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Renato71

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Everything posted by Renato71

  1. It's not only about Thai community. If it is going to be like with FC, it will be Russian vs International market. Russian version of FC costs about 1/3 of the International price. International version is distributed by Fighter Collection, and Russian by 1C. But, you cannot order Russian FC, at least not that easily. In most Russian webshops you cannot pay with International money transfer options. Mostly they use Webmoney and stuff availabe only in Russia (and ex-USSR countries). And then you wander why is there so many Russians playing FC :D
  2. Been there, done that - can hit anything. Just makes a lot of smoke and scares the s*** out of people :D Btw, thnx for all info on real thingy.
  3. Garage door remote control? Feet massager?
  4. Thanks for replies, guys :D I'll try them later on today (to-evening, heh) and post results...
  5. Not discussing anything about real life, as I believe that plane00 was talking about LOFC. He says so in his first post :) I never fire Vihr from short range, under 5 km, unless low on fuel, high on Vihr and making one final pass, hence not giving a damn and firing 2-3 Vihr on a single target. In any other circumstances - always from a maximum distance. Fire the Vihr only if you acquire a target at 15-20 km away, and no less then 7-8 km. Height and speed depend on "future plans". If I plan to hit more then 2 targets, then I go very high (3000-3500 m) and very slow (350-450 km/h). If there is no need to attack more then two targets, I go as low as 1500 m and as fast as 550 km/h. Never go extremely low, especially bellow 200 m - Vihr spiral around and will hit the ground up to 2 km before the target, while in his lower part of the "loop". Never go to high, above 5000 m, as you will have to turn nose down to fire each of the following Vihrs, losing too much altitude and gaining too much speed in the process. Also, you could overfly the target and risk a brake of lock. Never go too slow, as you could stall your plane. Never go too fast, as you will travel too much of a distance by the time you want to launch second Vihr. There will be not enough time for a third one. Depending on the target spread and layout (column or scattered group), I launch successive Vihrs at 7-10 sec apart. If pause is larger then 12 sec, in most cases laser will overheat by the time 3rd Vihr reaches the target. Are you sure about the beam shape? I do not see what that has to do with laser sensor on Vihr? Beam changes slightly (becomes narrow) as your aircraft gets closer to the target, not as weapons get closer. That also implies that you cannot maneuver the aircraft at all, so the (first) Vihr will not "escape" out of the beam.
  6. Hi, I'm trying to set up online stats for my squads comming dedicated server, and as you can see I put search feature to a good use :) I managed to create a database and I used your script to insert mp_log data. Did some tweaking with file paths and managed to implement user upload into DB (will explain later, have to check it once more). But I'm having some problems with the script as the longer victim names are not split correctly. Namely, strings 6, 7 and 8: "S-300PS 5P85D ln" by AGM-65D Maverick ... are split into: S-300PS 5P85D and ln" by AGM_65D Maverick After some experimenting I come to conclusion that this part is the problematic one: if ($str3 == 'kill' and $str4 == 'vehicle') { if(substr($str6,0,1) == "\"") { $array_gu = array($str6, $str7); $victim_gu_dirty = implode(" ", $array_gu); $victim_gu = ereg_replace("\"*","",$victim_gu_dirty); $victim_gu_pristine = ereg_replace("by", "", $victim_gu); } $pilot_team = $str1; $victim_team = $str5; $weapon = str_replace("by ","",$str8); $weapon_dirty = ereg_replace("\(.*\)", "", $weapon); $weapon_pristine = str_replace("-","_",$weapon_dirty); First one creates victim name, and the other one a weapon name. I guess that implode function should be corrected, but how? Or, for victim name, everything after and including by should be removed, and for weapon name everything before and including by ? Example of current result using your unchanged script is here: http://lockonhr.com/statsdb.php Few additional questions... 1. I would like to include time in "real format", ie, like it appears in mp_log, not in currect format like "1222610337" 2. Tacview records events like "take off" and "landed near" - Could these two be exported into mp_log? (I guess this cis a subject for another thread) 3. How to set up an automatic insertion system of mp_log into my DB? Currently I do that manually for each file. Also, I would appreciate any help with displying the results (sorting etc) 4. Mugatu helped me with backup system for mp_log. Any chance for option to insert filenames of those mp_log copies into DB? Explanation of that is here: LUA question: How to create a copy of mp_log? Thanks in advance,
  7. Amazing achievement! Wow!
  8. Key element in any arms deal (or any deal regarding armed forces) is not logic or anything alike. Key element is percentage that arms dealers take into their pocket. Each person that "contributes" to conclusion of contract is entitled to a fee. According to the article, it was Vladimir Zagorac that pushed the deal. He also pushed ONLY the deals that were useless or expensive. For country, not for him. It was not the country that signed that deal. But I'm glad someone is having some brains (and balls) to call this off.
  9. Nice work so far! I hope you will be able to complete this model as a fully flyable DCS addon :D
  10. Hm, only one? I can make an average 4 in a classical column setup, no less then three. Personal record is 6 in one pass, but on that occasion I was a bit lucky. In nightime, 3 max.
  11. Oh, I know very well :thumbup:
  12. Glad to hear about strike aircraft :D Erm, can't do that either way. You can lock, but cannot fire H-58 or H-25MP, so no worry about that. But, you can lock and shoot Tuguska, Tor and Roland. Just make 2-3 reasonable payloads. In reality, payload is deciced by commander and logistics, not by pilot :)
  13. @AirTito - Good work with missions! I rather have S-24 or S-25. Example: 2xS-24 on outer pylons, 2xFAB-250/500 on inner pylons. Possible options: fuel tanks, FAB 4x100. Do not remove clusters. With them you do not have to be very precise :) Whatever you choose, don't put more then 2 types of weapons. On Su-25 it is very easy to forget where is what... And what do you have at all! Since there are no Su-25T (and sadly no Su-17 or MiG-27, but that situation I've tried to explain in some other topic of mine) you need weapons that will give you more distance from the target.
  14. That list is uber lol :D Shows like that usually have something missing in the title, like "Top Ten Helicopters with US markings, and some other, but we will fill the list only with ours" I saw some docu about EH-101, and it was all western yada-yada. About ruskies there was something like "Oh, the Russians also made some helicopters, but lets not talk about that..."
  15. All fighters were taken when I visited your server, so I took Su-25. I have to admit I felt much more comfortable then on other combo missions :) (wasn't playing for long because game froze up on me two times, but thats for another topic). Any chance to allow other then "allowed" payloads for Su-25?
  16. You are (mostly) taking the wrong approach to this subject. Everybody is thinking in the line of fully movable cannon, as on Apache, being made almost fixed. Ka-50 is more like Su-25T then Apache or Mi-28. Therefore, movable cannon on Ka-50 is an extra, not a downgrade of any sort. On later models of Mi-24, a fixed cannon replaced machine gun in nose. Machine gun just did not give enough punch. Fixed cannon was more effective, despite the additional workload on the pilot. Cannon on Ka-50 is a development of that concept, not usual approach. Cannon, as was on later Mi-24, was made slightly movable, and an aiming aid was introduced. Much in the same way Russians are developing cannon pods that can be moved both in elevation and in traversal.
  17. I beleive that Groove talks about real plane :) Btw, I've jsut managed to read everything here, and Groove beat me by 2 hours with quite important isue - MiG-29 cannot use cannon while there is centerline tank. To me, this thread has more importance then if viewed simply as "server rules" - RvE's work certainly shows that you can change and/or adjust certain aspects of LO. As I'm currently trying to set up our own dedicated server, I'm very much interested into technical aspects of setting up all this on the server, especially mission rotator that can choose next mission on a basis of result from previous, etc... Few requests: 1 - Any chance to make server setup available to others? 2 - Could you please edit you first post with latest list of setup/rules?
  18. @GGTharos - But, I love my plane :cry_2: @AirTito - Oh, so you can land out of airbase and not to be kicked? Well, that's a completely different story :) Thanks for input! @graywo1fg - Yeah, but minefields and obstacles are clumsy solution. They take up some (CPU) resources. Options to choose airport functionality can very quickly and painfully (for CPU) turn an airport into "tarmac only".... If you could assign whether airport is R, B or N, which could simplify mission creation and add much more space. Mission would no longer be limited to frontline, as you could fall back or advance. That could turn a single mission into ongoing campaign :) And, I believe that could render vulching and stalking obsolete. Currently it is possible only because, during an average mission, there are only 2-6 airports in use. If above exists, you could specifically target fuel dump and/or repair shop. Despite the damage inflicted on the rwy, on most airports you can still take of from taxiway. As for weapon management, there could be some preset amounts, and you could choose unlimited, percentage of predefined total, percentage of each weapon type (guided missiles per type, bombs and rockets per caliber, cannon shells, fuel tanks...), or percentage of predefined payloads. And, you could define the amount of fuel available. There is also tower control. Destroying that would disable tower/GCI communication and all airport functions.
  19. Dude, what kind of mushrooms do you grow? I cannot keep up with the speed of your work :D Keep on tinkering!
  20. Yeah, but what if make road/offroad landing close to MY base? Kick/ban is a punishment for everybody on account of few nerds. Improve your air defence - scatter few dozen MANPADS in questionable areas. Efficient and realistic.
  21. - That particular airport could be under attack (from air or ground) - Could be further then (currently) Neutral one - Makes other airports useless in a mission where there is no airgroup set to take off form it Example can be found in any common mision setup. Two to three of the airports closest to frontline are set up for takeoffs. Airports in the rear are Neutral, despite the logic that they are occupied by someone. (not talking about airports "to the side", or "far out"). Specifying which airports are Red, Blue or Neutral could enhace flexibility and produce more dynamic mission. Combined with airport management you could have: - need to fly to a secondary airport, as the primary is "empty" - or primary ammo/fuel storage is destroyed - rwy is permanently destroyed (or over longer period of time) If airports could have this level, you could retreat, fight from the rear, and return after repairs are done. @GG - Lets hope, is this was kinda discussed before...
  22. Agreed, but simple kick is enought, not? That will make you "loose" the aircraft and one "life". No need for ban. But, beside rearm zones, I'm mostly interested into airport management where you could assign certain amounts of each type of weapon to a specific airport. I know this requires some serious programming, but interest and support for such development could make this possible... Simple solution to this request could be an option to use only predefined payloads (cannot use custom or create one), but to implement in-game, not as a "read server rules on www or ban". Like a checkbox "Editable payloads"?
  23. That would make rwy clear of touch-and-go rearming :) It would be up to person who creates mission (or in a set of server rules in a line of external vews) (not "read server rules at www") to choose if rearm is possible on rwy. Such activities do not have to be limited to parking area only, just not on runway or grass. They have the tools and the fuel. And I can always bribe them or stick AKSU into their noses :D But seriously, limited support from Neutral airports would be beneficial for new players. I do not appreciate any kind of ban for landing in neutral base on a road. If you are damaged and you manage to land safely or on the road, why punish? If you equipment is damaged and it is not possible to determine which is which, why punish? Last night I managed to land SU-25T offroad, dead stick, but end result was only nose wheel puncture :pilotfly: For that, I want Czech beer and Hungarian csípős kolbász, not ban :D In addition, road/grass landing is interpreted as landing onto a nearest airbase. But, frontlines and borders are not defined. So how can you tell if you landed on a friendly ground? Distance alone is not enough. Example: About 1/3 of my country is "closer" to foreign airpots.
  24. I know it was dicussed in various ways and in some threads here, but I feel strongly about this feature, so I would like to bumb this idea up the ladder... I found additional motivation in RvE 80's server with their "reinforcements" :) Under "Airport management" I mean some way to define and control (during mission creation): - which airports are Red, Blue or Neutral (regardless of spawn point) - where can you refuel, rearm and repair - triggering overtaking of airport (by ground troops) and what of the above will be available and when to a conquering forces - simple airport management in a way that you can assign certain number of each type of weapon to a specific airport - animated support vehicles (towing by repair truck, etc...) that are triggered by pilot-tower communication - strictly defined zones for repair, rearm, refuel - option to change payload without exiting the mission (simple version of a pitstop communication in driving sims, but to choose only some of predefined payloads, not to create a new one) Using some combination of above, in MP you could land and repair on neutral airport, but rearm only on friendly. And predefined amount of weapons would enhance usage of iron bombs, cannons, short range missiles and such without need to "read server rules regarding allowed payloads". Not to mention it would decrease missile spamming ;) Cheers
  25. It would be nice to have such option again. My squad has a large number of newbies, and it is very hard to explain things properly without actually pointing at something or overseeing someone.
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