

yar
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Everything posted by yar
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Nice paint schemes. :) Is it possible to get another one for the german Luftwaffe? Groundattack aircraft are normaly painted in green/grey/black Here some examples: https://treff.bundeswehr.de/fileserving/PortalFiles/02DB122000000001/W27EC9F3239INFODE/image_original-636x480.jpg http://www.jpsmodell.de/dc/draw/n83b_tor.jpg http://cdn-www.airliners.net/aviation-photos/photos/4/6/1/1097164.jpg
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But im wondering why this only happens with 104th server :huh:
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The 104th server is as great as with FC1 :thumbup: But i dont see this server in the ingame serverlist. Everyone can see it, excepting me (FC2 as well as BS) :cry: all other servers (51, 3sqn, aviasibir,...) are there and i can join via IP without any problem :helpsmilie: This shows: we need HL-support for FC/DCS :D
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I played a little bit with AA and AF and all other things (Catalyst Controll Center). There i set Catalyst A.I to Standart (was advanced) and the graphics.cfg read only And now the crazy water is GONE!!!! :lol: I can't believe it!!! I had this ugly water during 2 PC's ... :thumbsup: THANK YOU VERY MUCH!!!! FA Crazy Canuck :yay:
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can it help me with my problem? Because the fps water mod can't
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This sounds logical but i didn't help ( :helpsmilie: ) Water and Textures are at High and my resolution is 1152x864 1152/864 = 1.33333333.. so i looked into the graphics.cfg and changed all values after an "aspect" to 1.3333 (i only replaced the 7 with a 3; so 1.333337 to 1.333333) But ingame i have the same bloody warping water as before :( I uninstalled all Water mods but no chance here are my values: DisplayMode { resolution = {1152, 864}; bpp = 32; fullscreen = 1; aspect = 1.333333333; Interface { resolution = {1152, 864}; bpp = 32; fullscreen = 1; aspect = 1.333333333; } Simulation { resolution = {1152, 864}; bpp = 32; fullscreen = 1; aspect = 1.333333333; } AVI { resolution = {640, 480}; fullscreen = 0; aspect = 1.3333; } } what did i wrong? :helpsmilie:
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Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
:-)) think about that: F-15 vs Mig-29 -- both are lock on jets with lock on missiles (^^) that means: aim-9 + aim-7 vs r-73 + r-27ET + r-27ER + r-27.... nice balance^^ -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
and useless: you can evade every SARH missile by turning some degree + launching some chaffs ;) -
will we get this models for LOFC too?
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Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
open your game for modding and it will exist forever ;) if opens LO for modding (not only models), it would be bought & played not only until Fighter ops is out. no patch means: no future for lock on --- if you want to see how worse lock on is: -- play falcon 4 AF -- i was schocket after it (for example: aim-120 in f4: ~ 2200 kn; in lo: 2000 kmh :blink: --> who is wrong? ) -
sorry, for doublepost, but your first code didnt export :( for testing the export i placed this io.write(string.format("PCoalition= %s", _coal)) below _coal = v.Coalition the export of other things worked before...hm.. no idea why not now (in the error log there is nothing about lua)
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i tried this some days before... how i say the function which id it should use? PS. yes, i know this site (most of it are also available in the export.lua)
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thank you balu! but is there a way to find out the coalition of various id's? maybe if you find out which country belongs to which coalition...
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partial yes, but its not the only thing..
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yes, i know this site/forum. i was not shure if the luaforum could help me (because this here is lock on specific) - so im here (3rd forum now :( )
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following situation: i have a variable, which contains an ID how can i get the coalition of this id? ( Note: this id wont be the same all the time ) i dont understand very much about lua, i hope someone can help me. i've tried lots of ways, but some of them didnt work, other caused big error messages and other fraged my lock on :doh: i hope some of you understand lua and can help me to get the coalition of ids. by the way: can i find it out only by the ID it self?!?
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Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
i think thats true.. it will fly faster than 2.5... and i think full mach 4 wouldn't be usefull (watch the aim-54C -> its easy to evade) -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
i dont know the su27 (ive never looked for this), but the mig-29(S) can this too ;) ------ @ GGTharos: -== The Speeddifference between the R-77 in 1.1 and 1.12 ==- ==> As you can see: there is no noteworthy difference between the speed of the r-77 in 1.1 and 1.12. ( the small varieties are caused by the tacviewexport, and in fact, you cant test it 100% equal ) it seems, the aim-120 is tuned done, but there are no changes for the r77. greetz bm -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
at a temperature of 20°C and 2000m altitude the max speed of the aim-120 in 1.12 is mach 2,46.... so you can say: in Real: MACH 4 in lock on: MACH 2,5 that's a difference of mach 1,5 (or even 1,85 kmh ) -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
:blink: do you mean: all 4 missiles (both missiles in 1.1 and 1.12) in one diagram, or the 1.1 r77 with the 1.1 aim-120 .. or how?^^ travel in time is everytime usefull, but logical not doable^^ -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
yes, you can 'move' the time forward/backwards :) you want the difference between R-77 (1.1) and R-77 (1.12) ? if yes, i can do this the next days.. -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
so, my calculations are done, here are the results: -- The Difference between the Aim-120 "AMRAAM" in LO:FC 1.1 and 1.12 -- ( i couldnt compare the amraam in 1.02, because tacview cant record 1.02 flights, but as i said: the amraam is 300 kmh faster than in 1.12 ) __________________________________ ++ NOTE: all calculations here cant be 100% exact, because tacview can cause small variations! ++ __________________________________ ## General Informations ## Versions: Lock on - Flaming Cliffs 1.1 and 1.12a Plattform: F-15C Weather: Summer, +20°C, clear/sunny 1 Speedtest 1.1 Range (t) 1.2 Speed (t) 1.3 acceleration (t) 2 Missileintelligence ## 1 - SPEEDTEST ## This test shows, the range, which the missile is flying in a specific timeinterval ! this is not the range F-15 -> Missile ! its the range launchingposition -> missile ! (the jet is not a decisive factor) ! 1.1 - Range (t) 1.2 - Speed (t) 1.3 - Acceleration (t) ## 2 - Missileintelligence ## in fact this test was unscheduled - i wanted to take a look on missilespeedloose in a turningflight BUT as you can see in the following lines i was shure a look on the missileintelligence is more necessary - for this i have no diagram, but i can say you: its HORRIBLE!!! - the planed test was to place a Su33 11,8 km away from my eagle an fire a amraam, wait for the kill and analyse this. so, everything was ready and i fired the missile (1.1 first). after some seconds the missile hit and i switched to 1.12. Same mission, same playing. To be shure for a kill so i fired a 2nd amraam ~ 9 km away. and: first aim-120 missed the target :huh:, and the 2nd one too and this 11,8 kilometer away!!! ok, can happen -> restarting mission and 2nd try. As the run before i fired 2 amraams - first: 11,8 km away, second one a little bit later - and as before none of them hit :blink: but i needed a hit, so 3rd try but now i fired 5 amraams: 1. aim-120: 10,8 km away 2. aim-120: 10,0 km away 3. aim-120: 9,00 km away 4. aim-120: 9,05 km away 5. aim-120: 8,00 km away -> this missile was the onlies hit! holy sh*t! 5 fired missiles and only 1 hit!!! and this 11,8 km away from the bandit!!!! ============================================ ### Conclusion ### ============================================ the aim-120 in lock on - FC 1.1 isnt realistic, but the aim-120 is horrible! the 1.1 aim-120 is 300 kmh faster and - thats the main thing - (more) intelligent. the aim-120 in 1.12 is much to slow, and less intelligent than a stone :doh: for a kill in the same situation you 5 amraams (1.12) but only one in 1.1 -> guys, this missile sucks realy!! so, i hope you can see the differnece between 1.1 and 1.12, if there are some ( ive done the same tests 8.000m high, but i didnt analyse them yet, if some want the results, ask me and i will finish them ;) ) greetz, bm -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
ohh... i was talking about 1.02^^ because i think we should repleace the flight model of the 1.12 amraam with the 1.02 amraam... (but as i said im no shure about the slow-down-rate) i didnt know that there is a difference between the 1.1 and the 1.12a amraam :blink: (i did never play 1.1, because 1.12 was still out as i got fc) -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
im not shure if they slow down slower. i wanted to analyse this, but my tacview (0.91) didn't record the 1.02 flight :-/ so i cant say if the missile slow down faster/slower... -
Patch 1.13 Requested Features/Fixes List (*Merged)
yar replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
i only can assent to your post tflash!