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aschaab

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Everything posted by aschaab

  1. Hi well, I uninstalled BS completely before re-installing and then patching afterwards - at that stage no mods have been loaded. Still, it asked for activation and consequently one activation went down the drain :( But I'm with you in thinking that a Mod should not have such a cause... BR, -Axel-
  2. Well, going from a 1950pro to a 4850 solved the issue immediately for me :D Although I must admit that I carefully monitor future ATI/AMD behaviour regarding video drivers, as their recent attitude also in the Linux driver area has been quite disappointing. BR, -Axel-
  3. @opus: I had the same issues with my old and trusty 1950pro on everything above 8.12 .... With my new 4850 everything is fine with Cat9.6, though :)
  4. Great tutorials, I like the rather casual tone and they are great in content as well. The emergency landing tutorial killed me :) :) Keep up the good work, a big THANKS, -Axel-
  5. Hi maybe this is completely irrelevant, but in past times there have been issues with "Catalyst A.I" enabled - did you try to disable that ? -Axel-
  6. Issue solved :) My USB-Gameport converter has arrived - plugged in and all is OK ... Off to start flying (oh well, crashing) my 'Shark... -Axel-
  7. Thanks for your helpful comment. Actually I'm currently waiting for my USB-Gameport converter to arrive, hopefully this will solve the issue. If not, I'll make my pedals to USB as Mr.Snomhf did :) Thanks again, -Axel-
  8. One option is missing: "Bought Flaming Cliffs" :smilewink: This is what I did even if my primary interest is BS atm. -Axel-
  9. Howdy yep, it sees the gameport and its OK (at least that's what stated in Device Mgr). But it does not recognize the pedals and there is no ConfigPanel for manually setting up/ adding the pedals, as it was in WinXP. Thanks, -Axel-
  10. Hi all just did a bit of playing around with Windows 7 / 64bit. BS and FC look pretty fine, framerate is great and X52pro/TIR4 work also perfect - but: I just cannot get my gameport pedals to be recognized :( Anybody here know a way to get those gameport pedals to work under Win7/64 (or Vista64, I assume its the same issue) ? Thanks, best regards, -Axel-
  11. Howdy just restarted my LOMAC flightsim activities after a baby pause :) After re-syncing with all the activities and mods that have been done since I left in 2007, I was very happy to find RaMGen, so a big thanks to DoctorK !! -Axel-
  12. Hi, yeah, absolutely true. Which is why I still think your request (and my "hijacking" addition :music_whistling:) to be valid and relatively easy to implement. It would be great to get feedback from one of the ED officials and/or the beta-testers who have a better connection to ED. -Axel- P.S: Hmm, the link still does not work. Maybe something with the companies network, have to try later today at home. Thanks !
  13. Hi, I tried Shoot as well as Flight Assistant and VAC together with LOMAC. Flight Assistant unfortunately did not work correctly (perhaps due to the keypress intervals being too short). I ended up using VAC, as it showed the best response to voice commands (plus a better versatility) and with $10 its not that expensive :) I really like using voice commands, they just add so much to the immersion. Just my 2 cents, -axel-
  14. I would heavily welcome any development in LOMAC like the excellent DCG (Dynamic Campaign Generator) for IL2. I think its crucial for a long-time interest for all those offline players. With "heavily" I mean I would also gladly contribute to such a project, either by active help (knowing a bit about programming) as well as by paying for such an addon. I stopped playing LOMAC a few years ago until re-starting very recently, so I am happy to recognize that the efforts from Ross Mc Gregor and Swingkid (and apparently also ED) are still actively pursued. A big S! to all of you ! Thanks so far, -Axel- P.S.: Unfortunately, the mentioned "lockoncampaign" link does not work here....
  15. Hiya, great idea, perhaps I may add additional suggestion that fits perfectly to this original one: How about creating a quasi-dynamic campaign environment with minimal efforts for the ED team :) ? Okay, what do we need ? 1. At the end of each mission a textfile "<Missionname>.gol" (or whatever) is created that contains in each line "Goal xx = SUCCESS/FAIL" (optionally with additonal descriptors). It simply states whether goal #xx has been fulfilled or not. 2. In the Mission Editor, you can choose a preceding mission in an option field, after which the placement options for a unit have an additional field "Place only if goal <dropdown list from 1.> is <SUCCESS/FAIL>". Of course, in a campaign, the preceding mission is given by the campaign itself. This is the core option, that allows to optionally place units/object depending on whether a previous mission goal has been accomplished (or has failed). 3. After each mission, an external .exe-file with a given name is called - this could be the mentioned mission randomizer. These three options should be relatively easy to implement (with 2. probably being the "biggest" effort) and will give the option to create a sequence of missions that allow a quasi-dynamical flow of events. Together with 3. the missions could even be completely dynamical. What do you think ? Greetings, -Axel-
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