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WildFire

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Everything posted by WildFire

  1. I usually fly as realistic as possible so I always top off the tanks when available and I always land with enough fuel to divert if needed. I laugh whenever someone in multiplayer runs out of fuel cause it seems pretty ridiculous. Is the A-10 the only aircraft in the US arsenal without a betty for bingo? Kind of figured that was a must, although I know you have master cautions that light up when your low... I think Ive only seen them once. On a totally unrelated topic has anyone figured out or found some kind of method of having the ATC send you to takeoff on the correct runway? Im still getting clearance to downwind takeoff so I have yet to really utilize ATC whatsoever.
  2. Lol. Theres only one manufacture for most everything in the american arsenal. There are several different manufacturers but like a rockeye is only make by one. GBU's are only made by one. AIM-7's, 9's... one manufacturer. So in essence it doesnt need to be modeled. If you are selecting a specific munition, you are choosing the manufacturer. Each weapon system and model is copyrighted and classified to some extent depending on guidance systems and propulsion. A company I have worked for makes a ton of stuff. Scroll through this list and prepare to say holy bombwerx. Just to let you know, this is only about 10% of what they do too. GD could take over the world by itself with its own products and sufficient manpower. http://www.gd-ots.com/productsbycategory.html
  3. haha... yeah guys dont seem mad at the game... Ive heard these ED guys.... they know people...:gun_smilie: Eh its just a game, thanks for the heads up speed. I take it the lua environments and functions library and howto is useless now? Im sure they are working on a solution or will give us back something. The team has proven quite devoted to improving the game quite dramatically, I dont see why they would limit users now.. And of course if this is intending to be a series then I am sure they are more than willing to take input from their more experienced players.(i.e. the moderators/testers are the example and I wouldnt be surprised if one of them hasnt already expressed interest on this topic in the engineers channels.) Who knows though..... +1
  4. This thread wasnt really about nevada so your question cedaway might be misplaced and missed. I believe there is a thread just for nevada, a couple actually. I have been flying around the map looking for terrain that I was addressing and I may have found something manageable. I think I have a few ideas...
  5. I think whenever I add a tanker in the ME it already has the activate tacan item already in the menu but its greyed out and I can never edit it. I always just deleted it then add a new "activate tacan" and then I can edit it at will. I have no idea if this is a common method or what, its just what I do to make it work, hope it helps.
  6. Tried 620 units the other day, all around a single city. About 16 armor platoons in total. The Russians, defending, definitely won. And for three minutes I got about 1fpm. Yep that was an m. Mem usage was max'd at 4.1Ghz and cores 0/7 were max'd. I expected that so Im going to continue to scale it down to get usable numbers/skill levels/distances.
  7. wow, first sentance said it wasnt a wish list item... and moved it goes... mod fail. Yeah it is supposed to have lots of trees in such but yeah I was remarking at the amazement of how unbearably flat it is. Cant have everything though, I understand, I really was just thinking aloud.
  8. Not really a wish list item Im just thinking out loud and wanted to share... I was reading a bunch of topics on realism of the TGP, visually aquiring targets, stuff of that nature and I really thought it would be neat to have a place like afghanistan to fly around. I watched that Restrepo documentary a while ago and I was just now thinking how it would be a blast to be attempting to fly CAS in a place such as the Korengal valley. It would prob consist of doing a whole lot of circles, firing off a few rockets into some bushes on the side of a steep mountain and then going home. Mostly attempting to engage infantry of course. With the steep gradients of the mountains there and the amount of foliage it would make quite a spectacle for gun runs, rockets, and dumb bombs. I know theres a lot of mountains in the map we have now and surely more to come with nevada(is that what its called?) but I noticed none of the mountains really have a whole lot of tree cover, or maybe I just havent looked for them hard enough yet.. Anyone know of a place? Might have to make a small scale CAS mission like this, specifically supporting some units in a valley. That is, if I can find suitable terrain.
  9. Yeah and thats still available to click at any time, it doesnt make any difference if youve finished the target objective or not, you can click cant comply whenever.
  10. Yeah 8 total. Usually 4 people do the tasks, and the other three takeoff and land on the wrong runways, attempt to fly formation with the tanker... poorly... and usually one cant ever seem to start up his hog... Its a pretty balanced mix... lol.
  11. This is very true. I of course have no idea what everyone else is running, the mission is set as it stands now with low scenes and no traffic but I havent tested it with a bit of people in there in a few days. I also play with nothing on, no tooltips, no labels, hardly use external views but my graphics settings are maxed. I recently turned off mirrors just cause... No all my groups spawn as tasks get issued, and I am not experiencing and freezes that amount from larger groups being spawned however, I dont know about the other players, never asked. I never said smoke was the only thing causing issues, my point was to limit the things I could in order to streamline the entire package. This includes smoke but definitely not the only thing. Usually after 2 join I end up getting a full server, which is only 8 for me. And of course not everyone experiences a ton of spikes, only a couple people reported having issues. Now granted I could just say well forget those few that have problems, but if I have the ability to do something about it, and I dont even try, well then I'm not really doing anything for the "community". Your mission sounds cool, I'll definitely give it a go sometime.
  12. Yeah im pretty sure I had the switches set so the little cabin pressure gauge was as high as possible, but I'll give it another try next time I fly. I usually set everything so it registers around 10,000 when im at altitude, but im pretty sure I messed with all that when I tested that. Learned all the cabin pressure stuff a long time ago. Anyone know anything about the other stuff?
  13. Yeah that was the "up at altitude" part, meaning we were well above 10,000... pretty close to twenty I think. Werent diving down or anything either.
  14. Im sure someone here knows what the deal is with the environmental panel? Could anyone shed some light on this thing, I know its all about controlling airflow for powering systems but what are the correct real world settings and are there any consequences? Seems the manual is quite brief on this stuff. Has anyone else noticed that if you turn on your oxygen correctly, once your up at altitude and turn it off you never black out? Kind of wondering about that, we were playing around with it in server a while back and nothing happened... And lastly, windshield controls? Any modeled or has anyone found a use for this? I havent really flown in the snow much(didnt think about it in the rain) if at all, in fact only time I can remember flying in snow was for ILS practice. Has anyone noticed if this stuff is modeled or effective in-game?
  15. Yeah like I said long or big missions are easy to create, you can get carried away in the editor in a matter of minutes... I know what druid is saying though and its understandable, I dont necessarily want the whole country in turmoil, that of course would be insanity, Im saying more like an actual FLOT and perhaps a war going on around that. Say you are within 30 miles of a certain area there is an active battle going on. Going to have to find a way to keep it going with scripts though, such as groupA is engaged with groupB, when either one is groupdead then spawn new group and move them into the battle. Do so with both sides. So the battle never really ends and is still somewhat localized around a central point. Perhaps you could have 3-5 medium sized groups of 50-100 units spread across 20 klicks then you effectively have a FLOT. It wouldnt cover the whole map by any means but at least it would be a much larger and more immersive environment than we have yet to see. The only problem with doing this now is that smoke burns for 20 minutes on your standard tank/apc so you would effectively kill the GPU with all the smoke being rendered(cause tanks are pretty excellent at killing each other depending on engagement distance and skill level) plus like speed said the bullet calculations and instructions for 300-600 active units would render the engine relatively useless... maybe... I'll have to try that out and see what happens. So far in ShatteredGlass there is a task that has 60+ pieces assaulting an airbase with about 20 pieces + infantry defending and when the tank battalions start taking a bit of losses and the battle is hot and heavy that is when people are reporting spikes. Maybe just too much info to send across a standard network. Hence trying to limit what I can to streamline the whole package. This mission has about the least amount of triggers as can be made and im kind of surprised it all works. So background processes shouldnt be eating up a whole lot here. Anyhow good input, excellent point of views, and apparently speed should be on the payroll. :thumbup:
  16. This actually can already be done. All you have to do is set up triggers to detect when the player has landed, or refueled or some other parameter and set up a few flags to go off and using either the editor messages or speeds chatIO(only in multiplayer) scripts you can broadcast messages. Im pretty sure you can load multiple flightplans in the cdu, I used to work on them in the navy and I know they are capable of doing so just a question of how they have been programmed to be used in the A-10, I dont know. In fact the only thing I think stopping people from making missions like this is because: 1.most people playing multiplayer rarely play longer than a couple hours on a single server 2.It takes a bunch of flags, and a bunch of triggers that can be a pain in the *** to get to work with each other correctly and to add all the conditions to each client in MP is a real pain in the neck 3.Most people want to get in the air and kill stuff, and there is a select few that would rather just spawn in a new plane to get refueled/rearmed than actually RTB and do the whole thing. It tends to take precious time that some people just dont have. So it throws the whole mission plan out the window. I personally agree and tend to side with realism so I'll go back to base, but watching a bunch of people play when I have my server up testing missions, I dont see a whole lot that tend to do the same, although I am positive there are far more out there. The real point of my thread here is that regardless of mission time or size that you get in the air and all he** is breaking loose. I want the battlefield to be big, to be crazy. I want to be able to look out the window and see a war. As it stands now, this doesnt seem possible, at least not on the scale that I hypothesize is possible. One mission I have is called HammerDown, it has a tasking system with 7 tasks, randomly selected so the order is constantly different. There are several convoys that move all the way across the map and when they get chosen they could be pretty far or pretty close to the main area, and different convoys are spawned each mission. There are also 2 JTAC tasks of which 8 locations may be randomly generated. 4 different base locations for the random selection of the base task. There are also 30 SAMs of almost everytype that are spawned randomly, sometimes you get 3 sometimes you get 10.... That mission will be released soon so anyone can take a look at it. Basically it is pretty tough to memorize where stuff will be on the map, which was my ultimate goal. You can play it ten times and never get anything close to all the same pieces. This was my first MP mission so you can obviously see building a large mission is not a problem, building a large battlefield is the ultimate goal here.
  17. j/k means joking... it was sarcasm dude... but Im sure that prob helped someone reading anyhow... entirely too many acronyms in this game...
  18. Exactly right, now we got all these hi-def graphics and I'm trying to limit that so I can add to the gameplay, it is definitely a sacrifice. Honestly F4 isnt that great a comparison, but unless Im gonna compare A-10 to fsx, which is laughable, its the only somewhat legit comparison I have.
  19. 86 views and not one reply.... ?
  20. Whats a TVV? (j/k)
  21. Well the problem I dont think can be limited to one thing actually. Secondly they arent my problems, when I run the mission on the server it runs very smooth for me the problem is other players reporting lower framerates. Ultimately I am actually intending to find a way to make missions larger, it isnt so much as I'm trying to fix a single mission as I am trying to open a doorway to make this game huge, for everyone. My visions are kind of large, you ever remember flying around in F4 and you could fly across the FLOT and there was a living breathing war down there, watching it play out from above was almost magical, something I thought games would never be able to do. Now we finally have the updated aircraft, and more to come but the battles suffer. I have yet to play a mission where I feel like I'm in the middle of a war... it always just feels like an isolated escalation. And I know we, (we as in the community, or the developers) can do better. This is not to downplay any of the work the developers have already done and my signature is a testament to that, however, I feel like weve got a lot of potential here. So necessarily the smoke is not the only problem, the primary problem of course is having a 50+ units on the battlefield all active of course. What I am aiming and intending to solve is how to limit the graphics and any other effects/additions that can be limited in order to open the door to a much larger world. This begins with limiting special effects that run, in example like a burning T-80(or any of the BMP's) that does so for 20 mins. Not a problem when you have 1 tank, but 60, obviously you can see how GPU usage goes exponential. Anything we can limit, or streamline to give mission makers the edge, is really what I'm going for. Really I could drop the whole idea and stick with making missions that have a few quick tasks a few pieces of armor to shoot at same old same old... No problem. In my opinion so many people have mentioned wanting something like the dynamic campaign for falcon (which of course is not possible) but why do we want it? Is it because the AI did stuff and was active, or was it because you felt like you were part of something bigger? Part of a real war? I may not be able to make a dynamic campaign, but wouldnt it be cool if every mission we made, made you feel like you were in the middle of something huge? In the middle of a real war? Who knows maybe im just crazy and no one actually wants this... very possible....
  22. This would be something that applies to all DCS future releases. I am looking for a way to clean up the battlefield in a multiplayer session. Perhaps removing dead and/or still smoldering units. Right now I am intending to limit the fire times of each unit but this only affects said client and dead units on the battlefield still pose a pretty heavy hit on everyone else' machines (graphix only) If units once dead become objects on the map and have no detrimental effect then perhaps just permanently limiting smoke/fire times. Right now i have a mission with about 60 pieces assaulting an airbase and although it runs well on my machine it gives others heavy lag spikes once a lot of vehicles are smoking/burning. This would be alright for most uses but the whole task is over in less than 20 minutes from getting in-area so not a single tank stops burning and the graphic hit can be quite massive. Especially if some yahoo mistakenly bombs a building... I do love the fact that tanks stay burning for quite some time +20 minutes but for multiplayer it really seems counterproductive. Can we find a compromise? Perhaps a smoke option for multi/single player and two different GM fire_time variables? Or a specific graphic setting for smoke, although this would require a high/medium/low variable, that might be a bit more work..
  23. control-alt-delete, then cancel. It reloads the graphics in memory. Read that here somewhere, it works. *edit, yeah its in that other post...
  24. I am thinking about putting together a modman package that changes the fire values for the vehicles in game. Of course these settings are only client-side. In the interest of making larger, more expansive multiplayer missions and battles this would be a slight workaround. The package would modify all the vehicle database files but would probably be replaced with each update and should have no other effect on the game itself, and in essence shouldnt cause any problems with the code. Right now most tanks burn and smoke for about 20 minutes. Most light armor does so for about 15 minutes or more. Some light vehicles burn for around 5-15 minutes and a 2B11 mortar burns for 3(??!) seconds. Question I am posing and would appreciate everyone's input is, would this be something you would download? I know a lot of people are not able to run full graphics and this seems like a good boost for some. Questions, comments and opinions welcome, please do. Thanks! See here: http://forums.eagle.ru/showthread.php?t=76654
  25. Yeah I was talking about N++ i just didnt put the ++'s in there. Thanks tho, I know. Turns out Speed of course was right only the GT variables change the actual fire time, those conflagration time things dont do anything as far as I saw. Of course those GT variables only affect client side, did a test with someone last night and it didnt affect his graphics on my mission. So I'm thinking maybe I'll put together a modman package and lower all the smoke times. Im going to make a main thread looking for input and see if this would be something the community might back, or want. Right now it takes a T-80 20 minutes for the smoke to dissipate, I know some guys that said the highway in hell in Iraq took up to two days to stop smoldering so I understand the compromise ED is trying to make having long smoke times but it seems tough to compromise between graphic realism and limiting graphics for the purpose of multiplayer... I have yet to find the fire control for buildings, does anyone know where to find that? I have been looking in every file I cant seem to find it.
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