

0xDEADBEEF
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Everything posted by 0xDEADBEEF
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I know it sounds very boring, but choppers are very much about procedures. Procedures teach you to clean out your control inputs, to smoothen your decsent. Slow is fast. If you can't do a smooth and nice touchdown, you wont be able to do a smooth combad landing. Slowly decrease your airspeed, don't forget to put the stick a little forward before you come to a complete stop. Maintain a steady sinkrate of 500fpm. When to cockpit starts to shake be prepared to add more power with the collective. Once you hear the turbine power up be prepared to add some left-pedal which you will have to compensate a little with left cyclic. Dial these movements in until you don't make any move that you have to counter-correct. No airspeed-indicator will show you speeds below 20kias, this is normal behaviour. I usually slowly start adding power when the speed drops below 30kias, the earlier you do this, the sooner the engines will deliver it when its demanded. If you do a full-speed approach you will take all the energy into the rotor, leaving your engine at low rpm. You will bleed the energy in your blades faster than your engine can rev-up which will be confirmed by a nice beeping audible-rpm warning. The more you practice on smoothing out this process, the smoother your landings will become. this is a very good resource about basic chopper maneuvers. Once you master those you can move on: http://www.copters.com/pilot/maneuvers.html By the way I recommend trying blueflag online. It has a ridiculous amount of stuff to do for choppers. From SAR (picking up real downed pilots) over sling-loading sam sites to capturing enemy bases with troop transport. You wont be bored for a long time. beef
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 5
0xDEADBEEF replied to gregzagk's topic in Multiplayer
fair point :) Did you get bullied in school? I think my point was quite clear. It's about not having 40 vs 20 scenario with 10 waiting outside unable to join. You know what? Next time I'll just turn colors around, then you dont have to twist a point ... -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 5
0xDEADBEEF replied to gregzagk's topic in Multiplayer
Guys I just checked the live map, and I really need to bring this up again, as I think this is unfair and a very easy and quick fix for xcom: Please Limit the amout of players per coalition to 30! Right now there are 37 blue players, facing 18 red players! Since the API allows us to do it, and the server limit is 60, i think it is a very good idea to restrict coalitions to max 30 players! Even if now only red team is joining, they will face a full server without the teams being in balance. A full server with 60 pleople should be balanced! This about the only situation where I think balance should be achieved, if 30 blue players join, but only 10 red, this is ok. But if 40 blue players have joined, and only 20 red can join, this is where things become unfair. I would also be ok if blue-players get kicked if numBlueplayers > 30 and a red one joins, but that would be less easy to fix than just keeping tack of how many blueplayers (since you already keep track of players coalition) and check if it is 30. cheers! :thumbup: -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 5
0xDEADBEEF replied to gregzagk's topic in Multiplayer
I must say after spending some thoughts on this, at the official round a password given to all registered pilots might at least keep unregistered players from joining. It will also at least delay early connects by a couple of seconds depending on how long people need to enter the password ;) There is a script active keeping players from joining within the first seconds at least. The only thing I could think of is ban them for 5 minutes. Yes, that could actually help and educate people. a permanent ban might be a tiny little bit harsh :megalol: But +1 on the 5 minute ban for people connecting within the first minute! One other thing that came to my mind. If theres 100 people trying to connect. Lets assume the first 60 players to connect are 45 blue and 15 red, do you have a script installedthat makes sure there are a max of 30 players per side? That might be a good idea. I dont know how balance was last night since the web-map didn't work ... but I guess if there's 60 people on the server, it might be good to make sure its 30/30 ... Can't wait till the time where we can have blueflag with 120 players without lag and server-crashes. This will be a glourious time :pilotfly: -
There is no fast refuel. This is on purpose for balancing reasons. Unfortunately the balancing works too well to get rird of it. It really makes sense in terms of gameplay. This came really into account yesterday when we got gunrunned on the ground in Beslan by the 104th in F15 and one deadly maniac F10. Incredible tactics displayed. Salute! I only managed to get 1.5 kills once - managed to take off on the apron (no fuel suddenly turned into a huge advantage in terms of weight - I was going to die anyways) and got my 73s off in all directions. We still somehow managed to defend Beslan, until 10 min before restart, when everybody left a maniac UH-1 from the 104th took Beslan in a fricken solo run. And this was before the official start of Round 5 :huh:
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 5
0xDEADBEEF replied to gregzagk's topic in Multiplayer
Sooo Blueflag has become so popular, participants would join in so fast (50 in 45 seconds) that they crash the server twice in a row, hillarious! I loved the situation on twitch when XCom noticed the 50 in 45 seconds and changed his mind: "heck i'm joining before its full" and gets put back to server screen right away. Good stuff! Made it a little easier that I couldnt make it to the start :D -
Ahh misunderstanding. I'm not trying to get the farp to neutral, I'm aware that a farp can only be set red or blue. I have a red and a blue farp at my own farp-object in lua. Blue spawns blue, red spawns red, but the script handles them both as one, as either red or blue, depending on the needs. My Mission works very much like blueflag, also shares a lot of code. I just want a farp that stands in the middle, that needs to be captured before it can be used. But not only by bringing troops, but by brining your own ground-crew and airdefense. Once that's done it's captured and you can spawn from there. The reason I'm asking is I'm trying to understand the specific behaviour of when does a farp refuel and when not. I had a look at FARPS.lua and thought I had a clear picture, but testing said no. I guess I will just let the coalitions transport Fuel-, Ammo-, ATC-, Spawn- and Airdefense-Crates. Each crate is linked to a specific priviledge, so if you transport a fuel-truck there, you may refuel, if you transport ammo, you get ammo, if you transport a spawn-crate, you may spawn. I'm just facing a part in DCS that I cannot control via script, so I'm at least trying to understand how this uncontrollable behaviour works exactly, so I can try to work around it. Any input is very much appreciated! Thanks! :)
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I'm trying to implement a neutral FARP into my mission, that will need the groundcrew to be transported there first, once the groundcrew is there, you can spawn from there. So i'm doing tests on which unit you need for what. I've looked into the FARP.lua and read from it that for AMMO you need an M-818, for Fuel a HMTT and for comms a HMMV_1025. During the tests i found, that in order to get an acknoledgement for your rearm/refuel request you would need the hmmv, in order to get fuel you need the hmtt, but in order to get arms, a hmtt and a hmmv are sufficient ... am I missing something? Is this the way it's supposed to be working? I havent tried the russian units yet ... thanks! Beef.
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uh oh :O
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no need to stop. I'm working on something like blueflag but in a smaller scale. If you pair up with a transport chopper, you will be able to have a massive impact on mission outcome. in the meanwhile, blueflag sounds like what you are looking for! There is actually a lack of effective Ka50 pilots on the red side. it starts tomorrow, here's more info: http://forums.eagle.ru/showthread.php?t=160525 (make sure you read all the info to max your gameplay experience!)
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Ah yes, I have enough coding background to have a realistic idea of just how complex mp-netcode is. I wish it was only a matter of finger-swiftness. I'm with you 0xC0FF! ;) :pilotfly:
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Hmm, am I the only one who is at least hoping to see the new/improved multiplayer with dedicated server? Of course i look forward to all the other stuff, but realistically thinking, the MP-Problems are the ones that I'm having most trouble with keeping contenance. It just gets emotional so fast ...
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 5
0xDEADBEEF replied to gregzagk's topic in Multiplayer
No, if fuel is not destroyed the timer has nothing to do with fuel. only if both fuel bunkers are dead (Group of 2 bunkers) the timer will count for the fuel bunkers. If the fuel bunkers are both dead you wont be able to spawn from there. -
it's never too late! welcome to the red side, always good to have more cap ;)
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Whooops, just noticed I'm not on the registered list at all :O Name: TAW_0xDEADBEEF_2ndAGG Squad: TAW Side: RED planes: UH-1, Su27, A10C, ka50, Su27T
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weird, its running again :D
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indeed! :) GF! BTW, what happened to the server? It seems to be down since the morning, but the webmap is still running ...
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Alright, I understand :megalol::thumbup: I hope the simulated slingload doesnt affect performance though :doh: this is just part of the gameplay, as XCom said, mostly time-zone related. Look back at round 4, red smashed blue, mainly because we outnumbered them more frequently and were more effective when we did. Last night there were 10+ blue versus 2 red, and nothing happened in terms of capturing, although with the time available they could have captured the whole map if they worked together effectively. The side wins who employs the best Teamplay, not only who has the higher numbers ;) +1, well said :) Yes it does apply to every pickup-zone which are FARPs and Airbases, you need to be 10km away from them. You should be able to place them inside cities.
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Hey Guys! I just noticed you can't pick up crates by hoverin anymore, instead you have to use the menu ... well ... I'm not quite sure what to say. I know its not so easy and maybe even difficult, especially when not trained, but I completely disagree with this approach. Placing SA-6 should be difficult, it should be a challenge to do and I think it is ok if not everyone can do it (untrained Su27 pilots have a difficult time shooting F15s too). Whatever, I respect your decision and I have stated that I disagree. PLEASE at least put back the hover-pick-up feature!!!!!!!!!!!!!!!!!!!!! because doing this over and over again has improved my hover-skills a lot and I would like to keep improving it and it was honestly a massive amount of fun. landing, letting go of the controls to find an F-key 4 times and then take the controls and take off again isnt nearly as much fun, sorry. I'm also ok to be able to pick it up via menu, but i would much much much prefer to pick them up in a hover, and I don't see a reason why this feature should be removed. Thanks! Your hard work is massively appreciated as always :joystick::pilotfly: edit: please ctld.hoverPickup = true! ;)
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yay! We need more Ka50 pilots! I agree on weather is weather, I just wanted to point this out as this effects gameplay heavily. Like I said, if this is intended I'm ok with it, I just dont think it was, so I wanted to point it out ;) The farp was red at the time I posted, and again, I never requested to remove the clouds. Just lower or rise their altitude so we can in fact operate from the farp - unless the fog was intended of course ;) The weekend news two weeks ago rose a lot of hope for me that the dedicated server will come with a new netcode. They are definitely working on one, and the fact that they are not quickly stripping the rendering from the current MP-Code makes me think they rework the whole thing completely (which makes a lot of sense), unfortunately this takes more time than just stripping it from the rendering ... Let's just hope it's coming soon :pilotfly::joystick:
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I just tried to fly in Beslan-Tiblisi with the UH-1, unfortunately it was completely in fog - see screenshot. I assume this is due to the cloud layer setting. If this is intentional I'd just like to point out that this effectively deactivates helicopter operations at this farp. If you want this, ok. But since I dont really think this is intentional, that particular farp is at 1755m/5758ft. Please make sure there's no closed cloud-cover at this altitude (i think this is the highest elevated farp). I tried flying just for the fun of it, I made it 500m (you can see the smoke of my wreckage through the fog on the attached screenshot). It's a pitty that the cloud engine can't handle this. If we got constant visiblity of about 50m on the ground it would be possible to fly in those clouds if very carefull. But with those cloud layers completely blocking your sight and then giving sight for 100m until it is blocked again makes chopper flying absolutely impossible :cry: edit: please let me point out that I'm a fan of those rather extreme weather conditions nevertheless ;)
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Edit: Nevermind, brainlock post, sorry! :D Thanks for the great work on SLMod!
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This thread is a great read, thank you guys! :thumbup::pilotfly:
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:megalol: IT WAS FUN!!! (you didnt shoot me down btw) But I can tell you it was hard work, phew! I only managed to defend it that long because every crate-pickup worked right away, it only got harder at the end when I went impatient for the counter to go to 0 and I mastbumped my rotor - twice! I then didnt have time to get rid of weapons and fuel so it got ridiculously hard to pickup the crates, travel 4km, drop it, travel back, pick up new crates, drop it, land, spawn, fly back to pick up more crates while being gun-strafed by F15 and bombed by A10. That dogfight against 2 Hueys at the end was the cream on top :D Too bad we lost the farp ... The SAM limit by the way equals the number of cities you own. So capturing cities has more value now. What we could discuss for instance is the number of crates you have available at a farp in a given timespan. Although I think the number of crates I managed to spawn in those 30 minutes was perfectly fine (i think it was 8). Again, this was probably the most fun I've ever had flying the Huey, thanks guys!! :thumbup:
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case closed, i had a stray GameGUI.lua in my scripts folder that i wasnt aware of and seemed to have caused the issues. Removed it, put mine back in and didnt have any issue during the last sortie. Sorry for the hassle O:)