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Everything posted by monotwix
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In real life you would have no time to react if you were in close proximity to Pakistani military base.
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Thanks for that, I will explore that option. At this point I imagine a very likely scenario where two Ground Force Commanders may operate at close proximity and fire smoke at each other, SU-25 Pilot might think what the hell, I’ll take them both out. In this case I suppose it would be up to the Ground Force Commanders to direct CAS precisely.
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I’m trying to analyse the current situation for SU-25T… It is capable and enjoyable plane to operate, it has AFM and the array of weapons for many tasks, CAS, SEAD Air to Air, you name it… however it appears to have one major disadvantage which has to do with locating the targets. So I understand that in order to obtain a precise unit targeting one has to press F10, in the case FOW which is there to simulate a realistic element of combat, F10 blows it strait out of proportion. Another way is to establish a contact with other players but that only works when people are paying attention to chat or are using ST which isn’t always the case on public servers, even in the Single Player missions when your wingman dies the whole targeting system goes with it. What I’m trying to achieve is to create MP mission with realistic and clean operational structure for all flights. Firstly, I’ve decided to divide all the hardware between the coalitions so that it can be IFF identified visually I.e only NATO units are blue and only Russian or CIS are red, for example, this situation crates an environment where you see a shape of a unit or a plane, you take it out, no questions asked. Close Air Support tasks for SU-25T with moving targets and evolving assignments? SU-25T tasks that don’t create practices of suicide or fratricide have yet to be invented IMO. Any other ideas?
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Affirmative, tomorrow is a seven mile run and 30 push-ups.
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This mission always crashed after a few seconds from the start when I played as Ground Force Commander but yesterday after 5 attempts to run it, it had crashed 3 times and twice appeared stable for long enough to complete the mission.
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Interesting, I’ve got something going on in certain DCSW single player missions that causes the game to crash every time and some other DCSW missions never crash. I suspect it has something to do with the triggers because the units shouldn’t crash a mission by themselves. As I recall reading some thread in which some one described his attempt to add a Radio Item with continuous trigger which resulted in the whole screen being populated with Radio Items. hehe.
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Loop? Is when there is a feedback or contradiction between true or false. What’s is the state of a unit in terms of ON/OFF when 1=ON and 1=OFF.
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It’s so logical to Yea or No, True or False... If a Client unit died in zone, is it alive outside the zone? I think the triggers mustn’t go into a loop, time since and flag off may keep it from crashing.
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Can some one delete some one else,? Thank you.
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Yep, I don’t feel like everyone has voted.
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I always had an idea that an Air Defence is a structure of it’s own and today I decided to do a little research to see how it can be implemented. To begin with, I must say that it’s hard for me or next to impossible to implement a proper SAM network, even with triggers in the Mission Editor, the reason being is the trigger conflict associated with other aircraft. What do I know about SAM network? Nothing or little, never the less I chose to read and I have an idea. I can not describe the liaisons between the entire defence structure for any instance, however the local structure of SAM must be understandable. What is required for a Patriot SAM site to be operational? We need ECS AN-MSQ 104, STR AN-MPQ-53 Radar, SAM Patriot LN M901, SAM Patriot EPP-III , SAM Patriot ICC. Today I learned what Patriot units do but it took ages.
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FA Bong, you tell them that the training missions should be compatible and tested for every patch released. SU-25 training on Youtube is not in the mission briefing.
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Speaking of dcs.log Speed has mentioned. Is that a temporary file? I have recently discovered the DCS multiplayer tracks folder and that was loaded with tons of tracks which I couldn’t care less about, but if I forget to delete them, it will run into many Gigabites/GaGa over time. With Tacview you have the option to what and when to record whereas the option for the study SIM is yet to be einsteinetised.
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How about a DCS fighter in different stages or phases?
monotwix replied to falcon_120's topic in DCS World 1.x (read only)
At what point in history of combat aviation did any pilot make decisions based on the time it takes for his adversary to prepare the start-up procedures. What are you simulating, ie what’s the name of the game you are playing? -
How about a DCS fighter in different stages or phases?
monotwix replied to falcon_120's topic in DCS World 1.x (read only)
Virtual squads that will not allow FC3 aircraft into their server? He He. Mission designers again. AI will make decisions. How about CA? Can any one imagine the Blue Angels being so busy clicking the buttons/knobs during their performance. F/A-18 Pilot COMM on 234 AM: ‘give me a minute I’m almost ready, let me just click this and turn that’ and I’ll be with you. -
Thanks for the replies fellows. What are your thoughts about the number of active units not to exceed for practical MP performance? Lets assume 20 clients.
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There could be a shift in the centre of gravity at various pitch angles or may be it’s to do with fact that the direction of the lift force is perpendicular to the wing and the direction of the earths gravity force never changes. F-15C FC2 starts with the avionics in your face.
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What’s hassta passata writing these days?
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Lets say you have prepared for a mission and then become a target on the ground. Nice, stage one complete. So creating a trigger zone for AI fighters to spawn or switching a spawning ground is still equals to more mission designers than players in quantity. I would spawn a CAP to operate in zone and make it orbit until it’s out of fuel and stick some a$$ dynamite up that launcher pipe. Battlefield-3?, Arma? Pakman? Mario, Tetris. RTB.
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I don’t understand that visibility range in the link. As I recall my understanding about the LODs in LO, there was a system where the radius of 3D model would determine the number of LODs and related distances and that was up to the 3D creators to create appropriate poly distribution between the LODs. A black dot is one thing, a grey bluish makes a difference.
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I would like to see the highlights of sloths climbing the top of a tree and then integrated into society like that prophecy squid 12 months ago.
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Is it realistic to see a head-on profile of A-10 from >8 km? It’s hard enough to see a 737 belly at 30000 feet. Looking in the direction of 4 degrees from the horizon where the haze is thicker, it might be easier to spot a truck than A-10 from that distance and angle. Zoomed in doesn’t cover the focus. Realism may be of secondary importance though.
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Thanks Grimes, my primary concern was that adding multiple trigger zones and making them linked to a number of AI and/or Players would substantially increase the processing. I understand that a SAM site is not graphically visible unless it’s in sight range and its detection and firing has its process. If there are three Aircraft linked to three Trigger Zones, would that be equivalent to three SAMs in that respect or is that not the case to be concerned about? Edit:Sorry, those SAMs, I’m referring to the detection radius in zones and processing, not the actual SAMs.
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Hi Dudes and Dudesses. I wonder if you could enlighten me, I don’t know if the number of triggers and trigger zones make a significant impact on processing and computing performance in multiplayer missions. I would like to know if that’s the kind of resource I should be conscious about when creating a mission and sustain a good performance?