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nemises

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Everything posted by nemises

  1. Not quite... The 4 Blue buttons to the right hand side control Pitch, Roll , Heading and Altitude holds...these should be on (except for altitude) all of the time. If you engage Route mode, it will engage another seperate mode that will autmatically fly towards the Nav point you have selected in the PVI, but even with Route mode off, Heading hold, Pitch and Roll stabilisation will still be on, and helping to control the aircraft. If you have Route mode engaged, you will not need to re-trim to a new heading, as the Route autopilot will do this for you automatically. You need to trim and re-trim and re-trim and re-trim all of the time when not in route mode though (including in Auto Hover!..keep trimming!!!) Some people (myself included) use the method of pressing and HOLDING the trim button whenever you move the joystick or rudders, and only release the button when you are at the desired pitch / roll / heading / whatever... What this does is temporarily disable the Hold's for the duration of the manuever , and automatically re-engages them when you release at the tend of the manuever, and as a result , you get the best of both worlds: intuitive control without the assistants, coupled with stability when you release.
  2. Hi Ciorona, I think 2 things are hapenning here: 1) you have "Heading Hold" assistant on, which is good, as you should! , however, you need to understand that to tell the flight computer you want to head a certain direction (ie when turning to face a target) , that you should turn to the target , and then Trim at this heading. This will tell the flight computer to hold the current heading, as opposed to the last heading you were on. 2) Be carefull if you trim whilst having your rudder pedals depressed..if you are yawing to the left and have the left rudder pedal pressed, and then you press trim, the left rudder pedal will stay in the position you trimmed it too! My advice is to ALLWAYS return rudders to center BEFORE trimming. Also, frequently check the Ctrl-Enter guide, which will tell you in a graphical form where each of your controls are trimmed too. It is very easy to loose track of where your rudders are trimmed, which can cause tyhe problems you are having. Remember, Allways trim to the new heading you want, and allways return rudders to neutral when trimming (obviously there are exceptions to this, but in general!) Good luck!
  3. Also, if your radio system is all powered up, make sure that wherever you are landed has a Tower and maintainence vehicles to answer you! At a FARP, you will need a command vehicle for tower radio comms, a re-arming truck for weps, and a refuelling truck for fuel. (see GUI manual for exact details). Airfields have all of these by default.
  4. I might have the system's reversed here, but some systems run off AC power, and some off DC power...the Batteries supply DC power (?) , and so those devices stay powered when generator RPM drops, however, those that take AC power directly off the generators (TV Screen, datalink, etc..) will drop off the grid. Batteries should be on all the time (or at least as soon as your geenrator starts accumulating power, which is when enginge RPM reached %80+)
  5. Hi Womble, Is the GUI (ie all the buttons, "options", "Campain" etc..) in English or Russian? If it is in English, then you have the english version. The campaign called "Deployment" has Russian voice / speech in it, but with the english translation as subtitles. Not forgetting that, as a realistic Sim, you are playing the role of a Russian aviator in the Russian army. There is no English voice version of the Deployment campain....hopefully this does not detract from any enjoyment you get from flying the campaign, as it is an EXCELLENT introduction into the game.
  6. Hi Goteb, welcome :) 1) If you were to re-install on the same machine exactly, then no activations or deactivations are required. The activations are for if you significantly upgrade your computer, or buy a whole new computer, you would then de-activate the license on your old computer, and activate it on the new. 2) you can toggle "immortal" while in simulator mode, yes...I'm not sure this prevents systematic damage though (ie a blown tyre on landing etc..) 3) I think a lot of people fly without TrackIR and with a HOTAS. If you have never used trackIR , then this is still the best sim you have ever flown hands down....but with TrackIR, it is not only the best sim you have ever played, but also the most immersive game you have ever played (IMHO) ... TrackIR is not necessary at all, but it is certainly desirable :)
  7. You can load up an AI with smoke marker rockets, then force target the AI to your target for this.
  8. I rekon its kinda like rigging..some people love doing it..some people cannot stand to be in the same room with it. I never really found an agreement with texture / shader development, and UV unwrapping for poly's and subd's, but the same as you zazz, I love(d) modelling (high res subd to be sure, but still), and rigging. Animating and texturing ?...hmm..sounds like you need artistic talent!
  9. Hi Zazz, Also have a look at this thread: http://forums.eagle.ru/showthread.php?t=37135 the very talentted SimMod team are helping ED out with improving textures and modelling in greater detail, and also, are developing an entire new zone for the A10 module. They are specifically looking for a Texture artist and UV unwrapper, but , I'm sure they are also just as glad to hear from a talented modeller and animator!
  10. Hiya BlackNem, (my eveil twin!) You should definately read the GUI manual, and run through the example mission editor scenarios ther. It describes exactly how to get units to target and engage a general area (ie. scan for targets) , and there is also the option to have them force drop on a loacation (ie carpt bomb) by using target zones. Anyway, read that GUI manual and all should be revealed!
  11. *All my opinon* It's no differnt to the LOMAC track view. The events that happen in game are procedural, which means that each event that occurs relies on the event previous occuring to it. When you whatch a track, you are not whatching a video stream of events, you are actually whatching the game unfold in real time in the real engine, and it is just replaying your control inputs...all the AI acts as it does live..for that reason, you can replay events faster or slower in a forward direction...however what else this means is, that, you could not possibly rewind... the game engine cannot run backwards....that would imply that the engine would have to know everything that has ever occured before or after the exact second you were playing rather than it playing out procedurally...if they were to do something like that ie. take key-frame snapshots of all events in the battle area 10 times a second (or whatever is required for a decent representation) , then track files would be huge I think. Probably the best workaround is to use Tacview, which I believe uses absolute values captured at interval's , and therefor can be run forward / backward / whatever...of course you cant see cockpit controls or anything in tacview, but its a good alternative for whatching events occur.
  12. Hiya Viper: 1) Yes, you can edit shooting gallery. For each multiplayer person you want to be able to join, you must add in a KA50, set to "start from parking" (or whatever you prefer) , and set to "Client" (Player is single player only..all multiplayer players must be "Client"). You shoudl also change the KA50 that is allready in there to "Client" from Player, and get rid of any AI wingmen if there are any. 2) you can also make your own very easily. As above, create as many KA50's as you like all set to "Client".. all have seperate waypoints, so you will need to set waypoints for each client individually. If you wish to have them take off from an airfeild, put them near an airfield, and set the first point to "take off from Parking" for cold start, or "takeoff from Runway" for a warm start. You can also add in a FARP and have them takeoff from there instead. In order to be able to re-fuel and re-arm from FARPS and have external power and raido, you must put certain vehicles within 150 Mtrs of the FARP..this info is in the GUI manual. Airfields automatically have all of these services. 3) Not sure if anyone is, but if it is just you and a few buddies, then you should be able to host it no rpoblems. Pick the person with the Best available bandwidth first, then the person with the fastest CPU and most memory to host (usually the same person ;) ). Make sure the person hosting has Port Forwarded or Port Triggered ports 10308 TCP and UDP. Make sure all clients mutiplayer speeds are set low (ie 128/128) if you are joining over the internet. Have the host check his Internet facing IP at http://www.whatismyip.com/ as that is the IP you will need to connect to. Of course, you can allways join an existing server like the 159th and fly together..just make sure you are all on the same VHF2 frequency so your datalinks will talk with eachother. 4) I suspect a lot of people just run servers with their mates ...as it is a game suited for Co-op and small groups, rather than big setups. To develop a map that can withstand 24 peoople connected, and play ok for 10 hour + at a time takes a LOT of hard work to make, which is probably why you see so few. If you host a server, but have it set to "LAN" , it will not advertise itself on the server browser in game, and I expect many people do this for privacy. Cheers and good luck Nem
  13. you can also check in "ctrl-enter" for the "B" which indicates parking brake is set, and also the Brake axis is displayed.
  14. We have to join into a client on the server and unpause from there..using VNC , we can see the direct3d rendered windows (cannot in mstsc or dameware). We have remapped the pause command to rctrl-Z
  15. I'm not a real helo pilot, but I have seen several discusions on here about it. In the real KA50, the collective stay's where it is, and the pilot has to hold in the Collective Brake to be able to move the collective handle itself. Once he releases the collective brake, the collective stays in place with friction. As for other helo's ? ..hmm I've only ever flown in a Robinson once (introductory lesson type thing) , and for the life of me I cannot remember whether the Collective wanted to fall on it's own or not..I expect not though...I rather expect there to be some resistance at least that holds it in place...as you say, if you needed to scratch your noe, you wouldnt want to suddenly bottom out the collective.
  16. probably the hardest part of the job to do ..may I suggest you consider posting at the cgtalk forums ? They may not be simming folk, but you will find a large community of 3ds (and maya and lightwave and modo and .....) modellers, texturers and animators. Hopefully of that mob , there will be a subset that are intersted in working in very low polygon / low res for our benefit! .. Certainly if they see some of your previous project results (the A10, your Airbase improvements..) , that should spark up some interest ? .. certainly someone keen to get into the gaming industry and with the skillset should jump at the opertunity to be onboard a great team like simmod
  17. I have not done this, so forgive me if I am not 100% sure on the procedure, and as to whether it works on multiplayer missions AND single playermissions..however: -Create the mission in the ME. -Run the mission in "Prepare" mode , which will spawn you in the KA50 as normal. -Make your annotations in the ABRIS. -Save the annotations (?unsure if this is necessary) -Exit the map -SAVE the mission Now, there should be an additional file stored in the .miz ..I "believe" this is automatically loaded by anyone playing the .miz ?..though ther might be a manual "load" process in the ABRIS ?..unsure. Anywy, hope this helps untill someone who has actually done it comes along :)
  18. Wags has indicated that the soon-to-be-released patch addresses and improves the ME. We can hope this means for MP as well as SP.
  19. Hi Braden, I believe this sets Vhikers as armed or disarmed on jettison. These are jettisoned by launching them as opposed to dropping the mounts.
  20. Make sure you are forwarding both TCP and UDP.
  21. Hi mate, No, the skin is set in the mission...if you wish to change skin, then you must change it in the mission and save it. Campains are exactly the same, as they are built from individual missions...it's possible the skin will change from mission to mission, but it all depends on what the mission designer set up in the first place. You can modify the individual missions in a campain if you desire.
  22. Hi Aphex, Yeah, it is a bit different to most games ..once you have landed, you can just press "esc" and quit. This will take you to the debrief screen. Some user player missions may not have any Mission Conditions setup , so there may not be an official "ending" to the mission. You can press the ; key in game to check the "mission progress" ..if there has been mission conditions setup, then a mission can be deemed "succesful" at any stage the mission progress is above 50%. Some missions may be setup so that you have to achieve the objectives AND land, and some may even be setup to say "mission succesful" , but most will not. Hope this helps, I know it is a lot more confusing than most games in this regard. Nem
  23. Nice one Fish, thanks for the info :)
  24. Or trim to the new loacation, and then recenter the rudders (using ctrl-enter) and trim again... easier yet is to press-hold the trim buttom, and only release trim when you are pointed in the desired heading and your rudders are centered.
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