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Case

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Everything posted by Case

  1. Thanks Panzer! We will run it on our server! A things that would be cool if they could get implemented: For each player message, provide his coalition and aircraft (also of players he killed) Add the coalition of the airbase when a player takes of or lands Add an option to start the server when X number of people have joined (handy for multiplayer coops)
  2. What is my reward? Getting unbanned?
  3. The banning in ServMan works fine :music_whistling:
  4. Thanks c0ff! one more question; in the on_landing() and on_takeoff() functions the airbase name is provided. Is it also possible to retrieve the airbase coalition, whether it is RED, BLUE or NEUTRAL? EDIT: Also is it possible to retrieve the time in the mission? Like Day 166, 06:23:15?
  5. Case

    Panzertard!!

    Happy birthday! :holiday::cheer3nc::yay::drunk::beer::drink: Do you now know the Answer to Life, the Universe, and Everything?
  6. Then both of our puns did not get accros.
  7. http://en.wikipedia.org/wiki/Back-of-the-envelope_calculation
  8. There's absolutely no need to ray trace anything. Back of the envelope trigonometry is the basis of this method of ranging.
  9. Yes, show us the mathematics behind it.
  10. An X-band radar is diffraction limited to a beam of 5 degrees. Just before the burn through distance of 25 km and assuming the target doesn't move perpendicular to the line of sight you'd have to move 2.2 km perpendicular to the line of sight to see an angular change the size of the beam. Since you still have to see him on radar, you cannot fly perpendicular to the line of sight but are limited to anything within 60 degrees. So instead you have to fly 2.2 km/sin(60) for the target to discern the angular change. At a velocity of 800 km/h this'll take you at least 10 seconds. This is in the best case scenario where the bandit is closest to you and does not move laterally. If it would, then then line-of-sight would change even more if he was flying in the opposite direction of you, or even less if parallel with you. I'm not so optimistic as you are.
  11. I don't think so. There's still the unknowns about his heading and velocity, let alone if they are constant over the time you track him. Sure, you can constrain the velocity somewhere between 500 to 1000 km/h, but that'll give you a factor 2 uncertainty already, and there'll still be a degeneracy between the bandits heading and velocity. Add to that the fact of a bandit flying completely pure on you and there's no distance estimate what so ever. I think this ECM ranging mod should just do this math and get the proper estimate, instead of calling a random number generator and have it jump around the real distance the script gets through the LUA exports. I'd be more than happy to go through the math.
  12. It should not be hard to make a version that does not have the ECM ranging.
  13. Do these scripts still depend on export.lua to be executed?
  14. Is that the version that gives the estimated range on ECM?
  15. This is exactly the test that I did. I hoped there was one table value that recorded the player name, but unfortunately not. I hope this is something that can be fixed without the need for a patch. If you haven't done so already Yoda, can you inform the developers?
  16. Great work guys! Many many thanks for this!
  17. In FC1.12 tools like Tacview could retrieve the player names in multiplayer games. In DCS:BS and LO:FC2.0 this seems no longer possible. The LoGetWorldObjects() and LoGetObjectById() can output the name and unitname, but these will always be the defaults set in the mission editor and will not get overwritten when a multiplayer player selects that unit. As a result Tacview no longer shows the names of the players that flew with you on a server. Is there a way to fix this?
  18. Sweet shots! I've seen some amazed pilots locking up my Su-25 at angels 11 thinking I was a fighter :D
  19. I share your concern, as I appreciate mud moving as much as you do. I can see an easy option that would have servers only integrity check fighter payloads and allow the mud movers to select their own payloads, under the conditions that they do not use unrealistic ones. In essence this is what we relied on in FC1.12 prior to LRM.
  20. Discuss with the server admins about which payloads you would like to see available from the maintenance menu.
  21. Given the release of FC2.0 and the multitude of multiplayer servers, any squadron that has not yet registered for the round table is advised to do so.
  22. Great stuff Soviet! Many people have been dying to change this! :thumbup:
  23. Then why not use a paper map? :D Especially when the Tactical Maps come out...
  24. The automatic banning on A2G teamkills works flawlessly :D
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