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Case

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Everything posted by Case

  1. The first step would be to value your life more than that of others. It makes a very very big difference if you take off with the mindset to stay alive, or if you take off with the mindset to kill as many people as possible before you die. Only when that is your mindset will you start to fly more realistically, and will you be naturally forced to use more realistic tactics in engaging and defending against enemies.
  2. Bungle is right. Use a UNIT INSIDE ZONE, UNIT'S ALTITUDE LOWER THAN and UNIT'S SPEED LOWER THAN trigger to check if they have stopped. Note that you can get the altitude of a point on the map from the bottom status bar in the mission editor by holding the cursor over that point. Also note that speeds are in knots and altitudes are in meters for these triggers.
  3. This isn't bad news, these are bug reports, which are very valuable for me, as I would never be able to trace and track all bugs myself. So thank you for that! I went through your flights and found a few odd things. These most likely are bugs that were introduced when I implemented the code that recognized fouls. I'll try to solve that over the weekend. Please note that no complex software is ever bug free. My stats program presently has 2201 lines of code of which 15% are if statements that represent the logic to determine end of flights, teamkills, fouls, bonus points, penalties and the latter. Hence, whenever I implement something new, there are things that are bound to break. I can only fix them if I know they are, so if you see something that isn't right, let me know.
  4. The kicker program is much much much simpler than the stats program, and the kicker program can in fact be used stand alone (though it needs changes to ServMan). The stats program can't be used stand alone at the moment...
  5. Yes, it could be shared but it requires some changes to ServMan to make it work. Perhaps Panzer can help you implement the changes. Contact me by pm on the 159th forums.
  6. I forgot to say that the Kuznetsov was moving at 20km/h. When I put it stationair the bombs hit it without a problem.
  7. I must have been imagining it then. I did just do a test with KAB-500Kr's against the Kuznetsov and though I get a launch authorization when I am in range with the KAB-500Kr's, when I drop them they do not track the target (unfortunately) :cry:
  8. Note that servers appear to record the track at the location where the mission file is located. So in principle if that is located on another disk, the track will be written there as well. However, there also appears to be a track file in the temp directory (not sure what exactly it is called, I seem to recall lastdefault.trk or something similar). If this is written during flight then this may not solve the problem.
  9. It didn't when they were moving at 30km/h, but I seem to recall they did track moving targets before. Maybe this is FC1.12, or maybe this is for other speeds, or maybe I am just imagining :)
  10. There may be a speed above which it can no longer track it. This appears to also affect the Kh-29T.
  11. You mean allow Wolverine's payload mod? Any server that does not check the integrity of Scripts/Aircrafts/_Common/Rearm.lua.
  12. No, but I suggest you use the autopilot settings instead.
  13. No, the things is that the F-15C and A-10A have auto trim, while the Russian planes have not. It is very easy to trim out any residual pitch and roll, though the trim steps may some times be too crude to get it perfectly zero'ed. Also, remember that if you change speed, the trim will change. Besides that, try the autopilot modes (altitude hold, angle hold etc).
  14. Fantastic! :thumbup:
  15. Yeah, that's true. What will you be doing with the B-52's exactly?
  16. So should we congratulate you or not? :D I guess we should. Great news Cali! Congrats!
  17. Thanks Grimes. There's no drop-off! The November 2010 80's week period is only a week long, where as November 2010 pre 80's week is three weeks long! So in fact there is an increase in flight hours... I don't know why you have to get upset about it. If it is a good idea, then feel free to copy it, I don't mind.
  18. I treid your mission Dooom and the bombs illuminated the deck like I had before, so it is not the mission, but more likely the video card or other FC2 graphics settings. What card do you have? And if you run a test in your squad, how many pilots have a lit deck?
  19. They copied our idea of having an 80's week, which was indeed a blast. Since our server does not have kill messages, I've made a program that automatically kicks players that use restricted weapons, and this worked well and did not require an admin to be around. However, since the program uses a 5 second refresh time, people can and have fired restricted weapons, and these have hit and killed players. However, on the stats page those kills are not counted. It looks like we'll have another 80's week next week ;)
  20. This is what I was alluding to but didn't want to say. Glad that you've said it :D
  21. It took me a bit of tinkering, but check the miscellaneous page where I have added a table with stats grouped by aircraft: http://www.51st.org/stats/misc.php. I've added two special periods, one for the 80's week we had from November 21st to 28th, and one prior to the 80's week, running from November 1st to 21st. During both periods we ran the same missions, with the only change being the weapon restrictions during the 80's week. If you compare the A2A kill-to-death (K/D) ratio's (see definition below) of the two periods you see some differences. During normal missions the F-15C A2A K/D averages out to just over unity, where the high K/D of the good pilots offsets the low K/D of the noobs that crash upon take off. Assuming that this affects all aircraft equal, you can say that the F-15C is more lethal than the Su-27, which has a K/D of 0.63 and the Su-33 at 0.56. Now during the 80's week this has surprisingly turned around, with the F-15C at 0.66, and the Su-27 at 1.01 and the Su-33 at 0.82. It is interesting to think about why this is, and I think it has to do with the fact that for Su-27 pilots not much changes with the weapon restrictions, it is only that their weapons have less range but are operated in the same way. For F-15C pilots normally taking AIM-120's this is not true, and they will have to use different tactics to score kills. The fact that they are less successful might indicate that on average an F-15C pilot is less skilled than for example a Su-27 pilot. Especially since AIM-7's still outrange R-27R's and the F-15C has more power to outrun a Flanker, and that their higher K/D without weapon restrictions is due to their usage of the AIM-120. The A2A kill-to-death (K/D) ratio is defined as (A2A kills - A2A teamkills)/(A2A losses+crashes). The A2G K/D is (A2G kills - A2G teamkills)/(A2A losses+crashes).
  22. I have an Nvidia GeForce 8800GT. I can't check the settings at the moment (not at home), but I did not change them as far as I recall, so they should still be default. Can you upload the mission so I can try it? I think we should first ensure that there is not some weird bug in missions that are the cause of this.
  23. Here are the results from my tests. When using the landing lights my Su-33 does illuminate the deck but only on approach, not when on the deck. With illumination bombs the deck is fully lit. My graphics settings are below. If you get different results this may be due to your graphics settings or your video card. I have an Nvidia GeForce 8800GT. No illumination bombs: On approach: On deck: With illumination bombs: On approach: On deck: Graphics settings:
  24. It's unclear to me that the second video uses illumination bombs to light the deck. I think that in that video the graphics settings have been tweaked to make night time look less dark. The fact that the landing lights of the plane light the deck may very well be due to the video card that the user has. I recall that in FC1.12 there were differences in graphics simply by using different video cards. Finally, I also recall that to get lights on the carrier deck you had to start from evening twilight. Starting missions in midnight would not start the lights... Sorry I can't be of more help. I may experiment a bit with it myself.
  25. Tracks not replaying properly is indeed a known problem with no real solution. Is this the track recorded by the server? If not, try to get your hands on that.
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