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Everything posted by ZoomBoy27
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15 Activations??? with Star Force?
ZoomBoy27 replied to Ironhand's topic in Lock On: Flaming Cliffs 1 & 2
I think it is the case. Some people at SimHQ have seen the same thing. See thread here -
A-10 Missions Pack - Struggle in Crimea
ZoomBoy27 replied to ZoomBoy27's topic in Lock On: Flaming Cliffs 1 & 2
I have been working on the Su-25T version of this. I had designed it so that Russia and the U.S. were on the same side and I could swap in the Su-25T for the A-10. I've finished re-doing the first 3 missions and seems to be working well. It's really useful that I have so many Vikhr missiles though they are not fire and forget like the AGM-65's. It takes a more deliberate plan of attack. But using the Shkval system really makes it useful. I've still got to get a handle on the gunpods. And after looking at the SEAD missiles(Kh-25MPU and Kh-58 antiradiation missiles) I'm going to add extra SEAD missions including Feodosija Blocker SEAD missions. Just some thoughts on the Su-25T. -
Right now you have the right to 5 activations with the probability that you'd get more if you sent the LOMAC people an e-mail. So you would install it in your current machine. Then you'd have 4 activations left and could play Flaming Cliffs. After you get your new computer, that would use up another activation. Then you would have 3 activations left and could play Flaming Cliffs.
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Night Visit mission for Su-25T - FC1.1
ZoomBoy27 replied to ZoomBoy27's topic in Lock On: Flaming Cliffs 1 & 2
I do mainly Air-to-ground. I don't know if you're a big fan of the A-10 but I've something big for 1.02. I just recently issued a pack of 26 story-linked A-10 missions. Plus a few other ones like OilStrike and Star Wars. Find here at my Mission Page -
Debrief Error for Building objects Su-25T Single player mission I created from scratch in FC1.1. In the mission, you are tasked with destroying 2 ammo dumps and a comm tower. The ammo dump + Comms tower are those new objects. If you destroy them, you'll get MISSION SUCCESS. You can see that on the Missions Objectives(use KEY_QUOTE) while flying. But in the Debriefing screen they won't show up on the list as as Destroyed. EDIT: I set up a 1.02 mission with a Static object and it does show up as Destroyed. Apparently the problem was fixed in 1.02 patch but looks like they overlooked that for the new set of objects.
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Su-25T Single player mission. In this mission, you are tasked with destroying 2 ammo dumps and a comm tower. Version 1.00 Download here at my Mission Page Noted a possible LOMAC 1.1 bug. The ammo dump + Comms tower are new objects. If you destroy them, you'll get MISSION SUCCESS. But in the Debriefing screen they won't show up on the list as Destroyed.
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We flyers of Su-25T must protest the placing of trees right next to the runway. We've got enough problems landing already. I'd prefer that they be cut down - :icon_axe:
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Unfortunately, after searching that site, that does not give me a concrete article nor does it tell me about Damage Modelling in LOMAC. Thanks for the idea. I've posted on gamedev.net and I'll lurk around there for answers.
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I'd been reading on a web-site for Propellers (under Windmilling and Over-speeding) and they talked about the wind-forces that occur. At low RPMs and in a dive to the ground, there's a lot of force on the propeller(fan in this case). Because of the forces and the high velocity, the fans would spin faster(lesser loading)and then over-rev(have too many RPM(Revolutions per minute)). To quote from the web-site: Now to translate it: You could just translate it as is and let the user find out for himself or try to provide a full description. Looking forward to it as I'm bilingual but have a poor plane vocabulary. New words tolearn mmmm....
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It's more of a programming question. I'm programming an arcade flyer for a hand-held and can load my plane in and fly it around. But I need to go to the next step and have damage and fire. How are the damage models organized? In a tagged tree-type structure?
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SiC CamPack for 1.02 A series of 26 story-linked A-10 missions that put together a campaign crossing the Crimea. I've re-used some missions,listed in the Read-Me text(some modified), but they contain useful de-briefings(listed under Previous Mission) that keep the mood of the story going. All missions contain such debriefings to give the campaign an on-going context for your flights. But there are 20 new missions overall. It's a story of Russia/USA versus Ukrainian nationalist forces in the Crimea. The pack is for LOMAC 1.02 but should be flyable in FC 1.1(needs full testing). Enjoy! :beer: You can download the pack at LOMAC Files. Thanks LOMACfiles ! If LOMACfiles.com is not functional, Download at my Missions Page
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I thought there was just 6 new items for us to blow up. But perusing the editor and encyclopedia, there's about 20 significant objects with another 30 variants. You could build your own town. Some items: RoadBlocks, Chemical tanks, Oil Derrick, Oil Platform, Comms Tower, Cafe and an outdoor WC(british I think for washroom). Note to ED: it is "Small warehouse" not "Small werehouse"(when the moon is full, it changes into a wolf)
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I've been going through the Su-25T tutorials and the gun pods have been impressing me especially when allied with the Shkval system. It's coolness that they are able to deflect downwards over the target. I've done a lot of A-10 missions where I usually rely on the missile/bomb count to guess effectiveness of the loadout versus the # of targets. The A-10 gun is usually to do clean-up especially on soft-skinned vehicles. Adding gunpods would seem to give allow multiple targets if you've only got 2 or 4 missiles/bombs. Back at it.
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1.1 Addon success rate: lets make some statistics.
ZoomBoy27 replied to Pilotasso's topic in Lock On: Flaming Cliffs 1 & 2
From what I've seen, none of the complainers will be shy about laying out their problems and voting. :icon_axe: :icon_axe: And those who are happy would arrive at the forums hoping to confirm their love :icon_syda :icon_syda -
I took a look at the hummer in the Su-25T Instant Flight(1.1) and it's got a driver, seats and see-through windows. 1.02 has an opaque box. Coolness That's a positive sign for 1.2 - people running out of vehicles.
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My pilot logbook is not updating!!
ZoomBoy27 replied to Stratos's topic in Lock On: Flaming Cliffs 1 & 2
Try the SimHQ discussion here. It appear to have some salient responses. -
Someone in another forum asked about Sims in 10 years Besides the obvious Flaming Cliff jokes :tongue: :tongue: I came up with some serious ideas. Add yours. - Stupendous Eye candy - that users will use too much of and complain. CPU and GPU speeds grow geometrically while programmers will program in an exponential USAGE as a feature. - People in the industry will have finally figured out consistant dynamic campaign methodologies - Modding will be standardized for skins and other graphical features rather than needing CSI: Programmer to dig stuff out. - companies will keep a tight control on the flyables. It's just better for on-line play(a big community builder). - the long-term path to steady revenue is dedicated servers and easier access to content(created by companies) - i.e. more add-ons per engine. If web distribution is made feasible, the company can set aside a team to just produce content packs(campaigns, mission packs). - the AFMs will be in their 2nd generation(BoB:Oleg + LOMAC2 have the 1st gen AFMs) and it might be determined that CPU cycles should go to things besides graphics and AFMs. 2nd Gen AFMs should be "good enough" - major-league middle-ware solutions will be used for asset control - because sims have the MOST serious assets - serious in RL design, serious in layers of interactive graphical detail, serious usage of the asset components.
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Official word from Developers regarding release of 1.1
ZoomBoy27 replied to BIOLOG's topic in Lock On: Flaming Cliffs 1 & 2
Good to know. I'll get back to making missions. -
I'm working on about 20 missions forming a missionpack/campaign for the A-10. When FC comes out, I'll swap in the Su-25T to make another missionpack/campaign. See Mission List here. Anyone know if the wingman does Re-arming + Re-Fueling automatically? For 1.02 is there a key-command to make the wingman re-arm or re-fuel? Does 1.1 have those commands? Thanks in advance.
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My effort in cockpit translation
ZoomBoy27 replied to Omega Oska's topic in Lock On: Flaming Cliffs 1 & 2
Yes, once you've learned the Su-27, you'll be able to use 90% of the avionics of the other Russians(I really like their Grid radar map). I would recommend Ironhand's Clipped Eagle tutorial - that should give you a good handle on how to MASTER the Russian planes. -
I read it in french and understood it. Oh! :rolleyes: :rolleyes: a translation Lock-On 1.2, opérations combinées vous sera présenté en avant-première Lock-On 1.2 - Combined operations will be shown in a preview Falcon 4, l'attaque Air-Sol n'aura plus de secrets pour vous Falcon 4 - Air-to-Ground won't have secrets for you anymore. Lock-On, modélisez de nouveaux objets. Partie 1 : le choix des outils, préparation de la modélisation. Lock-On - Modelling new objects. Part 1: The choice of tools and preparation for modelling. IL2/FB/PF, toutes les nouveautés du patch 4.0 dévoilées IL2/FB/PF - All the new things in Patch 4.0 are revealed. SFP 1, la fin des add-on freeware est-elle annoncée ? SFP 1 - The end of free add-ons - has it been declared? Jane's F/A-18, notre guide complet pour maîtriser les principaux aspect de notre cadeau Jane's F/A-18 - Our complete guide for mastering its principal aspects. - Nos tests : Our play-testing Le test de Lock-On 1.1 (basé sur la preview déjà publiée sur C6) Play-test of Lockon 1.1 (based on Check-Six's preview) Retrouvez le test du X-52 (déjà publié sur le site) Testing the X-52 Controller (already published on Check-Six' site) If there are any little problems/bemols let me know
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Possibly it's a poisson rouge(april fools joke) But I am interested in their article on modeling new objects for Lock-On. "Lock-On modélisez de nouveaux objets. Partie 1 : le choix des outils, préparation de la modélisation. " So if it's a poisson rouge, it one of the best ones I've seen. Salut :icon_jook:
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There are 2 sets of missions as follows Oil Targets With this mission I've taken a longer look at Su-25 in preparation for the Flaming Cliffs Add-on(with Su-25T). I've included both A-10 and Su-25 versions. As the A-10 is more capable, I upped the challenge but not greatly. In this mission you'll be damaging the enemy's strategic oil capacity by attacking their oil rigs. A small convoy of oil tankers and their frigate escort is escaping and needs to be destroyed as well as the oil rigs. Oil Savers Now you have to save your oil rigs. I've included both A-10 and Su-25 versions. As the A-10 is more capable, I have upped the challenge. In this mission you'll be stopping the enemy from taking your oil rigs. Some enemy subs are heading to the oil rigs with commandos who will seize control. Commandos can't hope to keep them, so support ships, including a frigate, are moving up. Destroy them. Download here at my Mission Page
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I'm creating some missions for a campaign I'm building. If I have activity near there, I want to to put a 'SURVIVE' on that monument. Thanks a lot.