

CHola
Members-
Posts
79 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by CHola
-
F-15 pitches up due the shift of Center of Pressure (or CG, for calculating purposes), so nose pitching up indicates a reflex-cambered wing on F-15. Try trimming the plane every now and then. F-15 isn't CCV, so it requires trimming.
-
Try reinstalling old "MEinit", or models from "Shapes" directory, manually.
-
Very Low Performance with Brand New System
CHola replied to dok_rp's topic in Lock On: Flaming Cliffs 1 & 2
No help here. Most of the stuff is hardcoded. However, such high level of optimization (hardcoding) made LOMAC work very fast (in respect to details), back in 2003, with lower hardware power. Smart... No need to overdrive the card, especially during summer temperatures ;) What drivers do you use?! You say Control Panel, not CCC?! Anyway, if you can't force Vsync from Control/something, try using "ATI tray tools". They're pretty reliable in this low level operations and may successfully force Vsync, even if CCC won't. -
Hm...If I put a tank behind the building and set building distance draw to very low, I can see tank through the building normally, but can't lock it and if I shoot it with a cannon, shells will impact on building, although it hasn't been drawn (impact on air). Whether it's the same case with trees, I don't know, but I believe it's possible. Try putting vehicles on the meadow, maybe there's an electric pole nearby or something like that.
-
Calculating bearing between two points
CHola replied to RvEYoda's topic in Lock On: Flaming Cliffs 1 & 2
Well, as far as I know, during the Summer solstice on 21st of June (the longest possible day for Northern Hemisphere), the Sun is perpendicular to the Tropic of Cancer, which is at N23°30'. Kheresones is at N~44°30'. The conclusion: Above the Tropic of Cancer, the Sun must raise at an angle larger than 90° starboard, if we face directly to the North. Places that experience Sun rising at lower offset than 90°, must be south of Tropic of Cancer. -
Calculating bearing between two points
CHola replied to RvEYoda's topic in Lock On: Flaming Cliffs 1 & 2
Not sure about this specific point, but I've noticed LockOn has one large error in terms of astronomical accuracy. The thing is when you set to take off from Kheresones (f.e.) on the 010 runway, at let's say 06.30 hours, the Sun is rising at about 50° to starboard bow! Since Kheresones is well above Tropic of Cancer, this can't be. I've hoped this will be corrected in some patch, but apparently still isn't... -
Valid point. Most ppl have settings set to draw vehicles farther than other ground props. It's possible that vehicles get actually obscured by ground objects that are yet to be drawn...
-
Where can i find a V1.02 update For Lomac ??
CHola replied to sPoiled's topic in Lock On: Flaming Cliffs 1 & 2
You need to access the UBI.com/Play Online! from start menu (for V1.02). You can't access it from LOMAC.exe. -
Where can i find a V1.02 update For Lomac ??
CHola replied to sPoiled's topic in Lock On: Flaming Cliffs 1 & 2
http://209.85.129.132/search?q=cache:8TNQTWuBwrgJ:download.cnet.com/Lock-On-Modern-Air-Combat-v1-00-to-v1-02-patch/3000-7544_4-10296666.html+LOMAC+V1.02+download&cd=1&hl=hr&ct=clnk&gl=hr http://www.gamespot.com/pc/sim/lockonmodernaircombat/download_6100699.html http://www.zdnetasia.com/downloads/pc/swinfo/0,39043052,50002575r-39100074s,00.htm http://www.mofunzone.com/game_patch_downloads/lock_on_modern_air_combat_us_1_02.shtml -
Spotting Targets and Multiple Bandit Evasion
CHola replied to Ch0b0's topic in Lock On: Flaming Cliffs 1 & 2
Model is never a sprite...It's farthest LOD is box (a geometrical body, not 2D sprite). After that threshold, the model doesn't get drawn at all. -
If you correctly anticipated possible engagement, then you should have a formation reorganized into open (wide spread) from which AI has no problem attacking, thus avoiding "auto-goals". If you get jumped while in closed formation, try to order AI to engage from wingmen No.4 and work towards No.1 (yourself) with 5 seconds between each plane breaking formation. That way, AI should be able to detach formation correctly...
-
Spotting Targets and Multiple Bandit Evasion
CHola replied to Ch0b0's topic in Lock On: Flaming Cliffs 1 & 2
Thx, Yoda. Didn't know that...will try... -
Spotting Targets and Multiple Bandit Evasion
CHola replied to Ch0b0's topic in Lock On: Flaming Cliffs 1 & 2
Possibly, but it's complicated. You'd need to reassign/redesign LODs. Well, that's sounds nice, but last time I checked, in order to do so I needed to make my own model... If you just rearrange LOD distances in MODMAN, you'll get different drawing distances for all aircraft and not just particular one. Other than that, actual plane disappearing, is something I never experienced. You may have corrupt model file and may need to reinstall the game? Not sure what's going on... -
Spotting Targets and Multiple Bandit Evasion
CHola replied to Ch0b0's topic in Lock On: Flaming Cliffs 1 & 2
The reason why the dot becomes smaller lays in LODs. The farthest LOD is a box and the second farthest isn't (rough plane shaped), hence virtual size reduction. -
Go to store where you bought your PC and demand Windows reinstall. You have already payed for Windows, when you bought your computer, so you're entitled to that service. Other than that, fresh installation will solve your problems, but as I said, with Vistas you may easly experience numerous other problems...
-
Dunno about Vista's DLLs, but judging by the amount of problems Vista users have with LockOn (browse a Help section a bit), I'd recommend sticking to XP.
-
Now, I'm not sure, but I think the DLL in question, actually belongs to Windows and not the game. I think, you'll need to reinstall Windows. Again, not sure if the simple runtime C++ package will be enough (wasn't for me and had to reinstall Windows altogether). OTOH, the reason I went for default installation paths is because XP SP2 requires it (LO exe can't "see" GAME's DLLs at non-default paths), unlike clean or SP1 Windows XP. SP2 has something screwed and I don't know whether this has been fixed in SP3.
-
Echelon is actually a cavalry formation. What you call "heavy right", I call "degree right". VEE is British formation, but it features wingmen spread out in front of the leader. What you call VEE, is a "Wedge" formation ("Kette" in Luftwaffe in WW2). Delta features filled wedge aka "diamond", etc,... All in all, I think uniformity is a prime motive here...
-
Use default LO installer's path...I had the same problem and that solved it...
-
Sorry, for the digression. It's just that I find it fascinating, how, what we call space and need to wear pressurized suits for it, is actually full of matter and energy...Someone may even call that a life... :)
-
Without a desire to correct or contradict anyone in this discussion, just a few remarks. The speed of radio waves isn't the speed of light. The speed of light is ~3*10^8 m/s, while speed of radio waves is ~4*10^7 m/s...One may argue that for all intents and purposes, this is the same, but it isn't. This is mainly the consequence of solar system we're in and the vacuum in our local space, isn't vacuum neither. IIRC, the difference is rather small and on Earth's surface there's a 10^8 particles per cubic meter, while a half way to the Moon this density drops to 10^5 particles per cubic meter. Don't hold me for exact numbers, but the difference was surprisingly low, when I first learned it. Deep space (beyond the Solar Wind) is something else, but I don't know, if we have measurement of that, available.
-
Well, I wouldn't call it cowardly :smilewink:, but smart... I put wingmen in the line of fire without the second thought, when I need to unload myself and buy some time and turn defensive into offensive situation. No shame in that. They're big boys and should be able to share a burden of combat...
-
Use ECM only until the enemy burn through it (starts tracking). After that point, ECM is just a beacon for enemy's RH missiles and should be deactivated. As for 1 vs. 3 tactics, that's screwed, because you need to fight defensively all the time. I don't recommend engaging in such combat, but as I said, if you can't avoid it, try to keep below the enemy, ride theirs and missile's beams and use ARH/IR missiles to squeeze occasional snapshot, between beam riding. Also, always try to maintain an escape window, by keeping all of the enemies on one side of the aircraft. This is known as creeping at the edge of a bogey cloud and confers at least some degree of situational awareness. If you got surrounded, your escape window and situational awareness are gone... Against IR missiles, if you must pass high over a lower positioned enemy, try to keep a Sun close to your back. Similar goes when lower than the enemy, but you need to keep close to the sea/lake water surfaces. Occasionally those surfaces spoil missile's tracking... As for flight vs. flight tactics, put one wingman to cover you and the other two to pincer the enemy. It's especially useful to have one wingman engaging from below, since he'll have clear view of the enemies. Timing is critical for this type of combat, but once you master it, even the numerically superior enemy, won't be able to stand against you. Sometimes, this is referred to as creating a virtual excess in numbers by achieving positional superiority. Finally, once you need to draw on flares and chaff, you're with one foot in grave. Never the less, don't deploy chaff/flares like AI does. It's more useful to create temporary saturation, than deploy constantly with lower saturation. Once you get a hang over it, you'll be able to evade/survive missile shots even at deadly aspects, close. Cheers, Cola
-
Well defeating missiles is a book for itself, but if you're in a hurry (either in or out), try to put a missile on a beam (3 or 9 o'clock). Than shake it up and down a bit and by the time it reaches you, it should be easy to outmaneuver. If you have a luxury to hug the ground and the missile's coming from above, beaming will result in missile's lock break. However, the best way to avoid missile altogether, is to avoid being launched upon in the first place...
-
As for your Nvidia problem, you CAN install drivers that work (as I could in X1650) and I never said that the problem was restricted to DX10 cards. However, I have yet to see DX10 (had HD3870, prior to HD4850) card to draw full shadows correctly (apart from some alleged hotfixes). As opposed to you, I CAN NOT install driver that may work, because older drives (which may work), can't actually recognize my GPU... Moreover, when I forced Vertex Shader to all older versions (from 1.0, above), the LO worked shadows wrong again and it shouldn't, since system diagnostic reported successful VS override and I actually had old VS operational. So the conclusion is that there's something mixed up with architecture and some DX9 drivers may have been adjusted for compatibility, while I didn't see any DX10 drivers to have managed to accomplish so.