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Case

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Everything posted by Case

  1. Just came back from Fairford after watching the Sunday display. I really enjoyed the aggressive displays of the Turkish F-16, Swedish Gripen, French Rafale and British Eurofighter. The Red Arrows were outstanding, the Lancaster and Vulcan were awesome. For me the star of the show was the Ukranian Su-27UB on the static display. I got the chance to sit in the cockpit (backseat) and do a quick walk around.
  2. Yes it is for the 51st FC2 and DCS:BS server.
  3. The drop for June may be explained by the 80's configuration; take away the slammers and the F-15 suddenly is a lot less appetizing.
  4. The server is running normal payloads again. We've accumulated a full month of stats using 80's weapons: http://www.51st.org/stats/misc.php?pid=1106
  5. Some things to make sure you set: 1. Set the tanker task to refueling 2. Set the first waypoint of the tanker to the refeuling task 3. Set one of the next waypoints to begin loop, and a later waypoint to end loop. 4. Place those waypoints far apart so that the tanker flies straight. 5. Make sure the tanker has enough fuel
  6. Yes, you are right. Vice versa joining an FC2 server as a DCS:BS client would mean you'd get a lock tone from Shilka's in your Ka-50. But the thing I'm asking about is different, this was FC2 clients joining an FC2 server; if the human player joined as the server host the AI would behave the same way it does in single player, but if the human player joined as a client the AI behaves differently and the client wouldn't get lock and launch warnings. And this is using exactly the same mission. As far as I can tell this hasn't been reported before, at least not being directly linked to differences in multi player and single player.
  7. I had seen AI TK'ing friendlies, but this typically happens when they're given an escort task (afaik). I'm talking about fightersweep, intercept and CAP tasks, where the AI treats hosts differently from clients. And besides that there are the missing spikes and launch warnings, which are equally bad, if not worse. I'd like to know if this may just be a setting somewhere that is wrong, or if this is an inherent problem in the network code. If it is the latter, we should make sure it gets fixed in what ever comes next, cause these issues may already have been around in FC1.12 (the TK'ing has at least).
  8. Two questions: 1) What is long range in your book? 2) Do they behave the same in MP and SP?
  9. We have finally been able to pinpoint a problem that has bugged some of us for a while. In multiplayer, the AI reacts differently to whether he is fighting a client or the server host. In a simple head to head setup, AI vs human, the AI will engage from 60km if the human player is hosting the game, while it will engage from 25km if the human player joined as a client. Furthermore, if the player joined as a client he will also not get a lock or launch warning, which as already reported in this thread. So we've confirmed this in a Su-27 vs Su-27 engagement, we are testing other scenarios.
  10. Those good old times!
  11. Happy Birthday Breakshot!
  12. A further distinction may be drawn by having server messages on and off.
  13. Yeah, I vividly you guys defending Kershones and Belbek during CI with only MiG-29A's. It was fantastic to work with you guys when I was GCI on day 2.
  14. Just look at the aircraft air-to-air kill-to-death ratio on the 51st stats page and let the statistics of almost 20000 air-to-air kills show you how they compare. Not surprisingly the fact that the MiG-29S can carry ARH's means that in a lonewolf dominated MP environment it is only beaten by the F-15. Or if you want to use your rating: F-15C: 1.00 MiG-29S: 1.04 Su-27: 1.29 Su-33: 1.39 MiG-29G: 2.02 MiG-29A: 2.78
  15. Case

    Pilotasso !

    A belated happy birthday!
  16. Congrats Viper! Don't let your age get to you.
  17. PingPlotter? What ever happened to traceroute or tracert as it's called on WinBlows?
  18. Wags just stated that all this is still hypothetical: http://forums.eagle.ru/showthread.php?t=74330
  19. Sure. PM sent.
  20. Yes, this should be possible. For FC2/DCS the 51st has a stats page at http://www.51st.org/stats/ and the 104th at http://stallturn.com/104th. Most likely some work will be required to port FC2 stats to FC3 as the DCS:Hog logs are different from FC2 and DCS:BS. I developed the 51st stats and will certainly do my best to port our stats to FC3 quickly. Besides that, it should already be possible to create a stats page for DCS:Hog alone, even without FC3 as all the information should be available.
  21. And to continue; patching FC2 and DCS:BS to the DCS:Hog world will mean more multiplayer servers, more missions, more server admins to keep the nutcases out, excellent stats pages, no whine threads about passworded servers and a whole load of more benefits for everyone.
  22. I don't get statements like this. If you want ED to bring out more stuff then the one thing you'd want them to do is keep their clientele happy. If that means that they spend a little man power to port all the FC2 flyables to the DCS:Hog world and call if FC3 then that is great, even more so if it means more revenue. It creates a bond between those people that fly DCS:BS, DCS:Hog and FC2/3 and keeps the community alive as events like Red Flag or Crimean Incident can now be enjoyed by many more people. And concerning your HARDCORE statement, I echo Cali's, Etherealn's and Rhen's posts. I do not know if you did, but if you haven't participated in a Red Flag, BSS, OPFOR or Crimean Incident event then you have no clue how hardcore FC2 can become.
  23. Good news! The FC2 map is too small for more than a dozen different A2A scenarios.
  24. Great shots Soviet! :thumbup:
  25. Case

    Frostie!

    Congratulations! :holiday::drink::beer::cheer3nc::yay:
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