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nemises

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Everything posted by nemises

  1. I can't see how having more choice could ever be a bad thing? ..if the modules 3rd parties release don't meet your standards...don't buy them?.. ED are still doing whatever it is they are doing..that hasn't changed.. how does other people doing other stuff on top somehow become a negative? comon chaps...I may live in England, but you seem to be the ones complaining over nothing?
  2. Just wanted to quote this valuable post as I think it got lost at the end of page 10 there.. Good post Moa
  3. Quick!... ...won't someone think of the fur / **** ?
  4. why don't you wait and see.... ..I mean, what do you think it is the Devs and beta testers actually do?...
  5. ...having said that.. Is it realistic to model / uvmap in an alternative package (say Blender, which is AWESOME and free), and then ask a friendly person with 3dsmax to import / export to .edm ? I should have thought that you could achieve 95% in the modelling / texturing space within blender.. ...of course unless you have a friendly tamed 3ds max owner on standby , it may be a bit annoying to get your models tested in game frequently, but it is a thought.. ...ED should really look at doing a .edm plugin for Blender..
  6. yes...ping (latency) is a function of the "distance" your packets have to travel and return. As an excersize, try this...get the ip address of your favourite servers Open up a command prompt , and type in "tracert 111.222.333.444" (where 111.222 etc is the IP adress of the server" and press enter. This will trace out the path, and the "length" in milliseconds of the various points that your packets have to transit to hit that particular server.. The fewer points, and lower the latency between them, the lower the overall latency should be.. anyways.. I think that the Stallturn server that Moa runs is in New Zealand, so, if you should get +/- 150ms pings to that?
  7. ...who would normally provide this info ..? would the crew chief tell you, or would it all be part of a pre-briefing?..or does the pilot have charts etc available in the cockpit? if it's 2) or 3), then I guess theres your answer...but if it's 1) , then that could be a quite cool feature
  8. .. there has always been spectators.. you can't account for the wrongdoing of everyone...ED give the tools, it is up to us to use them ... removing features for fear of miss-use is a slippery slope..
  9. I'm no expert, but I agree with what you are worried about.. It is actually exactly the same issue with multiplayer gaming in this environment as has existed for many years... the quality of the gaming depends on the quality of the gamers! ED don't have the resources to automate and make the interfaces to the game work in all cases for all types...so it is up to the user to do so.. This is the nature of a "sandbox" environment. for me, pub drop-in style gaming has never really worked for ED flight sims .... there is both a Tactical and Strategic level of knowledge needed for each and every engagement that is beyond the casual "drop in and fly for 15 mins" guys. Mission designers have tried their best to mitigate this by having constant message updates as to the "sate of play" for ground pounders (for eg)...but this is no substitute for true SA. This is not just an ED problem though...other tactical games have exactly the same problem (take ArmaII for eg) .. so anyway, my thoughts are, CA will be BRILLIANT for organised matches / events, as it allows the "game master" to control the environment in response to what is going on without the poor mission designer having to script / trigger for every little posibility. however CA will not work in a pub environment in general, beyond air-quake
  10. warping is a function of latency and interpolation... if you are in Australia , with a round trip delay of 300 msec to a US server, but the server tick update time is 100 msec (guesswork numbers by the way) , then the server will have to update your client position using interpolation from updates 300 msec in the past for 2 server ticks ahead. If you are flying straight and at a constant speed, then the interpolation will be pretty accurate (the server will say...300Msec ago you were at X location heading in Y direction at Z speed, therefore your most likely position at this time is X+(y*Z) (obviously grossly simplified!) If your position and heading is changing very rapidly though, then the interpolated data will be some distance from the true data. to overcome this, the interpolation will probably use some sort of curve to differentiate your true position from your interpolated position...this makes it look a bit nicer for the other players on the server for eg...but the by-product of using a calculated curve for position interpolation is some times the curve could reach mathematical boundaries , and cause the interpolated positions (the positions that are used between true position updates) to be wildly off the mark, such as when you see a client jump from Taxiing, to 10000ft and then taxiing again... the alternative though, is to just use straight line interpolation, which is literally connect the dot's..but this would look very VERY ugly to other clients...all clients would be rapidly changing positions at the rate of server ticks + the latency with no smooth transition in between. ..sorry, long "answer" .. but all said and done, the higher your latency to the server, the more jerkiness other clients will see from your client ... Other games can get around this by either having a very narrow server tick (however this is at the expense of processing availability, and requires clients to have a very low latency)...or by having a very wide update window (which would only really work in a sailing simulator where client changes are not time sensitive to the 1/100 msec) all imho of course!
  11. ?..really, ?..you don't see this? if that's the case, something is not right with your install.. (you reach that by selecting "options" , "controls")
  12. they are still developing it , and after the beta is released, and then the release version is released, they'll still continue to develop features for it.. so...never say never...the potential is there for almost anything...
  13. hi Vfaco, Good idea to try before you buy! The Su25t is a prety advanced aircraft in and of it's own right....much less complicated than the A10c or KA50 , but still, much much more complicated than the average computer game. There is a link around here soemwhere to the FC2 (thats Flaming Cliffs 2) manual , which will have the pertinant information about the DCS:World SU25t (it is the same as the FC2 Su25t more or less) Teh first place to go would be to the "options", "controllers" menu, select "Su25t" from teh dropdown menul on the upper left, and select "Axis Commands" from the right dropdown. Start assigning Axis to your joystick... Then start selecting the other control categories from the top left drop down, and you will soon see all the available controls! Anyway, I believe there is a good manual for the Su25t in the FC2 documentation, but someone else will have to link it, as I cant reemeber where to get it from! Once youve done what I suggested, and had a look through the manual, you should totally ask questions here....we all started off fresh one day, and most folks are happy to help (as long as you have put in a little effort up front ) Good luck!
  14. think of DCS:World a being the large files and game engine, and then all the different addons (CA, A10c, KA50, P51,Su25T) use the DCS World files to work. Other names could be DCS:Core....or perhaps just DCS... *edit* ^^ also what he said!
  15. the trick is, public drop-in-drop-out play Vs organised .. If you have a good squad, or gourp of squads that make sure all of their members have teh right software and keybindings (ts / vent), then it's all taken care of. When you have to start accounting for the random guy who's just jumping on a pub server for a 1/2 hour knife fight, then it gets tricky. Really, I think as in all things to do with this community, tailoring things to the random Pub crowd actually holds us back.
  16. as far as I know the limit is arbitrary.. I've played in Events using FC with 50+ people
  17. I'm thinking it is probably extensible by lua script...have a ponce around the script directories, you might find where the log book entries are defined, and how to update it yourself )
  18. No.... You must have installed world AND p51 by mistake... Unfortunately there's no way to uninstall 1 module , so you'll prob need to uninstall / reinstall world , and this time do not run the p51 installer, just the world and then a10
  19. hmmm.. so who is going to be the first to release a "ground" based addon (with deep systems and a clickable "cockpit") ?
  20. it might not be up to DCS:World adjustments yet but: http://www.amazon.co.uk/Tactical-Chart-Flaming-Cliffs-Black/dp/095618362X/ref=sr_1_1?ie=UTF8&qid=1338374264&sr=8-1
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