-
Posts
1914 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Everything posted by A.S
-
RvE Lockon Realism Mod Release Candidate 4 (Public Beta)
A.S replied to RvEYoda's topic in DCS Modding
heh :huh: -
RvE Lockon Realism Mod Release Candidate 4 (Public Beta)
A.S replied to RvEYoda's topic in DCS Modding
in other words airbrakes retract (all jets) below 250kmh and more then 14 AoA and will not work above 0.9 mach no matter what AoA. Explanation: At low speed it prevents you from stalling by slowing down to much and high speed limitation is based on structural (virtual ) problems and limitations. The real F-15 does not allow using airbrake above 12deg AoA no matter what speed but these values seem not to fit in gameplay-functionality in Lockon environment for many reasons. Flaps instead will retract as soon as 250kts reached or as soon as 2.5G reached. Reason: usually they would just rip off :) -
RvE Lockon Realism Mod Release Candidate 4 (Public Beta)
A.S replied to RvEYoda's topic in DCS Modding
:music_whistling: smart "workaround" to achive same behaviour, conditions or variables. -
RvE Lockon Realism Mod Release Candidate 4 (Public Beta)
A.S replied to RvEYoda's topic in DCS Modding
Content Radar/EOS automatic sensor antenna center on target . . . . . . . . . . . . F-15 IFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . New Airbrake/Flaps automatic control . . . . . . . . . . . . . . . . . . . . . . . . Low altitude Self-Jamming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reduced chaff importance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . New ECM and ECCM logic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dealing with maddogged R-27ETs . . . . . . . . . . . . . . . . . . . . . . . . . . -
http://www.multiviper.com/modules.php?name=Forums&file=viewtopic&t=3476 Quote: Qawa by Aragorn Qawa is currently negotiating the rights to Flaming Cliffs. source : http://www.freefalcon.com/ ? Open Lockon :megalol:
-
Patch 1.13 Requested Features/Fixes List (*Merged)
A.S replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
weren´t most things not just wishfull thinkings before they become reality :smilewink: Im not talking bout a CrayII PC able to calculate worlds weahter on Home PC and then this in a sim. Just basic things, like locking-NOT-locking ECMs until burn-through...and how .....Flaps with 500km/h..at 5 Gs .better missile seaker cones.... very very simple things easy to change (should be) ....so finally gameplay becomes more "real" <<< what ugly word. It might sound like critics....but positiv critics....development lives from critics and evolution... -
Patch 1.13 Requested Features/Fixes List (*Merged)
A.S replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
for this we could go deep and best with right persons...but what i just say myself after all this, is this. Simulator: tries to get all cruicial variables responsible for behaviours like radar, missiles, Seaker (the hard part cuz classified) flight physic) and tries to use all these fundemental variables implemented in order to simulate real conditions based on these real circumstances. This required deep research, as good and as real as possible (datas and math and code) Game: generates a graphical user interface or surface appearing as a almost simulated environment with such functions. :megalol: -
Patch 1.13 Requested Features/Fixes List (*Merged)
A.S replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
Anyone here ever extensivly tried AF and met Devs and Testers from old to nowadays.....and asked them how things were made? You would be suprised i guess. -
Patch 1.13 Requested Features/Fixes List (*Merged)
A.S replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
thats what i wanted to have said : maddog in real live = VERY RARE (why?? ...it makes no sense at all execpt few very rare conditions and its NOT a standart "tactic" as so often believed in) thx you GG -
Patch 1.13 Requested Features/Fixes List (*Merged)
A.S replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
I know what he is saying...and bout the rest...but i wanted to hear few real life cases ..when u would fire maddog :) for differents reasons in other words with this i want to underline why we in lockon CAN use it totally wrong -
Patch 1.13 Requested Features/Fixes List (*Merged)
A.S replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
Now im interested in which cases it becomes a real life tactic :book: ? :music_whistling: Specifications pleeeeaase :helpsmilie: -
if you grow over a decate in simworld..then you have seen alot alternatives to compare..... truly LockOn is great sim...buuut here and there few things were solved better from other products.....i just hope Looking around is also a source of inspiration for our DevS here.
-
effects low ps 1.1 shader mod (and fire looks like it) dxdiag sound accelaration standart and last but not least ...hardcore ..sound.cfg explosions 3Dsound=false thats fixes it definitly PS: besides cuz i had to add this 2cent comment.... even USAF F-18 has better explosions and smokes then lockon...(thinking)
-
Thx for compliments gents...unfortunatly we have not preseneted yet the full content how things in this server are made. From automated payload checks, down to wrong landings and the 2 primary objectives in each mission...for ground and air and reinforcement abilty of available fighters. Also 2nd and 3rd objectvis for strikes. The missions are based on simplicity but same time made in the idea -including only 80s weaons - to provide teamdepending close tactics and fights. Later on a very smart stat-system will be hopefully implement. I think we can post soon a full brief of that server to picture that system better.....and over time of course things might change to keep it interesting. Have fun.
-
Is there a lockon chat log file somewhere?
A.S replied to RvEYoda's topic in Lock On: Flaming Cliffs 1 & 2
LC? -
TextureCollections { highFolder = ".\\Bazar\\TempTextures\\"; common = ".\\Bazar\\World\\cockpitstexturestga.cdds"; common = ".\\Bazar\\World\\EnglishCockpit.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineWin.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineSum.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineSpr.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineAut.cdds"; common = ".\\bazar\\world\\walmisWeapons.cdds"; common = ".\\Bazar\\World\\R2.cdds"; ---------------- the reloaded parts common = ".\\Bazar\\World\\R1.cdds"; ---------------- winter = ".\\Bazar\\Terrain\\Surface\\High\\WinBMP.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\SprTGA.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\SprBMP.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\AutTGA.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\AutBMP.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\WinTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprBMP.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutBMP.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutTGA.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds"; common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds"; common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds"; common = ".\\Bazar\\World\\ShipTexturesBMP.cdds"; common = ".\\Bazar\\World\\ShipTexturesTGA.cdds"; common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds"; common = ".\\Bazar\\Effects\\effects.cdds"; common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds"; common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds"; ps: OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 1.; noisemin = 1.e-003; } NoiseStrip { min = 2095; max = 2505; and kick in Haze advanced :) looks really cool then and cuz many still ask: REloaded is SUMMER ...this mod is WINTER, SPRING n AUTUMN
-
Virtual Aerobatic Team wanted for Sponsoring
A.S replied to urze's topic in Lock On: Flaming Cliffs 1 & 2
cant remember....but the axes-cross is a car-joint....the electronics you can buy cheap...and rest you do yourself..... that long arm in combo with precission hall sensors ..ohhh yeah..must be very accurate... i guess the only expensive part is the stick grip -
Virtual Aerobatic Team wanted for Sponsoring
A.S replied to urze's topic in Lock On: Flaming Cliffs 1 & 2
here a new idea for you -
Damn :cry: (but already the first line in this text is ..hmmm? Two inexperienced F-15C Eagle pilots made errors << going all the way up in in a Eagle-Pit and being calledinexperienced ..tztz:music_whistling:)
-
http://www.youtube.com/watch?v=7OC2Oa_XRRc&feature=related http://www.youtube.com/watch?v=hxpBsiWzQBA :punk:
-
Fox1 guidance failure in FC1.12a
A.S replied to FLANKERATOR's topic in Lock On: Flaming Cliffs 1 & 2
the only thing what blinkers will blink away is their own lauch warning :music_whistling::smilewink: talking bout blinking...it will blink in your hud b4 loosing lock :) u must reswitch to HI before loosing link (lock) <<< depends on range ..sometimes no need to reswitch -
Fox1 guidance failure in FC1.12a
A.S replied to FLANKERATOR's topic in Lock On: Flaming Cliffs 1 & 2
correction post #57 I have noticed that loosing "data-link" to your semi-active-missile (EM) cant be the reason as far as it goes for lockon-coding, where it should be looking that EMs are also inertial, semi AND command. That was a logical thought i had but i was told that it doesnt matter in lockon. Maybe Yoda will add few words to this. -
Have you done it like this Frostie? and read this too. http://forums.eagle.ru/showthread.php?t=31068&highlight=saitek sounds almost like axis conflict in hardware input or software is getting it wrong. if nothing helps contact support guy on saitek forum :smilewink:
-
Fox1 guidance failure in FC1.12a
A.S replied to FLANKERATOR's topic in Lock On: Flaming Cliffs 1 & 2
you might have had EOS lock kept but maybe the R (radarlock) disapeared that moment on hud. for these cases it helps to switch to MED while keeping him locked. ( you wont see it but it works) yess you was looking up ..thats correct but you was not close enough NOT to loose the lock just by his beam in combination with his chaffing.