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nannosk

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Posts posted by nannosk

  1. Negative. Last I've heard, ED could not isolate the bug. The bug where the game stops accepting inputs from a controller or even the keyboard seems to be going strong as well. Nothing to do but restart the game. Or in the case of the radar bug, eject and get a new plane.

     

    great!!!! also because the radar bug is not so rare!!!!

  2. hi hag...hi all,

    i think your problem is a cpu limitation....so you can use some little mods to improve you performance... first of all is hardware audio acceleration, set it to minimum(start\programs\accessories\system utilities\microsoft system informations\diagdx); another thing we use to improve performance is to reduce the number of audio files that lomac can elaborate so go to C:\Programs\Ubisoft\Eagle Dynamics\Lock On\Sounds\Effects and read all .ogg file's name in this list, you'll find some effetcs that (for you) are not essential (for example water effets)and move them in a temp folder, i have chosen about 20 files.

    P.S. sometime when you set hw audio acceleratiom to minimum you can have some audio problems when going in cockpit(that you can resolve going in ab for a second); if you get this problem then set hw audio acceleration to 1 step over minimum..

     

    good luck and let me know if you get some improvements

  3. GG is right.

    We have a plan to develop new physics for missiles with all the real physics and aerodynamics laws for new project. We have some first positive experiments with nonguided weapons – bombs, rockets and gun’s shells. If all our plans will come true, we'll include Advanced Weapon Model (though we haven’t the name of that technology as yet) in 1.2. But I won’t promise it because it depends of more factors in our team.

     

    Hello Chizh,

    i should like to make to you a question, out of curiosity: to create lomac world can you use an universal equations system (for example rigid body dynamics immersed in fluids(air)) that could be apllied to every "fling body" simply changing specific parameters (for example thrust, altitude, drag, weight and others) or you must use different models (more or less simplified) for every different typology of fling body?

    i make to you this question because i ask to myself if it's possible to create simulated reality, ruled from a unique whole of laws, or, for reasons of knowledge or for reasons of computation's power, you MUST use different individual models to simulate different typology of fling body...

    Thanks

    P.S. i hope i have been able to explain myself, unfortunately my english isn't so good

  4. Now, about the low-flyers: It's still advantegeous to fly high, you just have ot know how to use your perch, which is not necessarily an easy thing to do. In addition with lofting missiles your missiles WILL travel quite far adn maintain quite a bit of energy over distance, unlike low-high shots, which will on average have 10-20% less energy (except it really should be more like 70% less).

     

     

    I'm sure ED has plans to fix this, but like always, these are subject to having time left over from the main focus of their projects, in this case the Ka-50 for 1.2.

     

    sorry GGtharos i surely have been approximate saying that there is not advantage going high altitude, infact in this way we get a good supply of energy. however an approximation of 200%-300% (20% compared with 70%), and perhaps more, becomes (imho) an error that change radically the sense of BVR.

    i dislike this thing because i have always thought that among good aspects of lomac there was the physics........

  5. hi all,

    the problem is that if i turn off and on the radar many times VERY probably it will freeze. in this case when i set a-a mode (key 2) i see that it doesn't scan, i.e. the v pointer doesn't go from right to left, as usually does. i tried to turn off and on again or i tried ctrl+n, but nothing the only way to resolve is to eject and restart with a new airplane. has anybody had this problem? or i am the only who has it? could anybody tell me if it's a bug or not and if there is a way to unfreeze the radar?

    thanks to all

  6. nannosk, if we have:

     

    1. Shooting missile from 5000' altitude to 40000' altitude

     

    2. Shooting missile from 40000' altitude to 5000' altitude

     

    In LOMAC, the range of shots 1 and 2 is nearly equal.

     

    Realistically, shot 1 should have 1/3 to 1/4 the range of shot 2.

     

    Ie. if shot 2 has a max range of 40nm, shot 1 would have a max range of about 8-9nm, as wel ballistic calculations.

     

    thx GGtharos,

    now it's really clear to me.

    It's not a very good news....this means that in lomac is useless to go to high altitude indeed it's just dangerous because if i go to high altitude i am more visible from bandit's radar but i don't get more range. do you know if ED minds to fix this bug?

  7. The ranges change with the alttiude and speed of the shooter and the target.

     

    I will consider only a head-on engagement, I think it's pretty obvious that anything but head-on will decrease the range.

     

     

    So, you're going mach 1 at 50000', and so if your target. You'll probably hit him if you launch at 40nm (even farther) and he doesn't maneuver.

    On the other hand, if he maneuvers, your range is decreased to maybe 15nm.

     

    Now you're at 20000, doing 500kts, so is your target ... your max rangeis about 20nm.

     

    At 5000', 500kts, your max range is about 10nm ... maybe a bit more...

     

    But your 'no escape zone' (ie the range at which the enemy cannot evade the missile by just turning around and running) is about 6nm.

     

    This is all due to the density of the air, and so on and so forth.

     

    Now a few thigns aren't modelled in LOMAC: The speed of the shooter doesn't really matter (missile accelerate too fast)

     

    Low to High shots in LOMAC have nearly equal range (the shouldn't ... Low to High shots , with about 20000' or more of altitude separation should have 1/3rd or 1/4th of the same high to low shot range)

     

     

    Shooting at a retreating target (you're on his 6) has essentially 1/3 or less the range of the head-on shot in practice, so if you're getting max range of 10nm head-on against your target, in a tailchase your max range would be around 3nm.

     

    sorry GGt,

    my english is not so good.

    if i undertood you listed a series of possibility changing altitude of launcher and of target. then you said :"Low to High shots in LOMAC have nearly equal range ", what do you mean? do you mean that,in lomac, (1)the altitude of launcher and of target (if similar) doesn't influence the range? (2)or what? if yes(1) then i ask to you what are the parameters that influence the missile ranges??...only the relative guideline and intensity of speed vectors?

    thx

  8. This would probably not help much, since there is little physics processing.

     

    i'm not sure there is little phisics processing because all flight models (airplane, missiles and helicopters) are governed from phisics law, also propagation of radar waves are governed from phisics law. many things that belong to lomac's world are governed from physics laws. now i don't know how much exact is the physics simulated in lomac but if it is (exact) i think that there are many things to calculate!!!!!

     

    ED how many time does the cpu spend to calculate the physics in lomac?

  9. hi all,

    probably one way to improve lomac FPS is to implement these new PPU (physic processor unit). they will be out in september and already are supported from Epic (new Unreal engine) and others software house (also sony whit new PS 3).

    see here for some infos:

     

    http://www.ageia.com/index.html

     

    i think that this could be the solution because i imagine that physic, in lomac, occupies the most of cpu's elaboration.

     

    ED what do you think about this?

  10. hi all,

    i'm doing a surveying finalized to understand the optimal way to create a lomac server as many others (VVS504, s77th). my problem is that it does'nt exist a lomac server edition that could be managed from a remote emplacement (to open new missions or simply to open the server). One solution could be Windows remote desktop. could anybody give me some useful info about the way to make e lomac server ??

    thanks everybody

  11. hello ED,

    i fly with lomac 1.1 F.C. and now i have to add 1 hd, in which i want to install another version of windows dedicated to job. naturally in second hd i'll not install lomac. the question is: when i installed lomac i had just 1 hd and now, installing another, could i have same problems with starforce protection, because it find one more hd?

    thanks

  12. hi all guys,

    i have noticed that many peoples ask about new aircrafts or, in general, new implementations..well i think lomac is a great flight sim (i like a lot its flight models), but i also think that it has many bugs and some of them are very serious for a "flight sim" (we can't know our position in the airspace if we switch to aa mode because hsi in aa mode become crazy, for example). so i don't ask to ED same new aircrafts but i ask to fix all bugs (mentioned in this forum) so that we can fly e real sim a good quality sim. then (keeping the same quality) it would be wonderful if we could fly same others aircrafts.

     

    I understand that this is NOT a commercial chiose (infact many peoples ask for new aircraft) BUT IT IS A QUALITY CHOISE

     

    bye

  13. Hi all,

    i have read about new PPU (Physics Processor Unit) from AGEIA. it will support :

     

    1)Rigid body dynamics

    2)Universal collision detection

    3)Finite element analysis

    4)Soft body dynamics

    5)Fluid dynamics

    6)Hair simulation

    7)Clothing simulation

     

    does anybody know if it will be implemented in ED's future releases of lomac or future sims??

     

    Here EGEIA's link:

     

    http://www.ageia.com/index.html

     

    and here a little demo of engine:

     

    http://dmode.datamachine.net/physx_carwash_waterdrop.exe

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