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philstyle

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Everything posted by philstyle

  1. For some reason, since about 2 days ago, clients are unable to access the F10 map on the storm of war server. Loading the mission in single player on the server is not a problem. Loading the mission in single player on another machine is not a problem. Hosting the mission on another machine is not a problem. Hosting the mission on the server-machine IS a problem, hitting F10 does nothing. Here are the mission settings: And here are the server settings: Anyone got any ideas?
  2. The server is still in testing so it is on and off at the moment. I'm looking into the F10 map thing today
  3. The F10 map is not hidden for players. In any case, the targets are well described in the briefing, you can use a modern map to find them.
  4. Try again. It often hangs on the first attempt.
  5. OK, I might have resolved this. It seems that having a "return fire" option turned on will prevent the bomb release.
  6. I can confirm this.
  7. Blackouts used to have a 1/2 to 1 second onset, now it instant and very hard to relax back from. Can it be reverted to a more sensible blackout mechanic please?
  8. I've got payload, + minimum of 10km either side of initial AND bomb point with no turns or altitude changes. Weapon release is correctly set. Formations are correctly set. I'm still fiddling about with the mission to see what the issue might be. Problem is, the flight is almost the entire map, so testing it takes ages. I'll be in touch if I keep having problems after a few more hours testing
  9. B17s do not seem to be carpet bombing any more. I've been through all the fixes that have been discussed over the past two years and nothing is working for me. Is this still a thing?
  10. I have a squad mate also experience this. Only since the new patch. We have done a complete re-install and still he has quite sever lags/ stutter. Specs i5-3570k @4.2 1080 GTX 16GB RAM Windows 7 64 1080p resolution Installed on SSD He does not get stutter/ lags in Caucasus
  11. Hi Nineline, we are now basically past Autumn and into winter. Is this still being worked on? Recent coms (weekend updates and newsletters) from ED have not mentioned the assets pack update.
  12. OK, server is up, it's just not showing on the list. 3 of us were unable to see it and have had to join by IP Server IP: 193.70.81.86
  13. Server down?
  14. NOT REPORTED . . .
  15. This should be in the normandy map bugs section of the forums. . . .
  16. Hi VladMordock, exactly what I've been looking for, for 2 years! Will run some tests with the Storm of War server over the next week or so.
  17. I quite like the new audio...
  18. I have noticed, flying some of the single player campaigns that each air-battle is a continuous fight to the absaolute death for all the AI involved. This means that the fight will continue, in the same location until one of the two sides has been completely eliminated (all its aircraft shot down). At no point does the AI ever seem to realise that their side is outmatched, and flees from battle, as they did in real life. This ugly scenario is exacerbated/ drive by four main problems: Problem 1. Once damaged, individual AI aircraft never flee from the battle. They will continue to fight and maneuver their damaged machine until it is destroyed. This casues AI to remain in the combat area, when in real life they'd be looking to escape. I can understand aircraft with light damage continuing to fight, and I also accept that very heavily damage should prompt a bail-out, but somewhere in between is an area where escaping from combat to land or ditch somewhere safe is a normal and historical behaviour,a nd it's what human players also do. Fixing this, (i.e. adding a "flee to nearest friendly airfield" behaviour for moderately damaged AI) would also mean we might see battle-damaged AI aircaft attempting to land at various places... which would be nice, and realistic. Problem 2. AI flight/ formation leaders don't seem to have the abilty to know when their side is at a disadvantage, and to flee from the scene. I'd like to see the AI be able to do a quick calculation something like: IF, after initial contact, the number of enemy fighters with a height advantage inside a 3km radius is greater than 50% of the friendly number, then all aircraft in the formation are to power dive to the deck (or clouds) and return home at fast cruise settings, but still alert and ready to turn if attacked. Example: TEAM A with 12 aircraft and a height advantage meets TEAM B, with 12 aircraft. Sometime after contact both teams are reduced to 8 aircraft. However, 5 of TEAM A's aircraft are above the entire fight and thus above all of TEAM B's machines (with height advantage). TEAM B leader realises that the situation is now in TEAM A's advantage, so he orders an egress. All TEAM B aircraft (which are not currently under immediate threat) start a dive for home. Problem 3. AI don't see aware of where clouds are, and never dive into them for cover. This is a minor issue right now, but could be critical if and when the updated cloud/weather systems are released. WW2 aircraft used the cloud for tactical purposes all the time. Disengaging from battle is a typical time to make use of visual obscurity via the clouds. Problem 4. AI seem to be able to see all enemy aircraft within some kind of distance bubble, which means that even if one aircraft is trying to flee, the agressors will pursue it relentlessly until it is destroyed, often resulting in mutliple AI all lining up to chase the last enemy aircraft from a battle. --
  19. SOLVED! Since upgrading to a new PC, this mission now runs well, and I flew it last night form start to finish without FPS losses.
  20. Next after the P47 will be the mosquito Next after the Mosquito will be the Me-262
  21. You need to radio the airfield and request approach. Wait for the radio reply from the airfield. Once the approval comes, then the runway lights will be turned on.
  22. I just build a very similar system to what you might be looking at. I posted some FPS testing results here which might help you. https://forums.eagle.ru/showthread.php?t=253515
  23. A little test I ran between my old(intel) and new(AMD) build. This might also help folks who are interested in performance in DCS on the new AMD chips/ Mobos.
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