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RvEYoda

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Everything posted by RvEYoda

  1. well if you dislike some feature or have a question about it, I have maintained that the only thing you need to do is ask. Just ask "what do you take this from?" or "How does this work?" or "Where can I find the FAQ/readme/explanations of the mod?" (first page of this thread!) but NOT like this : http://forums.eagle.ru/showpost.php?p=711277&postcount=211 - This kind of post has IMO absolute no constructive contents. And certainly not calling the mod bad for something it doesn't have anything to do with. At least you can ask me "is this caused by LRM/could be caused by ?".... Then you can say "That is wrong". not "LHC failed cause of LRM". For example some squads (no names mentioned) are sending me bug repports and issues where they feel some things are wrong, or could be made better. This is an excellent way to give input. LRM is not set in stone, as I have said before, further small tweaks can be made if we get a good source that something is wrong. But be certain saying "This is wrong cause he said so" will not do. you will need to understand the process behind the feature (which I can explain if you ask), then you tell where the mechanic fails. For example many have been thinking that "target step" is some form of autolock function that sees everything before your radar. Actually this feature just reads what the lockon radar exports (you can ask lockon what is on the radar right *now* like this http://lockon.co.uk/index.php?lang=en&end_pos=567&scr=default, as is explained by ED). LRM then generates a time based memory out of this (to compensate for shortcomings of the LUA export), and you can actually lose hte graphics of a contact at certain timings but the radar still has him - - you graphically arent shown the contact, but he is there on the radar, sometimes the timings interfere (many patterns, too long to write down in one post), making you think you have stepped the cursor to him before detection. Conditions where this happens are when you are close to gimbal limits /often moving left/right (like in a fight) or you switch modes (rws->tws->else), causing the graphics to disappear (NOT the radar data exported by lockon)
  2. Thank you for writing *I don't like your mod cause I think you are a cheater*. Now it is my fault these problems exist, and that I tried to help out minimizing them has no importance? Kuky, listen to what you are saying. Every single post here has been with no other goals than to make me look bad, and it is coming to the point of being ridiculous. how is flying 1920x1200 being low resolution? I have an Eizo 24" monitor btw. Some of my development is also done when I am away, on a laptop, which I run windowed mode on to see the logs from LEAVU/EAU project. Side note to Aeroscout: Why keep this tone against some? Reason is they come in here, say the mod is bad, often because they say their ET doesn't hit anymore. Tell you what, the mod couldn't even, if it wanted to mod the ET, or any other missile for that matter. Then they tell everyone how they should avoid the mod because it is unrealistic. This is very annoying, saying your product sucks for something it doesn't even do. And when we ask what the problem is, we get an answer that there are new (again things not touched by the mod), that are wrong, OR, that they simply don't like modding. Sometimes we are simply attacked personally for no reason at all. What all you guys tend to forget is.... LRM IS MODULAR You are not meant to have all features on if you don't want to. Simply turn them off! Many features are SPECIFICALLY released not to implement a realistic system, but to indirectly force a realistic approach to combat. If I want to use some systems, and some not? That is up to the admin. For example 169th server chose some and leave some off. They have this posted in their briefing and their forums. Nobody is forcing you to fly with LRM. Some of us however, do think that manuals+engineers+pilotsWord+other sims doing it, is enough of proof for us to implement TWS elevation/azimuth follows target, among many other things. I find it poor taste to go saying things about the people behind a product being cheaters that nobody is forcing you to use. I'll tell you why I think some people don't like it. It makes the game more advanced. But important is to understand it makes the actual systems simpler. It makes combat more advanced because you actually have to read some text/book on tactics and a2a combat. It reduces the random factor in some situations where an upper hand should clearly be had. You mostly cannot use old Lockon 1v1 attack patterns. Don't like it? Don't use it. But Don't come say it's crap for something you don't understand, and when you get proven wrong don't call the creators cheaters just because you somehow want to rescue your previous attack. I have full respect for people saying "I just want to play normal lockon". Nobody is forcing you to do anything else ;). I think of it as playing chess with the addition of a dice. The game is played normally, but sometimes the dice is thrown and changes things. With LRM the amount of times you throw the dice, and the situations it is allowed to be thrown are changed. This is what the mod aims to do. This is what some won't like. It will, and is meant to, encourage them to change their flight tactics to better represent what is for example in the famous book of Robert L Shaw.
  3. Ok John, then please clarify, I'd just like to know. I ask the same question to you as everyone else. What exactly do you think is wrong with it? And please base it on real knowledge.
  4. I just don't know what part of the F-15 radar everyone thinks is so unrealistic. We know it keeps elevation and azimuth on your designated target. 1.12 does not do this, but LRM does. We know it will use as much automation and ECCM as possible, automatically. 1.12 does not do this, LRM does. We know it has automatic target step/assign capability 1.12 does not do this, LRM does. Similarly I was just informed by someone speaking to Ru pilots about how their variant of the same system works (which will likely be implemented later on). Now I don't know about any other things I have done to the eagle radar that i claim to be included from the real radar. Why is this so unrealistic?
  5. it's an experimental feature. NOT an experimental feature part of LRM. It is OFF by DEFAULT and should stay such. They are in the same file for testing. This is not part of LRM. I repeat 5 th time, not part of lrm :P LRM admins can experiment with them, they need to be in this file, since they rely on LRM variables and data. For ECM lockon has noise jammers. Modern a2a fighter AC do have a lot more advanced ECM than just "hello somewhere around here I am" noise. ED has made one model for ECM, I have made another. Also realize that the "jumping range" you see need not be interpreted as *range estimation*. Actually, like you say, your radar might not realized that it is even being jammed. It can actually believe the target IS at that range. It need not be ECCM. A russian pilot suggested to me it could be interpreted as intermittently recieving GCI dlink signals for the target. ED picked one ECM/ECCM model for 1.12 (who knows about 1.13 ;)). I picked another than 1.12 variant. You chose yourself. They are both EXTREME simplified from rl. I consider mine to be more accurate. Once again it is not a matter of being "realistic", it is a matter of being "most realistic". A noise jammer will be seen on radar. Cause, it is noise. It will be seen, but who knows HOW it will be seen... Those mig21s did not use noise jammers, lockon does. Many more planes than Indian Mig21s have ECM that can make you "invisible" (within limits) rather than noisy.
  6. LRM official released script does not do this. If you include any experimental functions they are stated they are there for testing and you can enable them at your own risk only. None of the LRM servers in HL use these experiment features. They are not part of LRM, as you can also see in the feature diagram of lrm. As I said before that what you are referring to was left out of official LRM since it gave undesired effects. Kuky: If you want to use it on your server or not is none of my business, and in this thread it is none of my interest. I'm just wondering why you are saying LRM does something to your radar which is not included in LRM. Why did you explicitly enable an experiment function? from lrm code : -- Experimental features NoETmaddog = false NoAmraamMaddog = false AmraamLaunchSpacing = false UsingSTTDelay = false F15_F22_mod = false -- Who knows what this does? LRM config file : LEAVE THESE OFF. I told every admin in HL. if you turn them on, it is at your own risk
  7. Dont say LRM is bad becaue of a feature it doesnt use. You are not stating a fact. You are saying LRM is bad, dont use it, because of something it doesn't use. How can you expect to make people happy like this, not to make them get angry? *I don't like your product* " ok. Don't use it" *I dont like your product because it doesnt work when doing X* "My product isnt made for doing X!" *I don't like your product, it doesnt matter how well it does things, cause it doesnt do X well, others should listen to me becaue X in this product sucks* "It's not meant to do X" - Do you see the difference? Besides. Tell me what you find so unrealistic. Give me a concrete idea, what does your pilot think is bad? You say LRM is more unrealistic than normal lockon, tell me in what ways it would be so please. Cause we have spoken to so many fighter pilots now about this, and every single one I have been in touch with has said the same. The results of LRM provide a significant improvement in realism.
  8. What do you think a sim is Kuky? You try your best to achieve as much realism as possible. Every sim and any engineered system in any real life invention makes one thing: Estimations. You say "I need this value/System accurate within X % for system Y to work". The same thing for sims. You don't make a "100% realistic sim", cause that is not possible. You make a sim, and you decide to what degree of realism should I make this. Should I decide not to implement an important system in the main fighting system - radars, just because i cannot make one button green for you? You know what a lock is in a game Kuky? It's a state of ingame variables, if these variables match a certain pattern, then the game may decide to draw a box in your HUD! Oh no, they dont say "Radar" on them. Oh they are not realistic cause it doesn't have "Made in Moscow" on them. It is made by someoen you don't like, then you must say he does it wrong. Go troll somewhere else. Moreover, the feature btw you are talking about is not a part of the official released LRM. If you decide yourself (which i strongly discourage) to use such an experimental feature, then that's entirely up to you. It's slander to tell others to dislike one product for failing to meet your standards for a feature which it does not even officially support. Maybe you should call the maker of your car useless cause they don't include support for driving on water. I'm sick of your 3sqn throwing nonsense and lies about things I do just cause you don't think the green button is big enough. If you don't like the product, don't use it, but don't say crap stuff about it that isn't true. Oh do you want to know who first requested such a feature? Two Russian flanker pilots. Why was it not made part of official LRM then? - Cause it would generate a large performance drop to make users not see a single frame blip. (There is an unofficial version with of feature, which generates a one frame blip) Next thing I will hear is "we don't like LRM, you should hate it to, it steals my credit cards".
  9. This has nothing to do with LRM. You simply pointed your radar in the wrong direction. The closer you are to him, the HARDER it is to point the radar correctly - the angles widen. Radar does not follow nose direction. Also the closer you are the faster LOS changes, meaning your radar antenna, might be in a situation where it is too slow to actually *ping* him There is a lot more to detecting a target than being in range. These are the parameter which decide who has learned more of his systems. There are documents out there that describe the radar scan patterns and the settings required to point in a specific direction. This has nothing to do with LRM, it is just lockon/falcon standard.
  10. John X what problems have you experienced? Both me and GG have speak with many people who work with these systems in real life. These include Pilots, avionics and aircraft engineers. It is up to you if you want to believe us or not, but these people wont go out in public here and prove every feature is real for many reasons. Some LRM features are chosen so to encourage more realistic approach, while some are 1:1 accurate in terms of avionics represenation.
  11. Since I don't have access to the graphics engine of lockon I cannot put more stuff into it.
  12. Sure you can. you can still use the mouse to click the buttons or probably at some point I will add keyboard support as well. It still displays info, you can always pick your settings before launching the game also.
  13. It's not a matter of a bug in the game afaik. What I heard is that DX8 does no longer support what some referred to as self shading. This is why ATI/nvidia didnt care to support it in modern drivers.
  14. What is LEAVU2? Lockon External Avionics Upgrade 2.0 is a mod being developed for Fc2 LEAVU2 is a software package written in JAVA designed to be used for displaying interactive cockpit flight instruments and ingame data on external screens. OpenGL is used to render LEAVU2 2D and 3D instruments, and keyboard and mouse input is captured to allow for interactive user input. Touch screens are also fully supported, as is running the software on multiple separate computers connecting to the same game computer. ( Thank you Schizwiz for making the video! ) LEAVU2 aims to provide a high performance and low cpu usage solution for displaying these instruments realtime, at high enough framerates such that they will be performance wise indistinguishable from ingame instruments when playing. Data is sent from lockon to LEAVU2 over maintained tcp connections at high update rates, and there is support for multiple display computers connecting to the same game computer. If a connection is lost at any time, LEAVU2 will automatically try to repair that connection. One example is for example when restarting missions. There are also thoughts for supporting data input into the sim from LEAVU2 through lua commands directly to lockon, but that is currently not implemented. LEAVU2 has support for any touch screen or normal screens. Cockpit instruments can be drawn both with a GUI ( buttons etc ) and window frame, or if preferred, as a pure OpenGL display. Each display and instrument can also optionally support mouse and/or keyboard input directly, which can allow you to build a physical cockpit setup around them. Development Development of LEAVU is open source and source code is available at: http://kenai.com/projects/leavu2 Right now I'm looking for help in drawing 3d models for cockpit gauges and texturing these models. If you want to contribute to the leavu project we would appreciate all help, remember this project is fully open for anyone to view or contribute to, and it doesnt cost anything. Installation and download links Current version Leavu 2.2010.03.25 available at http://yoda.reservoirselite.com/YoPack/ Currently only manual installation available. An installer program might be created later if there is a lot of interest. Operating systems supported I have confirmed full functionality on these OSes : WinXp32 Win7 pro 32 Win7 pro 64 currently keyboard input is not supported under linux. Current projects * LEAVU steam gauges and other analogue instruments ( on pause ). At this point only has one working instrument, one half finished ADI and waiting to find people who want to model more. * LEAVU F-1x MFD project. By Yoda, GrayGhost, Moa and Hannibal This project aims to provide a mix of F-16/F-15 style MFD for the lockon F-15. Given the F-15 MPCD being very classified, and we only have a few pictures of its navigation, weapons and datalink pages, we use the F-16 MLU as a reference. This means we will get a little less powerful MFD/datalink, but this is sufficient for our purposes. We currently have the following interactive MFD pages : HSD, SMS, FCR and RWR * LEAVU datalink, provides data for the MFD project above * LEAVU threat specific TEWS/RWR sounds. Think Falcon4 how it has specific threat sounds depending on what threat type it sees. Leavu2 has this same capability, to replace the ingame RWR sounds with a much wider and realistic variety of threat sounds. You will need to provide the audio files yourself however. If you want to contribute with your own LEAVU module. Then please do so! make it happen :) .
  15. I think a new theater is definitely worth a purchase. ED could make nice money for future development from this stuff!
  16. LEAVU Alpha 0.1 is released. Another mod with another stupid name is released! LEAVU is *Lockon Eagle Avionics Upgrade* mod, for now it just includes a better sound system for the TEWS. In the future? Who knows what it will include :). Read the Readme http://yoda.reservoirselite.com/rwr/ on how to install
  17. Although right now, the current version requires that LRM is run, cause it uses the same resources (to prevent extra CPU load)
  18. the system is standalone, however LRM may include the export script at some point.
  19. Right now this mod does not care about what AC you fly, but for realism you should only enable it for F-15 and A-10. I may add controls for this to the export script later.
  20. 3d sounds will be ...difficult. I dont know much about sound, but I have figured out how to do some basic audio processing, like adding reverb, modifying gain, storing sound as byte[] arrays, so in principle we could do some processing on it... But...Hehe, for this first TEWS thing its just wave file playback. Very simple ;) I am very disappointed with how much memory the JVM eats and how much memory my mini gui uses =/, but at least CPU usage is low, and the app is multithreaded to allow dynamic amount of simultaneous audio playback threads.. So far I am using falcon4 sounds and my setup looks something like this: The controls are real time, except for Host and Port - Those fields must be set before you hit Start (but the Start button turns into a Stop button when it is running, so you can always restart and try new connection settings. ) For data export I am using : http://yoda.reservoirselite.com/rwr/TEWS.lua (I actually just asked LRM to run this file during LuaExportStart) Oh if you wonder, the Dclt parameter is a declutter setting, just a maximum number of allowed simultaneous nails (you only get simultaneous nails if you are not hardspiked by any target). The playback threads are sorted by priority from the lockon lua rwr export. Don't complain on the GUI! This is the first line of gui I ever made outside matlab ^^
  21. What you see above is iirc controlled by the LOD terrain levels in graphics.cfg. These are found almost at the bottom, LandLodDistances { LandDay { L01 = 10000; L12 = 40000; } I think it's one of these two (or the night value if it's in the evening/morning)
  22. Vikhr is the most maneuverable "a2a" missile in lockon ;). But, it has a weakness....Go in supersonic or above 1400 kph in general, and it wont touch you...Although..those speeds can he hard to maintain on the deck!
  23. Yes that is what im trying to say. Anything you see as separate visual indicication on the TEWS screen also has a special sound. (In fact the launch of an active missile, be it in STT or TWS mode is likely not to trigger any warning, before it is active ;)).
  24. Precisely So guys. if you want a sound in here, I need the files and you need to specify what conditions it plays under ;)
  25. Ok now I'm VERY confused. Me and russian systems is hopeless ^^
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