

DayGlow
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Thank you ED for a great simulation BUT.....
DayGlow replied to Mizzy's topic in Lock On: Flaming Cliffs 1 & 2
I'd take a second look at Strke Fighters Project 1 and or Wings Over Vietnam. They have the planes you want. The avionics are a little light, but the dogfighting is intense and people are constantly pumping out new planes and campaigns. Right now the Iran/Iraq war and Indo/Packistan conflicts are being made. Overall with the 3rd patch the sim is really complete and the mod community is second to none. check out SimHQ and http://www.combatace.com/ for all the support the sim has. -
How do you play the game in terms of control?
DayGlow replied to Pilotasso's topic in Lock On: Flaming Cliffs 1 & 2
X45 peddals TIR Don't leave home without them. :) -
well your screenshot shows my problem. There is no building in the middle of the courtyard for me. It isn't there in the planning map and it isn't there in the 3d world. Explains a few things. I will unlock the mission and see if I can add something there in the editor.
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just did that, it shows as a workshop, but points to the ground in the middle of a courtyard between buildings? I have to blow up the ground?
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The pinpoint strike mission where you are to take out the power plant. The planning map doesn't really show you which building to take out. The target flag is in the middle of the court yard. I've blown all the different buildings up around that area and yet to pass the mission. Which building am I supposed to take out?
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At the same time hopefully as the tech progresses new ways of rendering terrain will come about. Instead of complex meshes with high rez texture maps, a simpler mesh that takes advantage of normal mapping and procedural texture mapping and shaders to give detail. If it works on smaller environments, hopefully it will work on larger ones as well.
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Also the huge memory hogging texture map is being replaced by bump, normal, light, etc maps. I think they are using shaders to get the detail instead of super high rez texture maps.
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well, really, we are seeing a peek at what Ati and Nvidia are planning for their next gen graphics cards. Also if the PPU pans out this fall I think PC gaming will be at this level no problem.
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I have no doubt that the GPUs in both the X360 and PS3 are beyond what we have in our PCs. Look back at the original Xbox. It was released with the GF4 architechure while the king of the PC was the GF3. Yet they sold it for less than a top line graphics card.
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It was probably prototype PS3 hardware they were using, just not the stylalized packages they will sell it in. M$ and Sony always sell their console hardware at a loss as they make their money from the software sales royalties. They sell the hardware to get it out on the market because people will buy games if they have the console box.
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SwingKid, any idea if ED is monitoring this thread and the chances of implimenting any improvements are?
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I've found that 1.1 has become complex enough that I've started to config different profiles for the different planes. Right now I"ve got a SU-27/33/Mig-29 profile and a SU-25/T profile. I'm building a F-15 and A-10 one as well. I'd offer to send you mine, but they are very specialized. I run with TrackIR and peddals, as well as mode specific commands, so I can map multiple commands toa single button depending on what mode I'm in in the plane. The profile editing software isn't to complex to use. I suggest you play around with it and you'll find that you'll be able to set something up.
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SU-25 laser designator jumpiness
DayGlow replied to DayGlow's topic in Lock On: Flaming Cliffs 1 & 2
once I'm in ground stabalized mode it's fine, it's just moving the reticle to the rough area I want to lock it first that is anoying. It takes too long to just enter ground stabalized mode right away and slew over to a target that is closer to edge of the sight, but moving it in unlocked mode is way to jumpy to have any accuracy. -
"Lock On Gold" Edition-possible F.C. ripoff:
DayGlow replied to Bix's topic in Lock On: Flaming Cliffs 1 & 2
my understanding is that it's LOMAC 1.02, but they cut and paste the 1.1 info onto the EB games screen. Legal product, wrong discription. -
It was hard to fly the planes at first, but removing the curves from the axis really makes a difference to how the plane handles. The only thing is that I left a curve in my rudders. I use Momo wheel peddals for my rudder and I found with no curve that they were way too twitchy. I was only using a fraction of movement in the peddal. A curve really smooths it out.
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Just wondering if the devs are going to look at this at all. When you first turn on the laser designator a single keypress will jump it around a inch across the sight. Once it's ground stablized it is much smoother, but it's still very hard to get a good rough aim on a spot with it jumping around. Changing keyboard rate has zero effect as it's jumping with a single keypress.
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Lock-On's limitations and the "Bubble" system
DayGlow replied to ApolloFarStriker's topic in Lock On: Flaming Cliffs 1 & 2
each player has their own bubble I imagine. If you attack a target outside another player's bubble, all your machine would do is update the other boxes of what you attacked/destroyed, etc and it would adjust it's statistical computations for that. I think F4 works with the server running the campaign engine and sending and recieving info to the networked computers of what was attacked and or destroyed. Some people run F4 SP with a server box to offload the campaign computations. No idea how much FPS at the FLOT they save doing so. -
Trying out the original SU-25 campaign first, then going to move on to the SU-25T. Anyways I'm flying the first mission and using the S-25L. I lock the laser onto target and guild it in. Well the problem is that the laser will suddenly jump across my sight, throwing off the weapon. Is there some limitations of angle/terrain/distance not documented in the manual that I should be aware of?
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Interesting how everyone is jumping over SF for not have 64bit drivers, but as someone else mentioned TIR doesn't have them either, yet no lambasting NaturalPoint for not supporting the OS :icon_neut
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Lock-On's limitations and the "Bubble" system
DayGlow replied to ApolloFarStriker's topic in Lock On: Flaming Cliffs 1 & 2
says who? At simulates a battlefield experience. Part of that is correctly acting planes and ground units. I fail how the combat side of a combat sim doesn't add to the overall product. -
Lock-On's limitations and the "Bubble" system
DayGlow replied to ApolloFarStriker's topic in Lock On: Flaming Cliffs 1 & 2
Not everyone flies with squads online. Good AI makes a sim. -
LOMAC itself would run fine as 32bit programs can run on XP64. But StarForce itself is based on a driver to run the copy protection, thus causing all the flak about it, and a driver needs to be programmed specifically for XP64. Probably future versions of SF will detect wether it's in a 32 or 64 bit environment and install the correct driver. I believe the CD version will have SF as part of it as well, and since SF is a driver based CP, it will need to be updated as well.
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I imagine they would have to sell a seperate version with the 64bit drivers as you would need either the 32 or 64 bit version, depending on the windows you use. They wouldn't be cross compatable. This is just the driver part of StarForce, FC 1.1 itself would run on either platform.
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I would disagree that F4 is a great DC. It is the ultimate continueous battle ground simulator. It simulates a whole war in real-time and is amazing, but it's actual stratigic engine is not that great. To have any effect you still need to closely monitor the PAK zones and mission types. Also the ATC still builds some very shakey flight paths, etc. People are still working very hard to try to fix these things, but I doubt they ever will.
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I fail to see how it's StarForce's fault for not supporting an OS that the game isn't made for.