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coldcrew

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Everything posted by coldcrew

  1. No. It will not be in the release. Su-25 (except Su-25T) has no autopilot absolutely. Therefore it does not engage automatic mode keys such as A and H. Trimming by only HAT; it is AFM feature as a real aircraft. right.. because in the real aircraft you have a computer keyboard and you use ;,./ to move the cursor :evil:
  2. ignore them, anytime you report a bug someone will chime in and say something that is not the bug you reported is working. I'm pretty confident the rotary thing will be correct in the full release. by design my ass
  3. yes keyboard trim works, and other trim assigned keys work. Axes trim does not. I would be interested in knowing anyone who setup his trim like this and works for the a10 and su25. If it is really a bug I hope the devs can fix it in time for full release
  4. su-25 trim issue? I have an x45, not using any profiling software, one of the slider knobs on the throttle is mapped to "Trim Pritch". I can trim on the A-10 but not the Su-25, can anyone with an x45 (or mapping sliders to trim in the game) check it out? If you are using profiling software it doesn't count because the profiler uses the keyboard trim keys and not the joystick axes buttons.
  5. I can still see the bandit - the line is there on the HUD and the icon is in the MFD. I just can't lock it . . . . like I'm in detection range, but still not within lock range. if you can't lock it usually means the target is jamming
  6. Re: Showstopper bugs ! it is only for xp sp2 users who get crashes/freezing while loading campaigns or missions. If your crashes are not msvcrt.dll related this fix won't help.
  7. How much of the F4 development effort was spent on the campaign engine? Do you know? How much did F4 cost to develop? Do you know? How rude and unpleasant you are. The F4 dynamic campaign system was horribly broken when it came out. Even the developers last patch (1.08) didn't fix it. The wall of red, airbase relocation bugs, missiles fired from outside the bubble couldn't be detected, resource problems, same mission generated over and over again, suicide missions and it goes on and on. Microprose went bankrupt, the developers were fired, someone leaked the source which was like a huge help because exe edits and source edits became possible, the community really pulled it together over the last 3 years to fix all the bugs. A lot of effort by the community, time, luck and some illegal source leaks is what makes the F4 DC what is now. Many games aren't that luckly. Parent company gets tired of all the whining, releases the developers and locks the code in the vault forever.
  8. Lomac is more sim than game. In fact it has very little game and IS the best flight simulator out there right now. What I really want is an improved mission editor and not a dynamic campaign
  9. yes anyone famiiliar with the F4 dynamic campaign system will know about the infamous bubble. The actual units that gets rendered are only in your bubble, everything else is short circuited until it gets into the bubble. I believe the lomac engine is a bit different in that respect. If you put that many units in F4's bubble it will slow to a crawl too. I agree with you tho, a dynamic campaign system is one that is written from scratch, unless they go back and redesign it the only dynamic campaign lomac can achieve would be the one in janes f18, not falcon4
  10. Re: Looking for a certain desktop wallpaper... they managed to build 5 of them? :twisted:
  11. I fly the su25 for sead a lot and I've noticed a couple of things. My antiradar missile will lock on to any radar based target. I thought this was weird because sometimes I can lock on to sams that aren't registering on the RWR. My understanding of the american anti-radar weapons was it would fly to a radar emitting target. If during flight the radar turned off it would best guess where to hit. If the target was not emitting, the launch would be a dummy. So, in lomac sams must be emitting all the time (they can't turn their radar on and off) or the su25 anti-radar missile hardcoded to lock on to any sam site emitting or not. Another thing I noticed was the low % of hitting a moving sam or triple a (shikra). It seems to me that when you fire the weapon, it just calculates where it should be and flies there rather than following the emitting target.
  12. It's not that nice. Flanker 2.0 and 2.5 had exactly such branching campaigns, and it was almost a disaster. The problem is fundamentally one of mathematics. Every single level that the user progresses through such a campaign requires the campaign creator to create a geometrically increasing number of missions for all the different "branches," the majority of which any individual player would not even see. The amount of wasted work spent creating the "dead branch" missions rapidly overtakes any time saved by not programming a fully dynamic campaign. The campaign file size also ends up being huge and slowing down the user interface. And the result is that the campaign ends up being necessarily much shorter, reducing the play value for the user. "What? Six missions and the campaign is done?" Tried it once, won't do it again. DC or bust. -SK Janes F-18 uses exactly the kind of campaign system described in the first post. It is not a dynamic campaign but a simple event based campaign with branching. Even if the developers "upgraded" the basic editor in lomac to support events and such people will still make posts about a dynamic campaign system, so they probably just never bothered to work it. It's really unfortunate. We finally have a great simulator and it comes with a shitty mission editor
  13. I think I found the ultimate solution to the campaign/msvcrt.dll/instability problem on windows xp sp2. First make sure you have the msvcrt.dll that came with lomac in the lomac folder (this is for those of you who tried replacing it with other versions). Now create an empty file named "lockon.exe.local" without the quotes of course in the same folder where lockon.exe is located (C:\Program Files\Ubisoft\Eagle Dynamics\Lock On). When you start lomac you will get a couple of dialog boxes saying "The procedure entry point _resetstkoflw could not be located in the dynamic link library msvcrt.dll", just click ok and continue, go into your campaign and play it. The explanation. What we have here is a classic problem known as DLL HELL. Lomac comes with its own msvcrt.dll but due to the way it loads dlls, it ends up always loading the one in the /system32 folder which is buggy (it loads ntdll.dll which loads other dlls which load the wrong msvcrt.dll). The trick to force windows to load the msvcrt.dll in the lomac folder was to create a file with a .local extension, as in lockon.exe.local, which forces windows to load the right dll. I just tested the su25 campaign which worked for me and it flew it without errors for the first time ever. I would like to know how it works out for other sp2 users.
  14. hrm well it doesn't have to be the only way, it could work well with the existing padlock system. The current system has a maximum range that is very close to your AC, the other way I'm suggesting is one that works for targets further away but with the radar lock limitation. This is great for those without trackir to beam the enemy or zigzag after firing a semi-active missile to reduce closure rate without breaking lock, while maintaining SA if lock is lost. No, actually it's utterly unnecessary since when you're cranking you want to be looking at yoru radar, not the enemy aircraft. There is no rush at those ranges for moving the view aorund, so the hatswitch is pretty fine. This is true but where the hatswitch becomes ineffective is at the merge. For example you're head on with an F-15, you begin to drag out your bvr fight firing missiles at each other. You just evaded his last missile and you at about 10nm and merging fast. You lose radar contact and you know he's somewhere on your left but your hatswitch is too clumsly to effectively use helmet mode. If there was a radar/padlock you could just switch to helmet mounted mode and lock him up immediately after losing the lock at the merge. I really don't see any downside to padlocking a radar lock, all it would be doing is slewing the helmet to the contact. With trackir it's not even an issue, but that trackir money could help with a new videocard or cpu or an x52 :wink:
  15. hrm well it doesn't have to be the only way, it could work well with the existing padlock system. The current system has a maximum range that is very close to your AC, the other way I'm suggesting is one that works for targets further away but with the radar lock limitation. This is great for those without trackir to beam the enemy or zigzag after firing a semi-active missile to reduce closure rate without breaking lock, while maintaining SA if lock is lost.
  16. yea I don't really care about the details of the current padlock system. I'm suggesting a new padlock system that only works when you have radar lock on the target
  17. For those of us without TrackIR, locating and locking on to the enemy after the merge puts us at a huge disadvantage. Even if the enemy is located in the helmet mode getting the hatswitch to center on the enemy plane and locking on can be the difference between a kill and a death. There are several things wrong with the current padlock system. It only works within 10nm and because it acts like a radar many ace servers disable it for dogfights. The alternative padlock system I'm proposing will padlock any aircraft as long as you can maintain a radar lock on it. If radar lock is broken it just stays where you last lost contact with it and reverts to normal cockpit mode. Non trackir users like me will be able to beam missiles or drag out a bvr fight while maintaining radar lock and situational awareness of where the target is. one more thing, going back to a padlock toggle mode would be better than the current system.
  18. now this is interesting. It was already on Quality but I decided to take your advice and move it to high quality and for the first time ever I saw the huge fire bug online.
  19. it's an xpsp2 problem. The bug is in that msvcrt dll file, from my investigation microsoft added some sort of super msvcrt dll for this sp2 that overrides all the older ones, probably related to some security fix. I'm really glad it is fixed in the upcoming 1.1, I can finally go past the first two a-10 missions :lol:
  20. I wouldn't call it a "fire bug" rather something more general. On my system and mostly on some servers after flying a while there is a noticable loss of textures. Eg textures start flashing, disappearing or just get replaced with other weird textures. It's as if it runs out of texture memory. My system 5900xt (128meg), 1gig of system ram, 2gig swap file, athlon 2000xp (xpsp2), it does not happen initially in the game, only after some flying (usually 1 mig29 round trip :arrow: )
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