

0xDEADBEEF
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Everything posted by 0xDEADBEEF
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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:)
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yes already happened
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I'm having the problem right now with an A10C from minvody, I had it yesterday with a 27 from beslan, I had it on basically all Uh-1s. It would occur randomly. sometimes it works, sometimes it doesnot. I have a GameGUI file locally, but I've added a flag-check. I basically set a fleg once my mission gets loaded, and the GameGUI checks for that flag first thing in the script and wouldnt execute anything if the flag is nil
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it happened anytime, but randomly. i got no clue if the function is even called, theres nothing in the logs. Maybe put a log-message into the intel-function so I can check if it gets called when it occurs the next time ... just looking at the code i see nothing that could be wrong, I'm using almost the same code after all ...
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I'm having sometimes the problem that i'm not getting any outTexts, for instance CSAR message, Carco Status, Intel report. Nothign shows up. I hit the menu, select the item, but nothing comes up. I'm clueless what causes this :O - edit, having it again, right now in a 27 at beslan i get no pak-intel, but jtac status (no jtacs) is being displayed ... i got the initial spawn-pakintel-message, but cannot call the new one ...
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Nice!! Where should I send my money?
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hahahahaha! #chopperlivesmatter
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 4
0xDEADBEEF replied to gregzagk's topic in Multiplayer
btw, i just remembered I was streaming yesterday during the SAM-building madness :D http://www.twitch.tv/taw_deadbeef/v/40205536 -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 4
0xDEADBEEF replied to gregzagk's topic in Multiplayer
Apo: always hover into the wind. It's the easiest hover you've ever done. Having your tail into the wind is whats causing problems and calls for VRS ;) -
It would be a great feature especially for multiplayer-campaigns if we could access the scoreboard directly. I'm specifically looking at chopper-heavy missions like blue-flag. Choppers are an integral part in how the mission works (if you dont capture with choppers the mission is not progressing). The problem is the choppers effort is not recognized in the scoreboard. You may have 10 captures but you scoreboard will still read a score of 0, even though your effort has been primary for the mission-progress. If we could get script-access to the scoreboard, this problem could be solved easily by simply calling for instance: Scoreboard.addScoreForPlayer(playerID, scoreValue, scoreType) Also welcome would be the ability to add a custom Scoretype to the scoreboard (like, Aircraft, Ground, Shipt etc...), something like Scoreboard.addScoreCathegory("Captures"). This way busy chopper pilots would be able to work themselves up the scoreboard, right now theres only fighters and strikers on top in any mission. Hueys and Mi8s always being down at the bottom ...
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 4
0xDEADBEEF replied to gregzagk's topic in Multiplayer
I also think 3 crates per KUB would be appropriate. 1 radar and 2 launches. 1 launcher for rearm is fine, but for setting it up i really think it should be 2 launcher crates ...