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Druid_

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Everything posted by Druid_

  1. More money than sense if you ask me. Guess he'll have to buy another:music_whistling: Have to ask though what exactly is he running that needs 2 x 590s . 6+ monitors?
  2. ^ agree. To be accurate you're going to have to run several tests i.e. settings - ALL HIGH 2560 x 1600 no AA 2560 x 1600 4x AA 5760 x 1080 no AA 5760 x 1080 4x AA and then run them all windowed and full screen. Shouldn't need to run them in a crazy smoke filled mission environment I don't think. A visual circuit of batumi would be a good start. Only the 3 monitor configs are going to bottleneck the GPU imho though. Funnily enough, I thought this card would suffer running 3 screens with only 2Gb VRAM but apparently not according to http://www.tomshardware.com/reviews/geforce-gtx-680-sli-overclock-surround,3162.html 1 point to note in this review is the lack of overclocking potential of the 680 versus the 7970. Not much headroom in the 680 due to GPU boost it seems.
  3. Can't you reload the F10 radio commands by using SWITCHED CONDITION -> is host ALIVE -> ADD RADIO command havent looked through your miz file but this is what I used in Lagavulin and it worked fine.
  4. You are correct in your assumption, although I'm not sure where you derived the second approach from. In the Lua method the task table is created at mission start then randomised. No further randomisation is done. Tasks are taken off the top of the list then removed in order. The trigger method uses flags to control the assignment but randomisation takes place only once for each task.
  5. not sure I follow, what do you mean?
  6. If you spawn them directly on top then you'll be putting them on top of burning wrecks. Might wanna move em over out of bonfire range :thumbup: Ref: the airfield problem. Put a trigger zone around it and check whether 1. There are any blue forces in it 2. There are any red forces in it. If 2 is true AND 1 is false then I reckon that airfield has fallen to the reds. EDIT: Oops forgot there is a Coalition has Aerodrome trigger. Never used it but it seems to mimic the above. Make sure that there are no other ground units within 2km of the aerodrome else it wont change hands. SWITCHED CONDITION ->Coalition has aerodrome airfield name/coalition RED ->Message to all 'Airfield x has been taken by RED' SWITCHED CONDITION ->Coalition has aerodrome airfield name/coalition BLUE ->Message to all 'Airfield x has been taken by BLUE'
  7. Ok, nice find. Just remember that without a pod the type of munition he can drop will be more limited. i.e. GBUs & CBUs in CCRP, GBU38s, CBU105/103s.
  8. You could always set all enemy units to invisibile. They'd be invisible to him but not to the player. If you wanted them to become visible at some point (i.e. Player is bad at finding enemy positions) then you could use triggered actions on a trigger to make them visible again. Haven't tried the silence option on wingmen, try it and let us know if it works.
  9. Not possible I'm afraid.
  10. Infantry won't fire on the move unfortunately. As far as I know there is no way to make them do so either. Having said this, there will be circumstances when you wouldn't want the infantry to open fire (e.g. against a BMP or T80) and therefore the only option is to use triggers and triggered actions to enforce some reality. As for Heli's, I don't like the behaviour exerted by Heli's. For example if you have 3 or more then they fly along slower than commanded and don't do well in anything other than midly undulating terrain. As for their attacking logic ... well you've already hit on 1 aspect of it. For Heli's I mainly copy and paste wingmen so that each group only contains 1 Heli.
  11. Druid_

    Combat-Helo

    The flight model will be as close as you can get. Richard will be incorporating Fred naar's Helicopter Total Realism (HTR) physics module into CH. Should be as good as DCS. As for the avionics ... to quote the Combat Helo programmer ... "Combat-Helo includes almost all of the Apache's avionic and targetting systems. Each system is finely crafted to simulate it's real counterpart. CH also contains a realistic start-up procedure." More on avionics in CH here The nvg and FLIR is modelled also. Prepare to be surprised.
  12. Druid_

    Combat-Helo

    Crikey what did u type in the search? http://forums.eagle.ru/showthread.php?t=70097&highlight=combat+helo or http://forums.eagle.ru/showthread.php?t=58260&highlight=combat+helo A reminder of this great indie game doesn't hurt though. What's most amazing is the quality and reality built into a peice of software that is being developed by 1 programmer, 1 graphics artist and 1 Flight model expert. ED take note!
  13. Some aircraft do adjust 'feel' by controlling the hydraulic flight control actuators. This is common place in fly-by-wire aircraft and is done according to aircraft configuration and speed. There is no such system on the A10c as far as I know but if there was it would be based purely on changes in aircraft speed and in no way would resemble fixed joystick curves.
  14. @july865 I have done plenty of precision flying IRL and I can assure you there were no deadzones or curves. Adding curves will make your stick less sensitive and will help those who overcontrol (i.e. PIO). It is a short term solution imho as if left it will be at the expense of feel when aircraft speed is varying considerably. As for deadzones, plain stupid imho unless you have a dodgy stick.
  15. For precision flying you need instantaneous feedback. Any deadzones on stick will inhibit the process. As for rudder pedals, get your feet off them when formation flying/Tanking !! The secret to tanking is to get the aircraft trimmed to the tankers speed & practice. Correct positioning behind also helps as the boom has limited movement. Hit the higher or lower limit and the boom operator will 'Disconnect'.
  16. Habu, yep your implementation of my lua random task generator was spot on, although in your triggers you had message to country USA so the messages weren't displaying (I changed them to message to all). Also you only had the Hawg triggering once. I added a switch to waypoint in the route so that it would continue to fly through the trigger zone. I added some lua code to the 'AI get random task' to check when there are no tasks left. When this is so flag 999 is set to true. The hawg will then RTB on a switch waypoint condition of flag 99 true. miz attached. By the way I would save flags 1 to 99 for conditions on triggered actions e.g. switch waypoint, orbit. (you can only use flags 1-99 for those). Randomized_Table.miz
  17. Yes that is correct. I will be home in a couple of days when I can download yr miz and check it but it all sounds good to me. Have you tested it to see if it works,? if it does then you've done it all correctly. The nice thing about this method is that all you have to do is change 2 numbers in the lua code to add more random trigger flags & clone more triggers with a simple change in each.
  18. I have done this in Op Lagavulin using a combination of triggers and Lua. In Lua I have created a task table which I then randomly re-order at mission start. As a task is assigned it is removed from the table of tasks. Once the task is completed the next task is taken off the top of the table, assigned then removed from the table. This also removes the bias problem. The tasks in the table are essentially flag numbers which are set to true in Lua and picked up by Once triggers. Take a look at my miz file, the Lua is in a lone soldier unit called Luaman at the North part of home base. The triggers are all at the begining of the long list and annotated clearly.
  19. Are you using a ONCE or SWITCHED condition to trigger the arty when the appropriate flag for the arty is set? Also remember it will take around 3 mins for them to start firing again after they have stopped. You should have something like ONCE -> UNIT ALIVE(host/player) -> add radio "start arty" flag 1, add radio "stop arty" flag 2 SWITCHED condition -> FLAG 1 ON -> FLAG 1 OFF, FLAG 50 ON, FLAG 99 OFF, message "start arty" SWITCHED condition -> FLAG 2 ON -> FLAG 2 OFF, FLAG 50 OFF, FLAG 99 ON, AI TASK arty/-fire at point, msg "stop arty" In the arty groups fire at point instruction there will be a stop condition, tick the flag option and put in the value 99. BTW you may have to remove the 2mins 30 timing stop condition (I cant remember if the logical on the conditions is OR or AND. Try it and see).
  20. sorry no i haven't measured it. Its pretty close and does vary slightly for different size aircraft. You shouldn't have a problem with the kind of spacing required for a tactical air drop.
  21. It should be possible but will take some time to do and tbh I'm not sure it would necessarily be worth all the effort. I had 2 AI a10s valley flying in Op Talisker and it took ages to get them to do it right. However, if you are willling then try & place a time at the waypoints for each aircraft in the formation and move the waypoints slightly to simulate crossovers at turns and lead and lag as required. Again though make sure they dont get too close to each other as AI proximity detection takes over and they will split.
  22. Create 1 aircraft with all of the waypoints. Click on it, press CTRL C (copy) then click on map where in formation you want the second aircaft to be & press CTRL V. You will have a carbon copy of the first flight and they should appear to fly in formation. just don't put them too close together (else obstacle detection and AI avoidance kicks in) and the less waypoints with large changes of direction the better. Alternatively place them with a TOT (time on target) IP waypoint so they arrive there at same time and head off on target drop WP in formation.
  23. getPosition(self) is the function you need to use. It will return an x,y & z value. Beware though, x is North (lat) and z is East (long), z is height. Confusing! Use as follows:- local player_pos = Unit.getByName('player'):getPosition().p -- 'player' is the name of the object you want the position of player_pos.x has Latitiude & player_pos.z has longitude values
  24. Druid_

    Game Engines!

    Yep put him to work right away !!! Videos clever chap
  25. Yep I was playing a different mission with 2 others and server crashed. Funnily enough I've only had 1 crash with Op Lagavulin and that was a complete crash when I killed the last unit of a convoy whilst JTAC was sending the last of the details (sometimes he just takes far too long!). Reported here. Getting more crashes in 1.1.1.1 that I did in any of the previous patches. Plenty being written about MP stability at the moment e.g. http://forums.eagle.ru/showthread.php?t=85207 Hope ED can find the root cause as its frustrating as hell. Not much I can do I'm afraid unless people are getting crashes on the same task in which case I can investigate further & start removing units and/or triggers.
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