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Everything posted by philstyle
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Is there a way to preserve the "coalition" status (red/ blue/ neutral) for airfields in a mission, even when ground units are located at that base? I have some airfields set to "neutral" at mission start. I wish for airfields to remain neutral, however any time a coalition ground unit is located on the field, it automatically becomes "owned" by that coalition. I don't want the airfield to become coalition owned, but remain neutral. How can I ensure this?
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DCS: Me 262 Discussion (Development on hold currently)
philstyle replied to NineLine's topic in Western Europe 1944-1945
Yes, translation error. Should rather be "not yet in development, but who knows, again a question of documentation" -
closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
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lovely, thanks Grimes
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Hi Grimes, i have auto-ban enabled. I want to remove the ban that a player has. Can I do this with a lua file edit - or do I need to use the in-game SL-Mod admin features?
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closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
Hi Mr_Subeke, The MW50 is only available on missions from June 30th onwards. So, out of 15 missions which are set during June 1944, only one of them has the MW50. The MW50 n the 109-K4 is a stand-in to represent the arrival of the 109-G14 and the 109G6-R2. The first G14s are reported to be in service in the Bretagne Command based squadrons in July 1944. http://www.ww2.dk/oob/bestand/jagd/bstjg53.html However, we don't know the exact date that the first ones arrived, so i just added them one day before the start of July. Sue me. In addition, there are only 4 spawns with MW50, out of around 40 Luftwaffe team spawns. Additionally, the MW50 aircraft are based a long way from the front line, at Conches. So player have a significantly longer flight/ return times if they choose the MW50 armed 109s. None of the Focke-Wulfs have MW50 (neither A8 or D9) This is one of the compromises that has been made in order to mimic the changes in front line aircraft that occurred as the battle progressed. Similar progression is made on the allied side, with certain ordnance and airfields becoming available as the dates move forward from June 10th. -
reported Barrage Balloons and Trains still not visible in multiplayer
philstyle replied to philstyle's topic in Bugs and Problems
The placeable ones. They're only visible for the host. No clients can see them. -
Are you hosting a multiplayer mission and flying on the same machine? Your hardware is certainly good enough. Try joining a multiplayer mission that someone else is hosting, that way their CPU is doing most of the mission-related calcs.
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Yes, very much. It's light years better than what it was. There's a few GFX issues to be worked out.. but it's OB, that's normal.
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Why don't YOU roll back to stable? It's still on the old DM.
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Existing Barrage Balloons working in multiplayer Existing trains working in multiplayer
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As currently implemented in the Open Beta, the end/tail of the current "smoke" trail moves through the air just as fast as the aircraft which creates it. It's like a ribbon that is stuck on the back of the plane. So, the tail is moving down through the air following a crashing aircraft at 600 or 700 kph. It never has the chance to "sit" in the air and dissipate like a real smoke plume does. This looks really odd in game, you can be chasing the end of a smoke trail which seems to be running ahead of you at speeds faster than our aircrfat can fly. Now it might not be possible, code wise, to actually have smoke that isn't just a trail following behind the aircraft and dispparearing at a certain length or time (which is what makes the tail run like a ribbon). If that is true, the only way to make it appear that the smoke is dissapating is to extend the length of the plume and thin it out whilst expanding it's widtch slowly until is smoothly blends in with the sky. See my video suggestion below for how it looks now, versus how I think it should look: https://www.youtube.com/watch?v=R0zx_uhrCV8 .
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closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
Medals Investiture for November has been posted on the Storm of War Magazine page! https://stormofwar.net/2020/12/01/december-2020-sow-medals-investiture-for-november/ Congrats to everyone who won a ribbon in November -
reported [REPORTED] WW2 Flak/ AA not engaging aircraft after sunset
philstyle replied to philstyle's topic in Bugs and Problems
I've done loads of further testing on this. Some conclusions: 1. The AI will fire during low light hours, HOWEVER 2. They will only engage aircraft which is extremely close in, and not usually before the aircraft has passed over head The visibility limits are just too close to be realistic. I would propose an alternative approach - that as a the sky gets darker, the skill level of the AI flak drops. This way it should just become less accurate. I would also re-work the conditions under which the AI thinks it is in low-light. Currently, the restricted AI visibility seems to kick in way to early, as though the AI is playing with its gamma setting on too low, or as though the AI is operating on winter lighting conditions (i.e. dark by 1800 hours). -
closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
New v86 versions of all missions being worked up and added to the server over the next week or so. Thanks to SUNTSAG for helping me out with re-working searchlights. Main changes: - Set All allied radios Ch. D to 100 Mhz - Ensure Allied searchlight groups are present from June 12th onwards and correct activation (group AI off/ on) - Add a maschinensatz next to every searchlight - Replace Caen Palace searchlights from new template - Replace Cherbourg Palace searchlights from new template - Replace Le Havre searchlights from new template - Add searchlights to St.Lo, Lisieux and Falasie - Bayeux, Arromanches, Grandcamp searchlights reworked - MORNING start times to 0350 Full server changelog updated: https://stormofwar.net/server-changelog/ -
Yes. And it's a problem.
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reported [REPORTED] WW2 Flak/ AA not engaging aircraft after sunset
philstyle replied to philstyle's topic in Bugs and Problems
Further to the OP I have now tested the flak under four scenarios in the OPEN BETA to see if unit configuration OR time of day is the determinant. I'm convinced that it is time of day. Under the following 4 scenarios: 4x88mm guns after 8pm 4x88mm guns + Kommandogerat after 8pm 4x88mm guns + Kommandogerat + searchlights + maschinensatz after 8pm 4x88mm guns early afternoon The only time the guns fired on me in a hostile aircraft was scenario 4, with just the guns in daytime TRK files for all four scenarios are in the zip at this location - the trk files are all small: https://drive.google.com/file/d/1Kih5l-pPnf6GmoBdJ_yo8v4KbXf7wX1Q/view?usp=sharing -
I'd like the trains they already have to work first before we get more trains.. that won't work anyway
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This perennial issue with the Flak not firing after/before sunset is back. Is it supposed to be this way? - if so I will stop submitting bug reports . . Here is a link to a trk file. At 2005 hours in cockpit (8:05 on the spitfire cockpit clock) there is combat over Bayeux. Bayeux has 2 bofors guns which should have been in range of the combat, but neither fired a round. Had the track not broken soon after, there would be more examples of aircraft flying directly over hostile AA guns which do not react. Is there an additional unit we need to add to make the guns fire after the sun has gone? Note that the Kommandogerat is only a German unit, and we cannot have flak working for one side and not the other. Link to the TRK recording: https://drive.google.com/file/d/1XZaqJaLQOgT_EtmU7Qu43hBlvgVuLn6N/view?usp=sharing
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Thanks!
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Does anyone have a copy of a BannedClients.lua which has been populated with one or more ucid or ips? I would like to manually add some clients to a ban list, but I am unsure of the formatting.
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[REPORTED] - dedicated server dying without any apparent cause
philstyle replied to HC_Official's topic in Multiplayer Bugs
SoW full server tonight. No crash. I'd say bug fixed ED.