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Invisibull

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Everything posted by Invisibull

  1. Tommy- how do you get infantry to retreat when taking losses? I've tried via trigger actions and they still just stand there.
  2. It's just sad when such elaborate workarounds must be used to emulate below-average AI infantry behavior. The A-10C's main mission in both and Iraq was/is CAS for infantry in contact with the enemy. Yet, ponderously, the infantry in this sim are so utterly worthless that even a powerful imagination isn't enough to pretend that infantry implementation is anything but an afterthought. If anyone is interested in working on an infantry mod, please let me know. (Is such a thing even possible?) I'm a safe distance from having any programming ability, but I'd still do what i could to help.
  3. Agreed wholeheartedly, Speed. It's a glaring deficiency in this sim that I'd really love to see get fixed.
  4. I know this isn't a very productive thing to say, but I've had no luck at all being able to implement infantry in any realistic way. It's a real shame because I'd love to get a nice CAS w infantry going, but they never seem to act very usefully. My only suggestion to you, Habu, is to either have them just get into range of each other (about 600m) as you get into the area, or put a hold on both that will be canceled via a trigger as you or another a/c approach the area. A big problem imo is that once they engage in a gunfight, it's impossible to get either side to retreat. So, basically we have very unrealistic contact sans any maneuvering at all. I'd love for someone to show me that I'm wrong about this.
  5. Afaik, there's no way to make a genuine re-spawn loop, but you can do a pretty good job emulating one by making multiple copies of the same group (copy paste works), and placing them right on top of one another. Set each successive group to activate upon the previous group's death. Once, Group Dead (X), Activate Group (X+1)... Hope this makes sense. Bull
  6. Spikenet: The triangle with the Z is your Z markpoint - aka, the last place you fired/dropped a weapon. You can delete prev JTAC points by clicking on the OSB with "CNC" next to it on the right side of your TAD screen.
  7. thanks for this, Fish.
  8. right Ctrl+Pause Break
  9. When dealing with anti-aircraft threats such as Shilka's, Strela's, and the like, often times a max effective altitude is given for those weapons. For instance, the Strela's is 3500m. How much above the stated max effective altitude do I need to be to be completely out of that weapon's lethal envelop? Is there a universal "safe altitude" expressed as a % of max effective altitude for all air defense weaponry? I'd settle for even a solid rule of thumb. I do realize that target speed, and relative attitude to attacking ground weapon will impact the lethal envelop to a certain degree. I ask the above because a friend of mine was hit by a Strela while at 16K baro. We were all shocked. Based on the terrain, he would have been at at least 15k radar, a full 3,500ft over the Strela's listed max effective range. Any info would be appreciated. Bull
  10. Hi Britt, I keep EIST enabled for the exact reason you've stated, and it doesn't seem to slow anything down in the sim. Try it yourself and unless it gives you a really noticeable improvement when disabled, I'd leave it active. Bull
  11. There's no way of avoiding your own experimentation. As an earlier poster said - put everything as high as it goes and work down from there. No two systems can be expected to perform the same with the same settings. Far too many variables.
  12. I recommend Nvidia Inspector. It allows for a great deal more adjustments than the stock control panel. Get it here.
  13. Yes, but my point was that I'd like to see it while the mission is in progress just like in multi missions.
  14. Speed, is there anyway you know of to get those very same "unit killed by" messages in offline missions?
  15. Thanks for your responses, but, you're not explaining why it works at 30 deg. dive in one place, and over 50 deg in another. Eddie, 3/9 displays the same behavior for me. Also, CBU -87's seem to need less of an angle (when dropped on the exact same terrain as the 97's). I could accept that this is properly modeled, but not that i need to dive in excess of 50 degrees to deploy 97's in one place, but 30 degrees in another. It's to the point, on occasion, that I need to be diving straight down 90deg before i can even glimpse the reticle. And I've tested this from a starting altitude of 20k. If I'm not understanding something, please accept my apologies in advance.
  16. By way of an update, I happened to do a flight over by Tbilisi and the reticle once again showed up at about 30 degrees into my dive as i'd come to expect. I still, however, get no luck in other areas of the map. Is it an elevation issue? I ask this because the radar to baro altitude disparity is substantial around Tbilisi as compared with the flatter areas I prefer to build missions in.
  17. Hi all - I've seen this topic discussed in other places, but my problem is slightly different i believe. After a number of months away from this sim, I re-installed last week and have just started getting back up to speed with everything. My problem is that up until yesterday, I could dive at perhaps 30 degrees and the CCIP reticle would pop out from under the nose of the plane, and I'd more often than get some decent kills w/cbu-97's as a result. Yesterday this all changed for some reason. Now, it seems i need to be damned near pointing toward the ground before i see the reticle. I suspect that I've inadvertently changed some setting or another, either in the sim or perhaps in TrackIr. Any ideas?
  18. These drivers offer no noticeable improvement for me. I hope you all have better luck.
  19. You and me both, my friend. Incidently, I've run all kinds of benchmarks (including Heaven 2.5) for both CPU and GPU and my rig outperformed the avg. for both pieces of hardware. It's clear to me that it never was my rig, and at least in my case, this is a purely ED software problem.
  20. BF: If you do repeated ice dips i guarantee you'll feel better much sooner. Fill a sink or some such with ice water, and dip your arm for 10 seconds (submerging wrist and elbow) at a time with about 5 min. between dips. Do this as often as possible and you'll be on the mend in no time. I speak from experience. Good luck.
  21. Thanks, Hassata. I hope so too.
  22. No surprises there except how frank the response was regarding stutters:
  23. Ok, you're making a single player mission then. Afaik, you can't do that in single player missions, but i might be wrong as i don't generally make anything but mp missions. You need to select "client" from the drop down menu, and run it on the server in order to get what you're looking for. Hope I've helped a bit.
  24. Just select "start on runway" and they will be pre-started waiting on ramp.
  25. Actually yes, as unbearably expensive in economic terms simply means that people participating in a certain market have decided to not support purchasing a product above a certain price. Prices for electricity, computer hardware, and various flight sim related peripherals are all determined within their own markets and so to conflate them with the cost of a software license is improper analysis. If we look at the PC game market we see that $60 is right about average for a high end product at the moment. Bearing this in mind, we should understand that if ED's pricing went to $70, it might very well have hit the unforgiving wall of diminishing returns, i.e., no profit realization, and perhaps even a loss of their original investment. No, ED isn't doing us any favors with its pricing, they settled on $60 because that's what they've (wisely in my estimation) determined the market will bear, and not because they think we're swell human beings and so deserve a discounted product. The bottom line is this - spending $3000 for a crystal wine glass does not suddenly make a $60 bottle of wine worth more than $60.
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