

TX-Kingsnake
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Make tropical foliage and environment textures available to modders = problem solved. DCS to develop maps = not soon. Tropics = Korea + Vietnam + WII pacific. Community modders will take it from there. Easy: make some tropic textures and foliage. ED & DCS is for FM and cockpits. Make textures and environs available = the world is open. Source: has happened in IL2 and FSX. Know what to ask for, it isn't much to make it happen.
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Will WWII have ground units which will work with Combined Arms?
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I made some very good on-line multiplayer missions for the Black Shark when it was released several years ago with the extensive use of ground units which would almost randomly spawn in to keep the battles going and target rich while keeping it from getting predictable. I've returned now with the Mustang and the Huey. I am at a loss as to ground units selection for the battle field given the mixed eras. The Huey and Mustang are out classed by the selection of modern era ground units. The Huey is outclassed by the Black Shark and aerial combat between anything other than the AI 190 and the P-51 is imbalanced. I can see how the Warthog and the Blackshark pair well with modern ground units. The rest of the time I am stuck pondering which ground units to pair with the remaining aircraft. At this point I've stopped making missions because I'm very confused. With the mix match of aircraft and ground units I end up with an airshow gone rogue. How do you determine the appropriate selection of ground units? Which ground units are appropriate for the Huey? :huh:
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Looking forward to it.
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Mission mp: AREA DEFENSE
TX-Kingsnake replied to TX-Kingsnake's topic in User Created Missions General
1) It could take 20 minutes to populate a server. I like to have a wingman with me if nobody is around. 2) It has been tested on the ka50.com server for about a week. And you read the post where mp missions are sending all the audio out at client join then triggering properly after that. I imagine you may have run into this before but the sounds were rather short. If not here is the link to the question. But save your time reading it and hope they fix it in the patch. http://forums.eagle.ru/showthread.php?t=39592 Another item of note - The black flight has cold starts and the white flight is ready to go. If you prefer startup and preflight or not you can have it your way. -
Audio triggers all at once on client join
TX-Kingsnake replied to TX-Kingsnake's topic in User Created Missions General
2GvSAP_Dart are you giving an example of conjecture or observed fact? I tried triggering the sounds with a flag, a unit in zone and a group dead trigger. They all go off at the right time but they also trigger at the mission join for the client. I noticed the stock mission (the sounds don't go off all at once on join)modified into a mp mission had the sounds listed in the SampleDurationTable.lua file. I tried caching the sound files in the sample directory and that made them show up in the SampleDurationTable.lua file when restarting the sim. But it still happens at client join. Also, I have used the stock sounds in mp missions and those worked fine. The stock sounds are all listed in the SampleDurationTable.lua file. So - I've let enough time out on this time vampire and I hope it gets patched or better yet they point us to what we obviously overlooked. -
Audio triggers all at once on client join
TX-Kingsnake replied to TX-Kingsnake's topic in User Created Missions General
I joined a single player stock mission edited into a mp mission. The custom audio triggered properly. I don't see a difference in the mission file inside the .miz file when I compare a stock mission side by side. -
Mission mp: AREA DEFENSE
TX-Kingsnake replied to TX-Kingsnake's topic in User Created Missions General
There are 2 IFX points - look for the radio towers. -
Mission by TX-Kingsnake txsquadron.com Mission version 5 http://www.4shared.com/file/94562682/ed248643/AREA_DEFENSE.html ____________ SITUATION ENEMY: U.S.A. armor departing LOA (limit of advance) HUNT for the EA (engagement areas) FENCE, WALL, MOAT & FORT. FRIENDLY: Russia. The ATKHB (attack helicopter battalion) are tasked to conduct an area defense of the areas outlying the airbase from 07:00 to 09:00. The ATKHB will concentrate its assets on denying the enemy designated terrain. The enemy enjoys a mobility advantage over the defending force with well-defined avenues of approach. The defending ground force has insufficient combat power to cover the likely enemy avenues of approach in sectors RULE & TURF. START TIME: 07:00 TEMP: 17 deg. C WIND: 45 at 8 kph PRECPTNS.: None EXECUTION: Deny the enemy designated terrain in sectors RULE and TURF for 2 hours. MANEUVER: At WP SNOWMAN assess direction of threat and move forward to WP LOOKOUT. Friendly units are behind LD TURF. Engagement expected near WP DYNAMITE. ENEMY FIRES: Air to air, sam threats, AAA and armor. ALTITUDE FORMATION MVMT TECHNIQUE: Ceiling <1,000 m. up to WP LOOKOUT, no ceiling thereafter. Utilize terrain masking and altitude at your discretion until Hawk threats are exhausted. RALLY POINTS: 1) LOOKOUT & 2) DYNAMITE ACTIONS ON CONTACT: Weapons free A/C LOADS: 12x9A4172, 40xS-8 SERVICE SUPPORT: FARPs: N/A MAINT: Min. Vody Airbase URMM COMPANY FREQ'S: 127.5 #1 Commander mode Black 1 127.5 #2 Commander mode Black 2 127.5 #3 Commander mode Black 3 127.5 #4 Commander mode Black 4 127.5 #1 Wingman mode White 1 127.5 #2 Wingman mode White 2 127.5 #3 Wingman mode White 3 127.5 #4 Wingman mode White 4
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Audio triggers all at once on client join
TX-Kingsnake replied to TX-Kingsnake's topic in User Created Missions General
1- Even if clients join at the launch or before it unpauses. 2- Does it matter how sound gets triggered? Every mission maker has the same sound issue for mp clients. 3- Each of these. -
I'm going to give it a try in ogg. It is one of the few cases where you would want poor quality audio.
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DSL download is 1.0 - 1.5Mbps. Cable can give you 2 - 3Mbps. For downloading, cable can give you almost twice the speed of DSL. On the upload side, cable and DSL are pretty evenly matched. They both provide about 100Kbps - 400Kbps. But you have to go with what you got. I am making large missions RETROGRADE, OVERWATCH, AREA DEFENSE. These are intended to last around 2 hours for 8 players on a server with a good connection. For those with limited bandwidth these missions are going to require a longer wait time, and that is the trade-off. Smaller missions like convoy hunts around 30 minutes long or Spetsnaz pinpoint strikes without custom audio would be better suited for limited bandwidth. Someone could take that approach to mission building and I gather it would be well received by those with limited bandwidth. Where I am focused the difference between 1 and 3 megs is a matter of seconds and considering the missions are over 2 hours, a few seconds isn't painful.
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I have been working on several missions and I keep scrapping them. Often a mission gets scrapped due to online playability. I get cynical and loose interest over a number of things like - WTF am I doing at 4 am playing with my pretend army men? Or why do I waste time with a flightstimulator? Why am I not logging hours in a real plane? I am ready to beta test the current mission I am working on called AREA DEFENSE. Like the past few missions I am using USA armor as the enemy ground forces with a few choppers and a jet. I keep using the USA units since they make for a fun challenge. Once I see how the triggers and flags act from the client side I will be releasing it... probably in the next few days. As for the single player missions. I like to start the multiplayer game and host as LAN then choose the chopper that has the AI wingman. If you do that the AI wingman will respawn with you. Unlike single player where the AI wingman will not respawn.
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Mission mp: RETROGRADE
TX-Kingsnake replied to TX-Kingsnake's topic in User Created Missions General
I think he is talking about the pause that goes on for ever sometimes in your server.