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Stonehouse

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Everything posted by Stonehouse

  1. Yeah that is what I meant......looked like you expected M65s to be available going by your first post when you can only get M64x12.
  2. Are M65s (1000lbers) a stock load out for the ED B17? I thought only the M64 500 lb bomb was available?
  3. Not sure if it relevant to what you are doing but the old GCICAP script used to use late activation aircraft that were never allowed to spawn as templates so they never actually had to be present on the map. Used to get liveries, loadouts, fuel states etc from these templates. Anyway was just mentioning it in case the idea was useful. No idea of whether it would be more beneficial compared to dead units as a template. Sounds like a great script you've put together from an immersion side of things.
  4. Attack advanced waypoint actions failing to produce an attack without out obvious reason. eg https://forums.eagle.ru/showpost.php?p=3832227&postcount=3 If a waypoint action is to attack a target it should take place regardless unless the aircraft doesn't have the munitions loaded that were specified. Other waypoint actions like horizontal evade AAA should simply modify the AI's attack profile changing the chances of success and/or survival. The attack should not require the other actions to take place. If I was to mention enhancements it would be for the editor to generate more and better warnings/errors when something incompatible with the unit's loadout/fuel state/profile etc was instructed by the mission designer. A lot of time is wasted building missions because something which appears perfectly reasonable has been added but when tested the aircraft fails to do what was instructed and finding out why can take a very long time on some occasions.
  5. Pretty sure that V_piston_0 is not the number of pistons. Not sure what it is but fairly sure it is not that. Not many 13 cylinder engines out there in the WW2 piston engine space
  6. Yep aware of the issue. Hoping I can persuade Markindel to re-export the edm files if it's possible for him so to get all 3 versions working again. He's quite tied up with ongoing family matters at present though so it will not be a priority for him.
  7. How would you do that in the autoexec.cfg? Specify options.graphics.Moon = { fill in the rest of the table}? Does that work even? OK sorry figured it out I think. Believe it would simply be options.graphics.Moon.Ktex = 4 <edit> just confirming that the above line added to your autoexec.cfg does indeed work fine.
  8. Mustang, I noticed there is no buildings_win.zip. Just curious, is there no improvement to be made for those textures for winter or just you haven't got around to it yet? Last version is fantastic by the way, thank you.
  9. I reported the same thing back in Feb 2018. https://forums.eagle.ru/showthread.php?t=201766 I tried setting the ship (LS Samuel Chase) to hold fire and alarm state as well with no success. Thank you Grimes for at least giving me some sort of method to make it happen. I'll have to make the attack action waypoint as close as possible to the target and switch their evade option off and then on again after they've dropped otherwise they'll be sitting ducks for other aircraft. Hope the issue is addressed soon as it really makes WW2 anti shipping missions a pain. <edit> a quick test for my situation shows that passive defence, horizontal AAA evade as well as no reaction will allow the AI aircraft to attack. So probably horizontal AAA evade is my best choice as hopefully that allows them to respond to air threats correctly still. <edit2> it appears that you must change the aircraft to horizontal AAA evade etc on waypoint 0 for it to work
  10. Pretty sure using the internal IP for clients on the same LAN as the host will solve any direct IP connection issues but don't think it will resolve any problem you have seeing the server on the in game server browse list. As someone else posted, I believe for your server to be viewable in the server listing it needs to be publicly viewable but then password protected to keep out random players. PS Not a networking expert by a very long shot and while I could easily be wrong I think doing a direct connect for clients on the host's LAN would be more efficient than joining via the server listing too. ie less latency
  11. Saw this in the server control thread Rudel https://forums.eagle.ru/showpost.php?p=3820647&postcount=200
  12. Looks to me like they assigned a number to each pylon so they present in the correct order in the load out editor in the ME.
  13. While considering the idea of allowing the maps to be used by dedicated servers without an additional license I hope there could also be consideration to the idea of the WW2 unit pack being given the same treatment. It is very similar to the situation of maps and if not treated this way I believe it means every WW2 server would need to buy an additional WW2 unit pack license. Obviously all clients would still need to buy a license to be able to join a mission on a dedicated server where the WW2 unit pack was in use - again very similar to the map situation.
  14. The flak script still works and actually feels quite a bit more threatening than the "real" flak guns but the explosions have become shrouded with a white puff of smoke which really looks quite wrong compared to how it used to look. I am hoping that one day ED adds a flak area trigger action similar to the artillery barrage action as there are times when adding actual flak units in large numbers (which will never be seen in some missions) just to get the flak barrage effect at 15000ft is counterproductive. If I could find a way to select the look of the explosion I would release an update to the script as I think it still has a use in some situations.
  15. For offline and PvE play this might help P51 pilots https://www.digitalcombatsimulator.com/en/files/3303559/ Does nothing to human piloted aircraft though.
  16. Scenery deletion and scenery destruction trigger actions cause long freezes which are a particularly bad end user experience in MP missions. Typically these types of actions have to be on mission start triggers (because doing it later causes much more than just inconvenience to players) and cause a long freeze just after the players enter the cockpit. The Normandy map and WW2 missions are an excellent example of the problem. All the towns are modelled in a pristine pre-invasion state so making a post June 1944 mission immersive and believable automatically requires scenery destruction over fairly large areas to avoid the player flying over undamaged towns when the invasion and the advance from the beach head caused large amounts of damage to buildings etc. This results in a very large freeze at mission start and depending on the host's PC this freeze can go for minutes. If it was at all possible these activities should be moved to before the player enters the cockpit - so add the concept of a pre-mission start trigger if possible so that the delay occurs in a less visible place and simply seems to be a mission that takes longer to load rather than allow the player to see it happen in game. Or even better do away with use of triggers entirely and allow the mission builder to "paint" areas of the map with different levels of destruction or object removal and make it part of the graphic load up rather than loading it all up and then taking it away (which I assume is what causes the freeze). Or perhaps by making towns and urban zones default to empty and provide different mission editor "templates" which can be placed in a urban zone that represent different levels of destruction or density of buildings for that area. I guess to preserve map authenticity the templates would need to be linked to a particular zone so that the correct damaged buildings are in the correct place. The "template" "static units" would then load as does any other unit. Not sure if this would impact later performance due to larger unit numbers than dedicated map objects. ie is a static object worse for performance than a dedicated map object.
  17. Change static objects so that a set of arguments (as used in non static models for animation, hiding weapon pylons, damage etc) are used to change the static objects state. Allow these arguments to be set via a ME trigger or lua script or an object parameter in the ME dialogue or whatever is easiest for ED to acheive. For example, a static aircraft could be set to a state where the panels over the engine were removed so that the static aircraft represented an aircraft undergoing engine maintenance or a static aircraft could be set to a state showing battle damage awaiting repair or a state that shows it being rearmed perhaps etc. Vehicles like flat bed trucks might have different states corresponding to showing a different cargo if that was possible and so on.
  18. Pretty sure it should be set to 1.5 times the memory you have to the nearest 4096. Fixing the size does give a performance boost as Rudel says.
  19. If you mean the formation breaks up when it comes under attack - yes it does. At one time mod bombers acted exactly the same as the official ED B17s but somewhere through a series of patches something changed and the mod aircraft reverted to the behaviour seen by modern bomber aircraft...which is to break and evade when attacked. No idea how to fix it. The only WW2 bomber to correctly hold a defensive formation currently is the ED B17.
  20. Be also nice to get some static aircraft with panels off so it looks like it is being serviced
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