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BAWZ

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Everything posted by BAWZ

  1. Ok, got the answer. Conclusions are: Activations are not cumulative. After a month since using up the last one, we get a new one back, not one more. It stays there until used, and only then the timer starts again. De-activations don't automatically regenerate.
  2. Yeah, I've read it a few times. Somebody asked for the de-activations refills but got no answer, and the dude from SF seemingly said that after getting to 0 we get just 1 activation in total. I sent an email to SF support, I'll post their response as soon as I get it. Thanks.
  3. I'll try, the program showed up 6 activations left, and I only activated once before now. Any idea where to get information about the de-activations? On the StarForce website there's no mention of it. Not that I'm complaining, I wouldn't have bought the game if I felt the DRM as too strict. It's just a little redundant. I mean, if de-activations don't refill I'll just adapt to the single monthly activation and won't even get the habit to use them. A couple of monthly activations and no de-activations whatsoever seems more sensible (to me).
  4. Thanks, but it seems I screwed up big time, it just used up another activation. Anyone can elaborate on the activation refilling? And what about the de-activations? Are they effectively unlimited? I'm particularly interested in those because they could help me extend the life of the single monthly activation. EDIT - And for those who care: I do need them, because I tend to mess a lot with my PC, I have only one and I don't have, for now, any other partitions or drives. So I can be formatting or just screwing around very often.
  5. I got interested since I burned my first activation today (simulation won't start, instead the activation windows comes out). I read on the FAQ here that we get 8 activations, and when they are all finished, once per month we get a new one. In the docs I've read that we get 10 activations plus 10 deactivations, and again the refilling story. I have a couple of question, both of which I couldn't manage to answer by searching here: 1 - do we get one new activation per month until we get back to the original 10 (in 10 months), or does it stay one until we use it? I think one guy from SF said that it's just one in total, but I couldn't find any confirmation. In my view having at least a couple would be better (in case of major screw-ups like the one I had today), so that I don't have to hassle ED and myself (yes, I said it) by sending them an email. 2 - do deactivations refill in the same manner, or must we wait for a new "AAD" technology? Thanks!
  6. Yeah, but the A-10C one doesn't have the whole de-activation part. You just get one new activation per month automatically. It's just more practical than sending an email to ED once you use up all your activations. Was asking just out of curiosity.
  7. Kind of a non-issue, but still... If and when a newer version of DCS: BS will be released, can it be made to use the same activation scheme as A-10C?
  8. RESERVED
  9. So... From what I see for myself and read here in the forums, the AI is not a complete mess. Wingmen DO respond and are accurate enough, threats are threatening enough... There's much user error involved, too. BUT... There still are a few niggles here and there, and some really big bugs to squash. So I came up with this idea. We should centralize everything in one thread, maybe sticky it and then work out a feasible list of things we'd like to see implemented. We could start by setting up a basic mission pattern, without being too detailed, such as: Within these major categories we could list the major single features needed. Example: This way we can have two/three different layers of detail (the third obtained by splitting single traits like weapon selection in single factors) so that spotting defects and finding a way to get desired behaviour should become easier, for us and for the devs. So... can we do it? Do we want it? I personally do, but since I am quite new at simming I could very well miss many important things. What I ask then is: How does a typical mission play out (in real life), in how many phases can we split it? What is needed to do in each one of these? Try to explain it using BOTH real world facts and present AI behaviour. Be minimal and precise, don't go into too much detail, for now I think it's not needed. We'll get to that in time. After this we'll start to check what works, what is missing and what does not work. We'll try to come up with permanent workarounds (like modifying the AI scripts, config files for engagement ranges and so on) or feasible suggestions for the devs. I'll try to keep this post updated as new stuff comes up. That is all for now, thank you for your attention. MODERATORS: I posted this in the main forum to get the most traffic. If you feel it's better to move the post in the specific sub-forum, please do that and accept my apologies (for being such an exhibitionist :P).
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  10. I have finally taken the plunge. The funny thing is, AI is now the least of my problems. Got some weird error. Let's see how it goes. Thanks everybody!
  11. Woah, what should I say? LOL! :D It does seem that wingman response is strongly affected by user input and situational awareness. Not a bad sign, in my book, but... Is the "AI commanding conduct" documented somewhere? Also, thanks Святой for answering. As he said, there are no improvements and new routines for the "new" AI. What could be the reason for all these improved performance then? The stronger scripts available in the editor, or am I missing something? I'm scanning the forum, and it seems one of the biggest problems is the one already mentioned, planes not taking off, which can be resolved right now with the editor. And ED should have that fixed in "no time". I think my stubborness is starting to crumble.
  12. This is what I like to hear. So, the ground AI keeps your target from being easy to destroy by making them scatter and react fast. By saying react I mean they can find you and fire at appropriate ranges. Are there any particular exploits? Like flying too low/high, etc... About aircraft AI... I remember reading something like "fishing" your enemy into your SAM batteries firing range back in Black Shark, but they were aggressive and reacted to your attacks with chaff/flares and maneuvering (though helicopters didn't search for cover). While A10 was still in beta I think I found positive comments about wingmen correctly responding to orders and effectively engaging ground targets, and there's some mention of it in this thread, too. Anything to add? Main gripes with old sims were unresponsive wingmen, messed attack and evasion procedures and a bunch of dubious exploits BUT it seems it's becoming a thing of the past, mostly. I'm almost ready to break off the siege but I'd like to hear some more. If the worst stuff is not deeply game/immersion breaking... Also, I too am more inclined to play "casually" (just for the fun) online, but there's much stuff to learn and maybe some team training is required to play effectively, so I don't know about this particular game. Plus, good AI is still needed at least for the ground units, so the point I make still stands. Again, thank you all guys for your help and patience.
  13. I tend to do things alone, well, MOSTLY. :D I prefer learning (and playing) at my own pace. I could say I'm more of a book reader but I think I have ADHD so no flashy explosions=no fun. Being in a squadron is too much of a commitment to me. Don't want to be burdened/be a burden to/by others. If a game is scheduled on a certain date and that day I change my mind and want to go out, watch a movie, etc. I don't want any responsibility. Plus, I hate faulty software. If the AI doesn't work properly, why include it? Thanks for the comments. I take it that DCS outshines past sims in this field. Are the bugs frequent (e.g., does EVERY flight not follow their waypoints after takeoff) and/or game breaking? Do they damage immersion? Are there scripting workarounds? From your comments it doesn't seem so, but as I said, the more the merrier. Another thing, I remember dogfighting guns only on Falcon: AF was a joke. With almost no experience and everything cranked up I managed to shoot down MiGs consistently. I don't think dogfighting in an A-10 is preferrable, but are there limitations like this one I mentioned? I mean, something that should be hard but is not because of bad AI. And yet another one: is the AI moddable? Are there parameters accessible in some way that can be modified to adjust its behaviour? Like... Spotting ranges, accuracy, stuff like that... Sorry if I'm so inquisitive, but it's something I just can't do without. And thank you all again!
  14. Is anybody testing the final AI? I'm interested in the game but since I ONLY play offline you can imagine how sad my life has been as of today. I read many good things regarding the beta, and someone mentioned that now it's even better. But I'd like something more in depth. So any detailed comments would be much appreciated. Things of interest could be: enemy/allied engaging and evasion tactics, initiative, wingmen responsiveness and accuracy, how much of it is automated and how much is scripted/triggered... JTAC... Are there cheap tactics? And so on... If you know something I didn't mention (conisder that I have no experience with the DCS series) please tell me... The more the merrier. This sim is making me salivate like a hungry saliva-monster, but I do not want to be seduced and abandoned again.
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