ships from the NE Bora wind Cranes 40 SOCHI Anchorage Can be obtained for deep draught vessels in the outer roads W of the Northern mole, depth 12m or 1.5nm SW of the Sochi lighthouse, depth 29m. Holding ground is mud and sand. The anchorages are exposed to winds from the NW through to the SE. Weather Severe conditions from the NW through to the SE in autumn and winter causing a heavy sea in the approach channel and harbour entrance make the harbour unusable. Vessels must ride out storms in the anchorage ares until conditions improve. Entry to the port is not allowed during winds of over force 4 (over 8.5m/s) Cranes 20 TUAPSE Anchorage Anchorage can be obtained in 2 areas, S or SW of the SW breakwater - holding ground is fine sand and shell. Weather Severe weather from the S can make the harbour inaccessible. Vessels must make ready to put to sea after receiving a storm warning. Other info Refer to Port Map use Web link below. Mooring to berths Nos. 1, 2, 5, 6, 11a is starboard side alongside; Nos. 3, 4, 9, 9a port side alongside; Nos. 10, 11 starboard or port side alongside. Make sure those ships are alongside the berth facing the right way... Cranes 40 http://www.tuapseport.ru/Eng/index.asp click on "operational information", then click on a choice of:- "vessels approach" tells you which ships are due to arrive and when. "vessels allocation" tells you what ships are in port and where they are moored, what cargo they are loading/unloading etc. "daily schedule" tells you departures and their next port of call. "visual allocation of vessels" shows you a map of the outer anchorages. Click inside the harbour to swap to inner harbour picture. Click outside the harbour to swap back again. On either picture, click on a ship icon to see details of that mooring, then click on ship name for ship details. Combined with current online weather information, a Mission designer who wanted to go for total accuracy could design a mission that was real world accurate for the day he made it (apart from the default ships that are already in the ports).
  14. Maybe Colwick? There were several mines in that general area - Cotgrave was probably the closest. http://www.healeyhero.co.uk/rescue/Collection/shane/cotgrave/sth-nott11.jpg
  15. Actually a transplanted Northerner from Robin Hood country, but glad to help....
  16. No worries Brum. Glad to help - my little sister used to live in Kings Heath...
  17. Are you thinking of MBots static objects pack 1 ? http://forums.eagle.ru/showthread.php?t=21066&highlight=static
  18. A couple of years ago, myself and a guy called JEFX did some investigation and swaping of information about artillery in Lockon, here is some info related to your query... Whilst the self propelled guns such as M-109, SAU-Akatsia etc will fire on the move, the MLRS/SMERCH/GRAD will not, they must stop. Once stopped to shoot they will not start moving agian Max range: MLRS 31km Smersh 70km Grad 20km Min range (under which they wont shoot): MLRS 5 km and a reload time of 9 minutes Smerch 20 km and a reload time of 15 minutes Grad 10 km and a reload time of 8 minutes Rounds: MLRS - 12 Smerch - 12 Grad - 40 Angle limitations: MLRS (I think some limitation but I havent experimented with it) GRAD : only 120° Left and 60° right SMERCH : only 30° left or right
  19. http://www.imdb.com/title/tt0104521/ B_W - Found this info on IMDB about "Into the Sun".
  20. As F-18 Hornet said, that way of modding the AI to be flyable WILL NOT WORK in v1.02 It will only work in v1.1 and later as the Devs only added the code to make the Mod work in Flaming Cliffs (v1.1). Also you should be aware that the Mod is only really designed for Movie makers so they can fly the AI planes and get the perfect angle for their movie. The flight model you get is a mix of the standard Su-27 and the AI jet. It means small jets eg F-5 fly like a rocket and big jets eg B-52 fly like a brick (in fact pretty much impossible to make a takeoff). They all have a standard Su-27 cockpit. There were some Mods for v1.02 that made a particular AI flyable, but they all did that by replacing the model of one of the flyables with a model of the AI jet, eg USMArines F-16 mod that replaced the F-15. http://www.virtual-jabog32.de/index.php?section=downloads&subcat=21&lang=en Most of those Mods are on the JaBoG 32 site, link above.... Swiss Virtual tigers F-18 Mod US MArines F-16 Mod JaBoG32 Tornado Mod CheckSix Mirage-2000 Mod Virtual Patrouille Suisse F-5 Mod Leonski's F-18 Mod Leonski's F-16 Mod Leonski's F-117 Mod Leonski's F-4 Mod I would suggest that you do not try and run more than one of these Mods at the same time, I suspect they'll have some common areas that overlap and you might screw up your v1.02 installation.
  21. Yep, what Mizzy said.........
  22. I'm sure I remember reading about this subject on one of the Lockon forums years ago. I think it is called something like OLE2 Compound Document Format. I'm pretty sure that the mission (and campaign) files have some sort of length count embedded. I seem to recall messing about myself a couple of years ago with mission files. I found that if I edited something simple such as the mission name, then it still loaded up if the new name was the same length (or shorter??), but failed if the new name was longer. Some folks back in 2004 were experimenting along the lines you discussed to make mission randomisers.
  23. Photoshop I'm guessing...... I think Frazer was have some fun with us.:)
  24. Actually I can't see as now on the Forum, you can only see your OWN warning level. But I'll take your word for it ;) Thanks for the wiki link, I think it makes sense now, quite interesting to get an insight into another countries Internet speak. I think that makes it an even more realistic skin - something that is contemporary and an "in joke".
  25. Top Gun..... The Hunters - excellent movie apart from the love interest nonsense. http://www.imdb.com/title/tt0051750 Pell: I`m a killer man! I cut em up,you know!
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