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Moa

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Everything posted by Moa

  1. It's still going, and will do for at least another 24 hours. Missions are being run on the 104th (US-based) and stallturn (New Zealand-based) servers. Also jump on the 104th or SimHq Teamspeak channels, it is a great way to meet fellow enthusiasts. Here's an in-mission screenshot. The Roki Tunnel, bomb this to stop the 58th Army from invading Georgia in Operation Rampant Bear (the 2008 South Ossetian War).
  2. Can also use 104th Teamspeak without registering if you are unable to get access to the SimHQ TS3. Connection details on right side of 104th home page (http://www.104thphoenix.com/) - sorry, I'm too lazy to re-post the details here.
  3. All of the 'stallturn' missions have the majority of aircraft set for ramp start and a minority already started and in the air near a friendly airbase (so you can join up formation with your ramp-starting friends). The 104th missions are all ramp start AFAIK. If you are interesting in performing ramp starts I would suggest looking at the excellent in-game tutorial or YouTube videos several times before you want to fly (also take notes, they help a great deal). In a large mission (Operation Rampant Bear has over 80 aircraft slots, with 16 in-air) there are so many players in game and so much carnage going on that it is not a very conducive learning environment for the basics. We will all try to help where we can, but we'll also be busy doing coordinated attacks on targets and dodging missiles (be warned: fighting the Russian Army is never a milk run) as a first priority.
  4. 10 years of 'marriage' is traditionally a 'tin' anniversary (which necessitates a tin gift - or diamonds these days). Well done. I'd especially like to thank 59th Jack for all the work he's done with skins over the years, and then graciously donating them to the community (VNAO is very grateful for your work).
  5. If you complete an A4 I'll definitely put it in the VNAO mod (with your permission). I might even get motivated and do an RNZAF skin one day too.
  6. Very nice. If you'd like to share the skin I'd be happy to add it to the VNAO mod next time I update it (a few weeks away at the earliest for the next one; have some other updates from Presing and others to integrate as well).
  7. Yeah, thanks Crunch, I see that. Nice to have ED encouraging this event too :)
  8. The 104th is hosting a DCS:A-10C weekend starting 2011-09-24 UTC in conjunction with SimHQ. All A-10C pilots are welcome to attend. The weekend will involve a series of missions (specific missions to be announced) and is designed to get as many A-10C players together flying together at the same time. Pilots can drop in or drop out as time permits - this is a more casual event than the highly structured tournaments such as OPFOR/REDFLAG/Georgian Incident. The emphasis this time is on flying with two dozen (or more) other Hog pilots, which is something most of us have not done before. No matter what level a Hog pilot you are this weekend is for you. More experienced Hog pilots will be encouraged to create flights and show us how it is done (external views will be on). Refer to the SimHQ forum thread for information and further discussions: http://simhq.com/forum/ubbthreads.php/topics/3378586/A_10C_Fly_In_September_24th.html#Post3378586 Mission suggestions and comments are welcome either in this thread or directly in the the 104th forums in the following thread: http://www.104thphoenix.com/modules.php?name=Forums&file=viewtopic&t=3261 Let's fly!
  9. Go easy on the raw eggs EtherealN. You can get sick from these (I hope you never have).
  10. The Beta program was a great idea and experience. Certainly there was some flaming going on but the enthusiast-end of the customer base ended up with a much better idea of what was coming out, and perhaps ED got some useful feedback on all the weird and wonderful hardware configs out in user-land. I very much hope ED have enough aspirin stockpiled do it again next time.
  11. I think the Kirov-class battlecruiser "Peter the Great" (Piotyr Veliky) is missing from the list. I was delighted to see this in the game. IIRC, I don't think it is in the default mission editor but there is a small patch someone made that allows it to be placed in-game. Edit: I'm wrong, it is in my list but is grouped as a captial ship rather than a warship.
  12. Here is the dump of the in-game objects that I have in the dynamicscore scoring system. Some objects have one name in the game/game database and one name reported in the logs (which is why I have two name properties, 'displayname' and 'name'). There are possibly other objects that are missing (but are not used in any mission I've seen) - so please don't take this list as exhaustive. It is a start though ... rowid,displayname,killweight,name,teamkillweight,type 83,SPAAA Gepard,3,Gepard,-15,AAA_TYPE 114,SPAAA ZSU-23-4 Shilka,4,SPAAA ZSU-23-4 Shilka,-20,AAA_TYPE 228,GPU APA-50 on Ural-375,3,Ural-375 APA-50,-15,AAA_TYPE 167,AAA ZU-23 on Ural-375,3,Ural-375 ZU-23,-15,AAA_TYPE 202,AAA ZU-23 Insurgent on Ural-375,3,Ural-375 ZU-23 Insurgent,-15,AAA_TYPE 130,AAA Vulcan M163,4,Vulcan,-20,AAA_TYPE 21,GPU APA-80 on ZiL-131,3,ZiL-131 APA-80,-15,AAA_TYPE 200,AAA ZSU-23-4 Shilka,4,ZSU-23-4 Shilka,-20,AAA_TYPE 10,AAA ZU-23,4,ZU-23,-20,AAA_TYPE 126,AAA ZU-23,4,ZU-23 Closed,-20,AAA_TYPE 157,AAA ZU-23 Insurgent Closed,4,ZU-23 Closed Insurgent,-20,AAA_TYPE 169,AAA ZU-23 Emplacement,4,ZU-23 Emplacement,-20,AAA_TYPE 123,AAA ZU-23 Emplacement Closed,4,ZU-23 Emplacement Closed,-20,AAA_TYPE 103,AAA ZU-23 Insurgent,4,ZU-23 Insurgent,-20,AAA_TYPE 75,APC LVTP-7,2,AAV7,-10,APC_TYPE 24,IFV BMD-1,2,BMD-1,-10,APC_TYPE 107,IFV BMP-1,2,BMP-1,-10,APC_TYPE 105,IFV BMP-2,2,BMP-2,-10,APC_TYPE 106,IFV BMP-3,2,BMP-3,-10,APC_TYPE 45,ARV MTLB-U BOMAN,2,Boman,-10,APC_TYPE 164,ARV BRDM-2,2,BRDM-2,-10,APC_TYPE 51,BTR-70,2,BTR-70,-10,APC_TYPE 32,APC BTR-80,2,BTR-80,-10,APC_TYPE 135,BTR D,2,BTR D,-10,APC_TYPE 2,ARV BTR-RD,2,BTR_D,-10,APC_TYPE 168,IFV LAV-25,2,LAV-25,-10,APC_TYPE 253,APC M113,2,M-113,-10,APC_TYPE 211,IFV M2A2 Bradley,2,M-2 Bradley,-10,APC_TYPE 257,APC M1043 HMMWV Armament,2,M1043 HMMWV Armament,-10,APC_TYPE 232,ATGM M1045 HMMWV TOW,2,M1045 HMMWV TOW,-10,APC_TYPE 153,APC M1126 Stryker ICV,2,M1126 Stryker ICV,-10,APC_TYPE 48,SPG M1128 Stryker MGS,2,M1128 Stryker MGS,-10,APC_TYPE 56,ATGM M1134 Stryker,2,M1134 Stryker ATGM,-10,APC_TYPE 203,M2A2,2,M2A2,-10,APC_TYPE 152,IFV Marder,2,Marder,-10,APC_TYPE 229,IFV MCV-80,2,MCV-80,-10,APC_TYPE 248,APC MTLB,2,MTLB,-10,APC_TYPE 209,APC TPZ,2,TPZ,-10,APC_TYPE 144,MLRS BM-21 Grad,2,Grad-URAL,-10,ARTILLERY_TYPE 145,SPH M109 Paladin,2,M-109,-10,ARTILLERY_TYPE 80,MRLS M270,3,MLRS,-15,ARTILLERY_TYPE 59,SPH 2S9 Nona,3,SAU 2-C9,-15,ARTILLERY_TYPE 205,SPH 2S3 Akatsia,3,SAU Akatsia,-15,ARTILLERY_TYPE 185,SAU Bereg,3,SAU Bereg,-15,ARTILLERY_TYPE 19,SPH 2S1 Gvozdika,3,SAU Gvozdika,-15,ARTILLERY_TYPE 143,SPH 2S19 Msta,3,SAU Msta,-15,ARTILLERY_TYPE 170,MLRS 9A52 Smerch,3,Smerch,-15,ARTILLERY_TYPE 247,Uragan,3,Uragan,-15,ARTILLERY_TYPE 210,A-50,50,A-50,-250,AWACS_TYPE 18,E-2C,50,E-2C,-250,AWACS_TYPE 7,E-3A,50,E-3A,-250,AWACS_TYPE 255,A-10A,5,A-10A,-25,BOMBER_TYPE 259,A-10C,5,A-10C,-25,BOMBER_TYPE 234,B-1B,5,B-1B,-25,BOMBER_TYPE 214,B-52,5,B-52,-25,BOMBER_TYPE 61,B-52H,5,B-52H,-25,BOMBER_TYPE 5,BAE Harrier,5,BAE Harrier,-25,BOMBER_TYPE 96,EA-6B,5,EA-6B,-25,BOMBER_TYPE 201,F-111F,5,F-111F,-25,BOMBER_TYPE 3,F-117A,5,F-117A,-25,BOMBER_TYPE 151,MiG-27K,5,MiG-27K,-25,BOMBER_TYPE 175,RQ-1A Predator,5,RQ-1A Predator,-25,BOMBER_TYPE 14,S-3B,5,S-3B,-25,BOMBER_TYPE 8,S-3R,5,S-3R,-25,BOMBER_TYPE 58,Su-17M4,5,Su-17M4,-25,BOMBER_TYPE 178,Su-24M,5,Su-24M,-25,BOMBER_TYPE 86,Su-25,5,Su-25,-25,BOMBER_TYPE 237,Su-25T,5,Su-25T,-25,BOMBER_TYPE 1,Su-25TM,5,Su-25TM,-25,BOMBER_TYPE 109,Su-34,5,Su-34,-25,BOMBER_TYPE 184,Tornado GR3,5,Tornado GR.3,-25,BOMBER_TYPE 166,Tornado IDS,5,Tornado IDS,-25,BOMBER_TYPE 95,Tu-142,5,Tu-142,-25,BOMBER_TYPE 124,Tu-160,5,Tu-160,-25,BOMBER_TYPE 240,Tu-22M3,5,Tu-22M3,-25,BOMBER_TYPE 142,Tu-95,5,Tu-95,-25,BOMBER_TYPE 57,Tu-95MS,5,Tu-95MS,-25,BOMBER_TYPE 223,CVN-69 Dwight D. Eisenhower,40,CVN-69 Dwight D. Eisenhower,-200,CAPITALSHIP_TYPE 35,CV 1143.5 Admiral Kuznetsov,40,KUZNECOW,-200,CAPITALSHIP_TYPE 218,CG 1164 Moskva,50,MOSCOW,-250,CAPITALSHIP_TYPE 50,CGN 1144.2 Piotr Velikiy,50,PIOTR,-250,CAPITALSHIP_TYPE 243,CG-60 Normandy,30,TICONDEROG,-150,CAPITALSHIP_TYPE 36,CVN-70 Carl Vinson,40,VINSON,-200,CAPITALSHIP_TYPE 47,F-14A,5,F-14A,-25,FIGHTER_TYPE 49,F-14D,5,F-14D,-25,FIGHTER_TYPE 69,F-15C,5,F-15C,-25,FIGHTER_TYPE 102,F-16A,5,F-16A,-25,FIGHTER_TYPE 25,F-16A MLU,5,F-16A MLU,-25,FIGHTER_TYPE 100,F-16C,5,F-16C,-25,FIGHTER_TYPE 258,F-16C bl.50,5,F-16C bl.50,-25,FIGHTER_TYPE 146,F-16C bl.52d,5,F-16C bl.52d,-25,FIGHTER_TYPE 27,F-4E,5,F-4E,-25,FIGHTER_TYPE 94,F-5E,5,F-5E,-25,FIGHTER_TYPE 76,F/A-18A,5,F/A-18A,-25,FIGHTER_TYPE 79,F/A-18C,5,F/A-18C,-25,FIGHTER_TYPE 67,F/A-18F,5,F/A-18F,-25,FIGHTER_TYPE 20,F/A-18F Tanker,5,F/A-18F Tanker,-25,FIGHTER_TYPE 182,MiG-23MLD,5,MiG-23MLD,-25,FIGHTER_TYPE 222,MiG-25PD,5,MiG-25PD,-25,FIGHTER_TYPE 159,MiG-29A,5,MiG-29A,-25,FIGHTER_TYPE 161,MiG-29C,5,MiG-29C,-25,FIGHTER_TYPE 165,MiG-29G,5,MiG-29G,-25,FIGHTER_TYPE 188,MiG-29K,5,MiG-29K,-25,FIGHTER_TYPE 191,MiG-29S,5,MiG-29S,-25,FIGHTER_TYPE 117,MiG-31,5,MiG-31,-25,FIGHTER_TYPE 171,Mirage 2000-5,5,Mirage 2000-5,-25,FIGHTER_TYPE 68,Su-27,5,Su-27,-25,FIGHTER_TYPE 112,Su-30,5,Su-30,-25,FIGHTER_TYPE 111,Su-33,5,Su-33,-25,FIGHTER_TYPE 235,AB-212ASW,5,AB-212ASW,-25,HELICOPTER_TYPE 241,AH-1W,5,AH-1W,-25,HELICOPTER_TYPE 249,AH-64A,5,AH-64A,-25,HELICOPTER_TYPE 245,AH-64D,5,AH-64D,-25,HELICOPTER_TYPE 118,CH-47D,5,CH-47D,-25,HELICOPTER_TYPE 219,CH-53E,5,CH-53E,-25,HELICOPTER_TYPE 115,Ka-27,5,Ka-27,-25,HELICOPTER_TYPE 99,Ka-50,5,Ka-50,-25,HELICOPTER_TYPE 90,Ka-52,5,Ka-52,-25,HELICOPTER_TYPE 162,Mi-24V,5,Mi-24V,-25,HELICOPTER_TYPE 160,Mi-24W,5,Mi-24W,-25,HELICOPTER_TYPE 207,Mi-26,5,Mi-26,-25,HELICOPTER_TYPE 66,Mi-28N,5,Mi-28N,-25,HELICOPTER_TYPE 22,Mi-8MT,5,Mi-8MT,-25,HELICOPTER_TYPE 125,OH-58D,5,OH-58D,-25,HELICOPTER_TYPE 113,Sea Lynx,5,Sea Lynx,-25,HELICOPTER_TYPE 158,SH-3H,5,SH-3H,-25,HELICOPTER_TYPE 173,SH-3W,5,SH-3W,-25,HELICOPTER_TYPE 42,SH-60B,5,SH-60B,-25,HELICOPTER_TYPE 33,UH-1H,5,UH-1H,-25,HELICOPTER_TYPE 129,UH-60A,5,UH-60A,-25,HELICOPTER_TYPE 128,UH-60B,5,UH-60B,-25,HELICOPTER_TYPE 110,Paratrooper AKS,3,Paratrooper AKS-74,-15,INFANTRY_TYPE 226,Infantry Paratrooper RPG-16,3,Paratrooper RPG-16,-15,INFANTRY_TYPE 189,Infantry Soldier AK,3,Soldier AK,-15,INFANTRY_TYPE 4,Infantry Soldier M249,3,Soldier M249,-15,INFANTRY_TYPE 44,Infantry Soldier M4,3,Soldier M4,-15,INFANTRY_TYPE 98,Infantry RPG,3,Soldier RPG,-15,INFANTRY_TYPE 204,Building,0,Building,0,INSTALLATION_TYPE 206,Bunker,3,Bunker,-15,INSTALLATION_TYPE 138,Sandbox,3,Sandbox,-15,INSTALLATION_TYPE 53,EWR 1L13,3,1L13 EWR,-15,RADAR_TYPE 251,EWR 55G6,3,55G6 EWR,-15,RADAR_TYPE 177,Bereg_RLS,3,Bereg_RLS,-15,RADAR_TYPE 180,CP 9S80 Ovod-M-SV,3,Dog Ear radar,-15,RADAR_TYPE 238,SAM Hawk SR AN/MPQ-50,4,Hawk sr,-20,RADAR_TYPE 256,SAM Hawk TR AN/MPQ-46,4,Hawk tr,-20,RADAR_TYPE 17,SAM SA-6 Kub STR 9S91,3,Kub 1S91 str,-15,RADAR_TYPE 120,SAM Patriot STR AN/MPQ-53,5,Patriot str,-25,RADAR_TYPE 236,PRV-11,3,PRV-11,-15,RADAR_TYPE 119,RadioStation,3,RadioStation,-15,RADAR_TYPE 179,RLS-37,3,RLS-37,-15,RADAR_TYPE 137,RLS P-37,3,RLS P-37,-15,RADAR_TYPE 221,RLS PRW-11,3,RLS PRW-11,-15,RADAR_TYPE 163,RLS Zapros,3,RLS Zapros,-15,RADAR_TYPE 70,SAM Roland rdr,5,Roland Radar,-25,RADAR_TYPE 195,RSP-7,3,RSP-7,-15,RADAR_TYPE 246,SAM SA-10 S-300PS TR 30N6,5,S-300PS 40B6M tr,-25,RADAR_TYPE 233,SAM SA-10 S-300PS SR 5N66M,5,S-300PS 40B6MD sr,-25,RADAR_TYPE 198,SAM SA-10 S-300PS SR 64H6E,5,S-300PS 64H6E sr,-25,RADAR_TYPE 183,SAM SA-11 Buk SR 9S18M1,5,SA-11 Buk SR 9S18M1,-25,RADAR_TYPE 104,Zapros,3,Zapros,-15,RADAR_TYPE 82,MiG-25RBT,5,MiG-25RBT,-25,RECON_TYPE 134,Su-24MR,5,Su-24MR,-25,RECON_TYPE 81,SAM SA-19 Tunguska 2S6,5,2S6 Tunguska,-25,SAM_TYPE 127,SAM Hawk LN M192,3,Hawk ln,-15,SAM_TYPE 38,SAM SA-6 Kub LN 2P25,5,Kub 2P25 ln,-25,SAM_TYPE 13,SAM Avenger M1097,5,M1097 Avenger,-25,SAM_TYPE 155,SAM Chaparral M48,4,M48 Chaparral,-20,SAM_TYPE 250,SAM Linebacker M6,4,M6 Linebacker,-20,SAM_TYPE 91,SAM SA-8 Osa 9A33,4,Osa 9A33 ln,-20,SAM_TYPE 147,SAM Patriot CP AN/MSQ-104,5,Patriot cp,-25,SAM_TYPE 23,SAM Patriot LN M901,3,Patriot ln,-15,SAM_TYPE 252,SAM Roland ADS,5,Roland ADS,-25,SAM_TYPE 78,SAM SA-10 S-300PS CP 54K6,3,S-300PS 54K6 cp,-15,SAM_TYPE 208,SAM SA-10 S-300PS LN 5P85C,3,S-300PS 5P85C ln,-15,SAM_TYPE 141,SAM SA-10 S-300PS LN 5P85D,3,S-300PS 5P85D ln,-15,SAM_TYPE 197,SAM SA-11 Buk LN 9A310M1,5,SA-11 Buk LN 9A310M1,-25,SAM_TYPE 212,SAM SA-18 Igla-S comm,4,SA-18 Igla-S comm,-20,SAM_TYPE 196,SAM SA-18 Igla-S MANPADS,4,SA-18 Igla-S manpad,-20,SAM_TYPE 34,SAM SA-18 Igla comm,4,SA-18 Igla comm,-20,SAM_TYPE 52,SAM SA-18 Igla manpads,4,SA-18 Igla manpad,-20,SAM_TYPE 220,SAM SA-8 Osa LD 9T217,4,SA-8 Osa LD 9T217,-20,SAM_TYPE 225,SAM Stinger comm,4,Stinger comm,-20,SAM_TYPE 150,SAM Stinger comm dsr,4,Stinger comm dsr,-20,SAM_TYPE 190,SAM Stinger MANPADS,4,Stinger manpad,-20,SAM_TYPE 6,SAM Stinger manpad dsr,4,Stinger manpad dsr,-20,SAM_TYPE 131,SAM SA-9 Strela-1 9P31,4,Strela-1 9P31,-20,SAM_TYPE 63,SAM SA-13 Strela-10M3 9A35M3,4,Strela-10M3,-20,SAM_TYPE 136,SAM SA-15 Tor 9A331,5,Tor 9A331,-25,SAM_TYPE 140,Bulk cargo ship Yakushev,1,Dry-cargo ship-1,-5,SHIP_TYPE 139,Dry cargo ship Ivanov,1,Dry-cargo ship-2,-5,SHIP_TYPE 28,Tanker Elnya 160,1,ELNYA,-5,SHIP_TYPE 192,Armed speedboat,1,speedboat,-5,SHIP_TYPE 29,Civil boat Zvezdny,1,ZWEZDNY,-5,SHIP_TYPE 16,SSK 877,15,KILO,-75,SUBMARINE_TYPE 254,SSK 641B,5,SOM,-25,SUBMARINE_TYPE 149,MBT Challenger II,3,Challenger2,-15,TANK_TYPE 89,MBT Leclerc,3,Leclerc,-15,TANK_TYPE 215,MBT Leopard1A3,3,Leopard1A3,-15,TANK_TYPE 40,MBT M1A2 Abrams,3,M-1 Abrams,-15,TANK_TYPE 62,M-48,2,M-48,-10,TANK_TYPE 30,MBT M60A3,2,M-60,-10,TANK_TYPE 156,MBT Leopard 2A5,3,MBT Leopard 2A5,-15,TANK_TYPE 92,MBT T-55,3,T-55,-15,TANK_TYPE 132,MBT T-72B,3,T-72B,-15,TANK_TYPE 244,MBT T-80U,3,T-80UD,-15,TANK_TYPE 43,IL-78M,5,IL-78M,-25,TANKER_TYPE 227,KC-10A,5,KC-10A,-25,TANKER_TYPE 174,S-3B Tanker,5,S-3B Tanker,-25,TANKER_TYPE 194,Coach A Passenger,1,Coach A Passenger,-5,TRAIN_TYPE 101,Coach A Platform,1,Coach A Platform,-5,TRAIN_TYPE 181,Coach A Tank,1,Coach A Tank,-5,TRAIN_TYPE 64,Coach Cargo,1,Coach Cargo,-5,TRAIN_TYPE 60,Coach Cargo Open,1,Coach Cargo Open,-5,TRAIN_TYPE 133,Electric Locomotive,1,Electric Locomotive,-5,TRAIN_TYPE 11,Locomotive,1,Locomotive,-5,TRAIN_TYPE 116,An-26B,5,An-26B,-25,TRANSPORT_TYPE 239,An-30M,5,An-30M,-25,TRANSPORT_TYPE 176,C-130,5,C-130,-25,TRANSPORT_TYPE 85,C-17A,5,C-17A,-25,TRANSPORT_TYPE 108,IL-76MD,5,IL-76MD,-25,TRANSPORT_TYPE 97,Tu-141,5,Tu-141,-25,TRANSPORT_TYPE 93,Tu-143,5,Tu-143,-25,TRANSPORT_TYPE 9,Yak-40,5,Yak-40,-25,TRANSPORT_TYPE 15,AA-53-40,1,AA-53-40,-5,VEHICLE_TYPE 242,APA,1,APA,-5,VEHICLE_TYPE 37,Fuel Truck ATMZ-5,1,ATMZ-5,-5,VEHICLE_TYPE 74,Fuel Truck ATZ-10,1,ATZ-10,-5,VEHICLE_TYPE 186,Transport GAZ-3307,1,GAZ-3307,-5,VEHICLE_TYPE 187,Transport GAZ-3308,1,GAZ-3308,-5,VEHICLE_TYPE 199,Transport GAZ-66,1,GAZ-66,-5,VEHICLE_TYPE 46,APC M1025 HMMWV,1,Hummer,-5,VEHICLE_TYPE 154,Transport IKARUS-280,-1,IKARUS Bus,-5,VEHICLE_TYPE 12,KAMAZ-41310P,1,KAMAZ-41310P,-5,VEHICLE_TYPE 73,Transport KAMAZ-43101,1,KAMAZ Truck,-5,VEHICLE_TYPE 55,Transport LAZ-695,1,LAZ Bus,-5,VEHICLE_TYPE 193,LIAZ-667,1,LIAZ-667,-5,VEHICLE_TYPE 231,Transport M818,1,M 818,-5,VEHICLE_TYPE 71,Tanker M978 HEMTT,1,M978 HEMTT Tanker,-5,VEHICLE_TYPE 54,Transport MAZ-6303,1,MAZ-6303,-5,VEHICLE_TYPE 39,CP Predator GCS,1,Predator GCS,-5,VEHICLE_TYPE 122,CP Predator TrojanSpirit,1,Predator TrojanSpirit,-5,VEHICLE_TYPE 172,CP SKP-11 Mobile Command Post,1,SKP-11,-5,VEHICLE_TYPE 230,Transport ZIU-9,1,Trolley bus,-5,VEHICLE_TYPE 65,Transport UAZ-469,1,UAZ-469,-5,VEHICLE_TYPE 121,Transport Ural-375,1,Ural-375,-5,VEHICLE_TYPE 41,CP Ural-375 PBU,1,Ural-375 PBU,-5,VEHICLE_TYPE 26,Transport Ural-4320-31 Armored,1,Ural-4320-31,-5,VEHICLE_TYPE 87,Transport Ural-4320T,1,Ural-4320T,-5,VEHICLE_TYPE 224,Transport fire-Engine Ural ATsP-6,1,Ural ATsP-6,-5,VEHICLE_TYPE 31,Transport VAZ-2109,1,VAZ Car,-5,VEHICLE_TYPE 216,Transport ZIL-131 KUNG,1,ZIL-131 KUNG,-5,VEHICLE_TYPE 88,Transport ZIL-4331,1,ZIL-4331,-5,VEHICLE_TYPE 217,ZIU-9,1,ZIU-9,-5,VEHICLE_TYPE 213,FFL 1124.4 Grisha,20,ALBATROS,-20,WARSHIP_TYPE 148,FSG 1241.1MP Molniya,10,MOLNIYA,-50,WARSHIP_TYPE 84,FFG 11540 Neustrashimy,20,NEUSTRASH,-100,WARSHIP_TYPE 72,FFG-7CL Oliver Hazzard Perry,20,PERRY,-100,WARSHIP_TYPE 77,FF 1135M Rezky,20,REZKY,-100,WARSHIP_TYPE
  13. When I was younger and fitter I once did 4.25 in a CT-4B prop trainer without a G-suit, during aerobatics. Started to grey out at the edges so had to ease back on the maneuvers. Mentioned this one time and some turkey on the forums says that pilots can pull 12 G instantaneous and the 9G for F-16 pilot selection is sustainable pretty much indefinitely. Whateverz. I'm totally with you on this one Cali (and the quote in your sig is awesome), even moderate Gs are harder than some people seem to realize.
  14. Thanks for the fantastic work Speed. This is a great tool. I haven't looked at the gizzards of the script yet so I'll be lazy and ask the question, does it have the event export useful for stats? It is great to hear it works with Servman, as would be nice to have stats and Servman play together.
  15. LuckyBob, what is the exact binary format of this file. Is it: 1) ObjectID ( or type or what?) 2) LockOn x (meters) 3) LockOn z (meters) 4) heading (degrees) If I get the format then I can quickly write a table-based GUI that will let you edit and add stuff. But I need to know the format of the binary data within the file and what the 'fields' mean.
  16. Very sorry to hear. Especially the very brave statement from his wife.
  17. Used to be great in Falcon 3 where you would do a 'milk run' to protect your resupply aircraft. Sometimes nothing would happen and you've have a nice flight. Sometimes if you didn't pay attention (too busy chasing bandits) your supply aircraft would get smoked - then on later missions you'd wonder why you started running out of stuff. Was a really nice aspect of the game (even the less action-oriented missions made a difference).
  18. Frostie I don't believe you are correct in thinking industrial production would be a factor in a 'WWIII' type situation. Basically the forces you have are only those on hand when the balloon goes up. Either the Soviets would reach their objective very quickly (Rhine and Channel Ports) since Western Europe is actually relatively small, or NATO would hold them and within a month the Soviets would start to run out of supplies (their units did not appeared geared for a prolonged war as NATOs were) which would get worse as time went on. By a second month of such a war the Soviet Cat II divisions may have made their way across Poland but this would be outweighed by the effect of US moving divisions across the Atlantic to the POMCUS sites and slower-moving divisions coming by sea (assuming the GIUK gap held and the Battle of the Atlantic was won by NATO [very likely]). As far as the air war goes, it takes far too long to train a modern pilot for anyone except the existing pilots to affect the outcome. In the case of a stalemate it would be too temping to use tactical nukes to break the deadlock and things would be resolved quickly one way of the other. Historical Notes: NATO publicly declared it would only use nukes if it had to, but wanted to avoid using them to prevent Germany from being devastated. The Warsaw Pact publicly declared it would not use nukes first but actually planned to use tac nukes in massive numbers, calculating that using them against NATO up to the Rhine would result in NATO using them along the Vistula against the second echelon forces crossing Poland. Needless to say, when the archives were discovered a few years back the Poles were not happy at all at what their 'ally' had planned. Very fortunately none of this came to pass. Also, in the 1960s it is likely the Warsaw Pact would have won a conventional war (primarily using sheer numbers). By the 1980s the balance had swung in NATOs favor with the UK and US units increasing in relative quality and the proliferation of large numbers of good ATGMs, which would have made armoured assaults against prepared defences pretty hard. Even without ATGMs do some research on Lt Zvika Greengold and what he was able to do against 5 Syrian Armoured divisions (the actual number was around 188 IDF tanks vs around 2000 Syrian tanks, 10:1 odds but guess who held out long enough to win - which is all NATO needed to do in Europe).
  19. The export rate is connected to your frame rate. You can use RIGHT CTRL + PAUSE to see the frame rate information. For each frame the export functions can be called. Usually exporting data for every frame is meaningless (the data for instruments does not change much over a timescale of milliseconds) so time-based exports are usually done (eg. export at approximately 10Hz no matter what your frame rate is). This is the strategy employed by TacView. To discover how exports can be used I suggest you look at the customized export scripts of the following third-party addons to LockOn: TacView Yoda's LEAVU2 Yoda's GEAR (the successor to LEAVU2). This is designed to handle the exports for you so you can hook custom instruments up to it. It is a work-in-progress at the moment. If you search these forums you'll find the threads (particularly in the modding thread) that describe these.
  20. Most video cards can store textures compressed in memory and uncompress when rendering. OpenGL supports this. Depending on the OpenGL version you are using this may require use of extensions or not. See: http://www.opengl.org/wiki/Image_Format#Compressed_formats http://www.opengl.org/wiki/S3_Texture_Compression (I've not tried these extensions personally).
  21. Great initiative Speed. For stats purposes it would be helpful to have: 1) A method that maps between client ID and the initiator ID (eg. 16842497). Perhaps also ensure this ID is not re-used within the same game session (these IDs do get reused sometimes for different players). 2) A method that obtains callsign (or unit name for AI) from initiator ID. 3) Update the documentation for the net.get_unit_property() function to match the actual returned values (Speed has pointed out the differences in another thread). 4) Log events for when chaff and flares are used. 5) Provide a function to get position information (x,y,z ASL, z AGL) of an object (eg. useful for determining where someone ejected so it can be marked on a map). 6) Ability to read events table in real-time. Thanks for listening c0ff and the rest of the ED team, even if you have other priorities at the moment (so can't get around to our requests) it's nice to know you are still listening.
  22. For extremely large terrain you do need a decent data structure ('database schema' if you will). Algorithms such as ROAM and variants break the structure into a hierarchy for easy rendering (in this case your 'rendering' could be a GPU shader that does collision detection with terrain to check line-of-sight).
  23. The difference between 'LED' (aka LED/LCD) and 'LCD' is the backlight. An 'LCD' display has an LCD for 'selecting the color' of each pixel and a fluorescent light for the backlight (providing the illumination). The disadvantage of fluorecent lights is that their color changes over time and they have poor reliability as time goes on. An 'LED' LED/LCD has the same LCD front panel for 'selecting the color' of each pixel and an LED (light emitting diode) light source for the backlight. The LED does not change color over time (due to the quantum nature of LED emission) and has excellent reliability. The LED is (very!) much cheaper to manufacture than a fluoro tube, but since the LED is superior you pay a premium for it (just another way the World/Humanity is broken). There are several advantages to using a 1080p 'Full Hi-def' HDTV over a monitor: * 'economy of scale' advantage: so many TVs are being produced that their individual cost has come way down. Monitors are made in much smaller numbers, so don't benefit as much from this. * 'good enough' advantage. While monitors can have higher pixels counts they are very expensive. The TV is good enough, and the field-of-view is better than a monitor so you feel more immersed, even if the pixels aren't down to the limit of your retina. * 'fill rate' advantage. As resolution increases the 'fill rate' of the GPU/GPU memory and connections (HDMI cable) must be able to sustain the increased pixel transfer rate. At some point a lot of the GPU memory bandwidth is simply pushing pixels out to the display with little left for transferring pixels while doing operations like Anti-Aliasing (removing jagded pixels edges) and Anisotropic filtering (improving the look of textures under distance/perspective). If you find 1080p good enough then rather getting a higher-res display to that requires the GPU to push more pixels you instead are asking the GPU to do more operations to improve image quality. Fill-rate is more complicated than that, but this is an approximate description. So a 1080p HDTV has advantages of being 'lower resolution' than the ultra high res (but expensive and small) monitors.
  24. Many thanks for the information EtherealN. Any chance that custom logging into the dcs.log might also be possible (it'd fix my stats) - not just to debrief.log ?
  25. Besides reading aircraft state, I was hoping to be able to use Gear to access the Lua send commands, if they are available . That'd allow me to make use of my MacBook Pro (which Touch Buddy can't do) to control flaps, hook etc. For my purposes I don't need 60 fps update, so webservice access would be fine. I'm implementing a map control using igormk's fantastic TC-1 map (doesn't extend east to T'blisi unfortunately, but great for FC2), plus also has an alternative (partially working) Google Maps implementation (for off Black Sea/Georgia map areas, eg Nevada; yes, this would be handy for X-Plane, which I also like greatly). I'd like to read from Gear using a webservice rather than be bound directly to the Gear server instance (that way I can do expensive drawing operations on another machine that isn't running DCS - eg. my MacBook Pro). How are you parsing your XML, using JAXB? For my lottu tool I converted the Lua tables into XML and then parsed them with JAXB. JAXB can generated the needed classes from an XML schema, and parse an XML document of any complexity into those classes in a couple of lines of code. I also used JAXB for storing my configuration information (as you do). the nice thing is I can add properties to the class but don't have to change the parsing code at all (since JAXB cleverly/reflectively sorts out how to convert the XML to the class structure and vice versa). If you are curious about Lua to JAXB you can get example code from the lottu source (embedded into the executable JAR version of lottu), or get the [GPL v3] lottu Netbeans project from http://www.stallturn.com/wiki/en/lottu Caveat: I haven't got the associative map aspect of LUA tables working right, due to a limitation of JAXB. Have played around with it, but got distracted by something else so didn't finish. ps. System.err.println() is handy, but have a look at the java.util.logger.Logger class too. It supports changing verbosity through runtime log levels, and you can log simultaneously to a console and a file (for monitoring in real time as well as saving for post-fault forensics later). Incidentally I also wrote a Java parser that can read Tacview format exports in real time - but didn't release it due to the evil people would do with it (damn cheaters). Would be nice to get that moving map to have friendly units on it via Gear (a la 'Blue Force Tracker', or the ABRIS but for any aircraft).
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