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Shepski

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Everything posted by Shepski

  1. Hi, I didn't include CBU-97s because of the old model and textures... they just don't fit in with the rest of the weapons and I assume the CBU-97's are modeled identically to the Mk-20 anyway. You're part of the team now... start asking questions. :) BTW... I tried to get this mod included in v1.1 but it didn't work out with time lines from what I understand. I also added the Mk-20 and Mk-82 to stations 1 and 11 in my post above since I missed them the first time.
  2. Hi ruggbutt, Not including the different colored smoker generators on stations 1 and 11... Station 1: ALQ-131; 2x AIM-9; 1x Mk-82; 1x Mk-20. Station 2: 1x LAU-61 Hydra; 1x LAU-61WP smoke rockets; 1x Mk-20; 1x Mk-82; 1x SUU-25 flare pods. Station 3: 1x LAU-61 Hydra; 3x LAU-61 Hydra; 1x LAU-61WP; 1x Mk-84; 1x Mk-20; 1x Mk-82; 3x Mk-82; 1x Mav D/K; 2x Mav D/K; 1x SUU-25. Station 4: 1x LAU-61 Hydra; 3x LAU-61 Hydra; 1x LAU-61WP; 1x Mk-84; 1x Mk-20; 1x Mk-82; 3x Mk-82. Station 5: 1x Mk-84; 1x Mk-20; 1x Mk-82. Stations 7 through 10 are the same as above. Station 11: ALQ-131; 2x AIM-9; 1x Mk-82; 1x Mk-20. AGM-65 Mavericks are either on single racks or TERs but only the outside and bottom rack being loaded due to the rocket motor damage that would occur to the landing gear tire if the inboard rack of the TER was loaded. v1.1 has the outboard and bottom racks only available for loading on TERS when using the custom payload editor.
  3. FWIW guys... the A-10A, in combat, can only use 4 Mavs in one load, and only on stations 3 and 9. It does not use LAU-10 Zuni rockets either. In Lock On as it is now, the ability to carry Mavs and Rockeyes is over modeled and the ability to carry iron bombs is under modeled. I made a realistic A-10 weapons mod for v1.1 that I'll release after 1.1 is out.
  4. LOL!! Lada rally races!
  5. Guys, From day one.... ie, Su-27 Flanker v1.0, the prominent men behind the scenes have wanted to create an electronic battlefield with high fidelity player flyable airplanes, player flyable helos, and player drivable ground vehicles. That dream is still a goal and with the KA-50 it is starting to be realized. Give them time!
  6. As you know... the Lock On engine renders and tracks all objects at 100% LOD 100% of the time... all sensors, LOS, AI ,flight models, vehicle movement, and explosions...100% of the time. I believe the bubble system in F4 only tracks those objects within the bubble and the rest is smoke and mirrors... sort of. Hopefully in future Eagle work we'll see a system that is much more efficient and uses much less resources for the objects that are out of sight.
  7. Hi guys, I have been running through some v1.1 campaigns using the defualt 1.0 install plus the 1.1 add on and have not had a crash, freeze, or hiccup ever! This should give you some hope too. :)
  8. Not really... just waiting until this thing is out the door and in your hands. :) Newest new feature has already been mentioned... placing objects on buildings.
  9. "CTRL-KP*" and you can also use "CTRL-F11" to separate the camera from the object for better placement.
  10. I have been away from a home lot over the past few months but it looks much better for the next few months... I should be around a lot more.
  11. Thanks Cobra.. my bad... In v1.1 it's in the "view.lua" Cheers The "cockpit.lua" file isn't present in v1.1 FYI.
  12. Hi Redeye, It's been an option for a long time now, since the first patch I believe... Config/View/view.lua "CockpitNyMove = false"
  13. Looks excellent Skypat!! Can't wait!
  14. Lexicon... You could express your opinion in a more mature way... it would go a long way in getting a response... food for thought. The Su-25T has a spinning first stage compressor and a spinning turbine... the lights are also much better on it as well.
  15. Still beta at this time guys... hopefully we'll have a release candidate soon.
  16. None taken... my bad! :oops: Cheers
  17. With that system, running high FSAA and Aniostropic filtering is not recommended at all with Lock On. Complaining of poor performance is really pointless in that case. I have a P4 3.0 with a gig of RAM and run it at 2 and 2 if I want good performnce in a complex mission and it looks damn fine to me.
  18. Hi, The way I see this is... The current 1.02 server options still work as advertised, no padlock for example. The items above are the settings on the server's machine that will be used by the clients. This may also be just a start of this feature and we'll have to see how our MP tests guys do with it. This is new in todays build so maybe one of the guys a Eagle can explain it better.
  19. Ok guys, These are the new server options: serverFiles = { [1] = "./Bazar/Names.lua"; [2] = "./Bazar/Racks.lua"; [3] = "./Bazar/Types.lua"; [4] = "./Config/Weapons/Guns.lua"; [5] = "./Config/Weapons/DrawInfo.lua"; [6] = "./Config/Weapons/Bombs.lua"; [7] = "./Config/Planes/Pylons.lua"; [8] = "./Config/Planes/Damage.lua"; [9] = "./Config/Planes/AIControl.lua"; [10] = "./Config/Export/Export.lua"; [11] = "./Scripts/Serialization.lua"; [12] = "./Config/View/Begin.lua"; [13] = "./Config/View/End.lua"; [14] = "./Config/View/Labels.lua"; [15] = "./Config/World/World.lua"; Make of it what you will. :)
  20. Hi guys, New LUA scripting is being added for server only options...I don't know which options as of yet but will let you know when I know. :)
  21. A few corrections... Cirrus is the highest cloud layer and can range from 20,000 feet into the 40's. Cirrus is normally thin and whispy. Stratus is layer cloud. Cumulus is the puffy cotton ball clouds that you see building in the summer do to heating of the ground. If the cotton balls continue to grow vertically, due to colder unstable air, they become towering cumulus which can further develop into cumulonimbus which is a thunderstorm cell. All "alto" means is mid level so altostratus would be a mid level stratus layer. Basically, clouds are divided into 4 areas... 1. High clouds... cirrus, cirrostratus, and cirrocumulus. 20,000 to 40,000 feet. 2. Middle clouds... altostratus, altocumulus, and altocumulus castellanus(towering cumulus mixed in an altocumulus layer)... 6,500 to 20,000 feet. 3. Low clouds... stratus, nimbostratus(rain or snow), stratocumulus, stratus fractus(stratus layer ripped or fractured by the wind), and cumulus fractus... 6,500 feet and below. 4. Vertical clouds... cumulus, towering cumulus, and cumulonimbus(thunderstrom)... based at 1,600 feet and can build upwards of 50,000 feet depending on the height of the tropopause. And yes... we'd all love to see a much more dynamic and detailed weather engine in a future Eagle Dynamics sim. :)
  22. Hi, I wasn't that low. :) I tested this against an F-5E over open water... Han is correct... About 1500m and below, the lock was broken as I rolled inverted... when the target was in range of the EOS, the EOS will continue to hold lock while inverted and when I rolled back upright the radar switched back on holding the lock. The lock would switch back and forth between EOS and radar as I rolled. Cheers
  23. Hi Octav, I wouldn't expect to see a change in the size of TD boxes in different modes. As for the bank angle issue... in the current build I have not seen an effect on lock on when at a low altitude... possibley in the next build? ... Han would have to answer that though.
  24. Hi James, I seriously doubt that a missile mounted on a fuselage station would start off the rail... off the wing, sure but off the fuselage they are dropped first before ignition.
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