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II./JG1_Schulte

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Everything posted by II./JG1_Schulte

  1. ~S~ 1 to 6km visibility realistic? Probably? Is it a realistic object Im looking at? . Moxy
  2. A contradiction in terms, and (in this sim IMO) its catch 22....Nothing is real..computer, monitor, I really don't get killed, dead, war. lol Han forgive me, an interpretation what your wrote, this is not a combat sim by my definitions. (practicing, learning, improving, competing, virtual squadron, tactics,etc.) But a programed history lesson, including a wars "luck of the draw deaths". Because some pilot that DIDN'T see the bandit in RL. (but could of, luck/skill/karma) With simulating historical deaths, by having poor computer visibility, that emulate the historical statistics. (#% of kills "didn't see it coming, and the sims program is reflecting this?)_ Or are you telling us the programing is this (what we have), or/or turning it up "is" going to be too much? Turn it up a couple notches, find the balance. Han if I and or my team cant "Basic tactical maneuver" , execute Basic tactical air to air, or air to ground Doctrines... because of game visibility. (When all the pilots have skills and are functioning team tactically) it isn't fun (define fun) and pointless because you cant tactically emulate where ever you stand on immersion, except getting statistically killed? Weather your into a complete fantasy, reenactment, Squadron life , dead is dead competitions, or.. I don't give a damn on history, I just like planes, and want to kill something that takes skill. The set up, now IMO towards Combat flying, (Im on ATI its worse, switching to nvidia), is just frustrating, and for most everyone I know. We/I are not learning, advancing, honing, executing, practicing, looking forward, etc. to what "we" think, or feel what a combat pilot, in a combat environment is. "Be the best you can" and winning (whatever that is) We are tactically adapting to the visibility, (always had to, its a computer) but at a level, that any real life doctrines, ...don't fit this environment. OK "Strive for the maximum possible realism in the simulation of air combat in all its aspects?" .....Han you cant its a computer. "Or are we striving to get the maximum "fun" from virtual air battles"..... Define "fun"... everyone "feels" different. "and where should not be factors (albeit grounded in realism) that will excessively interfere with us in this? My answer: Audio, and visibility...You've have to give pilots what they need on a computer, to overcome what you cant simulate in real life. (to be the best you can) Peripheral vision= larger FOV, Zoom = detail, Pixel density at distance=contact spotting, Rendering envelop=tactics. Audio=alternative sense to what you cant feel. Han when you released the latest big patch(new render api), contact spotting was at 15k, we tested this, and posted how good it felt! The side line to this whatever the programing was....the rendering envelope (for myself)also felt correct (planes grew proportionally from a certain distance that fit my feel of something approaching at 400+ kph) I could see......(ATI with Vulcan wrapper, plus reshade to suit my eyes to emulate my monitor to what feels real to my eyes) The next patch was at 10 or so Km, lost vis, and the render envelope, went incorrect...............not fun! Im still really wondering....you didn't post "Do you want better/clearer visibility" ...you posted "realism" vs. visibility. There is nothing real... IE feel, spotting, ID'ing, etc. on the current set up....imo Moxy
  3. ~S~ Im on an ati rx590 Without zoom, contacts beyond 1.5 to 2k are 1 @%$#ing pixel!!! used magnifying glass to verifie grounded!!!
  4. ~S~ Gents Im on ATI....I had great visibility, for the 1st time after the 4007 release...I think we all did. We had noticed a 15Km contact circle, and for myself (amd) smooth rendering, as an aircraft approached. In essence I only had to use Zoom, for ID and attitude. After the last Hotfixes, a 10Km render circle, tested with TacView...which I only get 8 with zoom. And a 1.3 render pop in with out zoom Colors are also very washed out. I don't know what happened, It seem's the rendering circle was increased, then reduced in the hotfixes Backwards, ??? Im where I started full circle lol Moxy
  5. ~S~590- latest drivers, etc The game for myself is garbage, after the latest update Render Visibility is back to where this all started, from the beginning ! Absolutely un flyable with any sort of SA (tacviewing last night...there were pilots all over the fir ball (on comms)...and many were blind also) Game colors are flat washed out. (easily corrected with a little reshade....) 2 hot fixes ago, I had great (realistic?) Visibility up to 15 k , now the render circle is 8 as a pixle then an aircraft at 1.5k Are any other AmD pilots Grounded ??? Mox Edit fresh install, Dx repair, Dot net repair, cash clearing, multi restarts,.............no improvements, same
  6. ~S~ AMD 590...latest drivers Game over rides any color settings in my amd control panel. Game looks washed out, color weak, no saturation/depth/tone.....really under flat. (and I like subdued tones) (Testing all things on an off, consistent, including different monitors) Pixel spotting great..15K range (tested with tacview vs. nvida pilot, same range for both pilots) Mox
  7. ~S~ Ala13_Antiguo The Games Depth buffer or normal's are not accessible in this game through "stock" Reshade. This is a security in Reshade Moxy
  8. ~S~ A quick awnser Alpha Layer is a "Grey scale" The darker the gray, the less "shine" you get. (flat) Go too dark, you get a hole. The lighter the gray, the more "shine" you get. (gloss)Go too light you get chrome. So on your Alpha layer Darken the cowl area where the orange is Mox
  9. ~S~ Is there a way to program the use of "keys" instead of the mouse scroll wheel to zoom the in game full screen map? Looking at joy to keys etc..But not finding a solution Any help appreciated! thanks Mox
  10. ~S~ Peaks at 3 and 5k, standing waves, phase inversion?, compression?, wacky eq curves, noise'd out engine waves. "Events" at wrong parameters, space, lack of audio intel . We all sense the world in different ways, audio "SA" is a big part of mine. But this latest version, IMO is easier on the ears. Moxy
  11. ~S~ Im sorry... The solution to this...is already in the game!!! A discernible audio in this case A change the GLoad_Wind01. wav file. (couldn't hear it)as example with the Cliffs of Dover Overstress_07 wav And fmod "stage", the G audio parameters (they are working on audio all the time, so my path way could be obsolete) If "staged" well , that would give 2 audio indications (g grunts and aircraft loading) of G to a visual. Worked very well in previous patch...I guess "creaking" of the aircraft told me something lolol Overstress_07.rar
  12. ~S~ My "stock" left/right, up/down, in/out, (pilot head) have somehow have been overwritten to the "script" of the NUMPAD 9 key movement They still work in conjunction with the movement of the NUMPAD 9 moves. Ive replaced the obvious files/folders luascripts, etc. But so far I haven't corrected the anomaly... Any ideas where/which file controls, Insert/delete, pageup/down, home/end or where the "stock" file resides? Thanx II./JG1_Heinz "Moxy" Schulte
  13. DD After reading this and other posts, and Im on triples also. Ive been playing around with the the startup cfg file. 3dhud = 1 or_hud_size = 0.14500 (approx) Will put (at least for myself) the Map and GUI, in a window in the middle of the screens. Problems: the size is FOV-zoom connected...So the "Map" as GUI, the "Start/end/setting stuff" ticks can be set (or_hud_size) outside of your bezels. (hunt n find to mouse click). In-pit.... the "Map" is Zoom" connected, and is ratio'd smaller. Its a bastardized solution to certain developed limitations of this Game (Ive done a lot of startup cfg file manipulation of late, trying this...best Ive come up with. (Mods off) Better, but far from the game being able to be combat proficient...) Hope something in this helps in connection with this thread II.//JG1_Heinz "Moxy" Schulte "CO"
  14. ~S~ Have something that seems abnormal. A tank battle commences in a region, and my airfield in that region disappears? Reappears after the battle (next rotation) In the generated mission, everything is there but the spawn points . Is this how it works? Thanks Help appreciated Mox
  15. Thanks Coconut! My roads are all good/ correct lol So Im guessing here, the min/max is what we see in the DoS window at Start up. Since my map is very symmetrical, (each side is a close mirror of the other) when I watch the Dos window my min/max's are pretty even. So again guessing...the min/max is some algorithm, of "stuff" and more on the map. So for testing I assume I need to be "regionally" unbalancing (killing/playing lots more stuff) ? If this is true, testing 1 sortie a mission by myself isn't going to cut it. lol (also I have "production" set pretty high) Love the new "tank park" set up! Thanks Coconut (what you've done, for everybody !!!) Moxy
  16. ~S~All Ive have the latest "Downloads" up n running. Still learning how to compile (semi successful) Question: What is the trigger mechanism for the tanks to "invade" an enemy region? Testing by myself, I'm just not getting invaded lol. Is it an "imbalance" (in what?), random, etc. Also, in my downloads the world checker, crashes. (bugged?) Coconut's...gratitude's Moxy
  17. ~S~ Vaal "Playable" OK now Im starting to get it. With that info, things start making sence Thanks Delete/edit mission text, great if simple...If not I can get creative, like work the mission name. Thanks so much II./JG1_Schulte "Moxy"
  18. ~S~ Vaal Bridges: OK...So then Im not understanding "is playable"? My assumption, is/was that those x'ed out, are not collected? Deleting: As "our" campaign rotates its mission, it logs, of course as it is suppose too. But the rotated mission is up for only a minute, then we shut it down. So when "we" look at missions, we have several "non retentive" missions logs with the same name, date, only the mission played time is the indicator. So a delete or edit, would be helpful Thanks Vaal Just getting into it Mox
  19. ~~S~ Vaal JG1 is preparing and working on a competition, and we love your stats set up! Jg1_Snaggle, asked a couple of question on my "our" behalf. Deleting missions, or a least renaming them. (Were doing much testing. This can be worked around. "Renaming" a mission would be a benefit, as an altenitive) Object is playable? As example, All the "objects" in the competition, are viable and part of the "system". Tracking/stating them would also be a benefit. Bridges come to mind. Is it possible? On behalf of II./JG1 Thanks II./JG1_Heinz "Moxy" Schulte Mox
  20. ~S~ Coconuts Back in the Day, My Squadron "JG1", and others used participate in "Dead is dead, Full switch" competitions. IE (Killed= your out for the night, full switch - no icons but a logical world towards territory capture) GhostSkies was the primary one. Your "Campaign" is so close to these competitions in another game, as one could hope for. In the old day competitions, "intel" was gathered "live", through logic, and AAR's. Hence my questions before. One of the things that these competitions were base on was... No honor system rules...IE the "system" control's the world rules. If you can see where Im going. (or a least Im trying too lol) Your campaign is so close. A Few things, Im hoping /working on...(dead is dead, SDS time out, no problem) "Full switch", IE "intel", limited artificial intel (icons) "Mission take off time after launch" IE "taxi time" Adding a message across the screen would be good enough (working on it) "Captured" = dead is dead Coconuts how can I ask? If you would "output" "capture...I would be truly grateful!! Moxy (II./JG1_Schulte)
  21. ~S~All Lots of testing. Am pleased to say Im up n running. A few reports....my Dserver crashing, I finally found at least a temporary solution! It seems "our" server doesn't like launching through "local host" . So if I "remote launch " shes happy as a clam. I was extremely disappointing to find out the "bridges" are broken.....any solution yet? (wipes out a full campaign test) Id like to ask a few of questions to those that are ahead of me. "Pilot capture" landing in an enemy "influence area" according to Jason's post it should work. Tried on mine, and Coconuts expert....Didn't get captured ....any help? (I haven't made any kind of a mission to test this yet, so I don't know if its broke or how it works) Mission modding...certainly been looking at the blocks mission and the Blocks folder and the XML's. I haven't started experimenting yet, but Im hoping if Im heading in the wrong direction, you can stop me from an auto fail lol. To be honest, what Id like to do, is modify/lessen/delete/ the intel? Coconut this thing is just great! I'm so hoping, and with the help of others, maybe "we" can get up tournaments like in the past! Thanks Moxy IE II./JG1_Schulte
  22. ~s~ Scorp I only had time to try to launch a generated mission, as a mission, last night...Dsever crashed, same net.dll error (So the SSC, is functioning to Schedule.) Not a fair test! . The mission will launch from Dserver exe. (so in theory, the mission is good) Have to try some A/B testing before I can give any kind of a good directive answer! Working on it Thanks Moxy OK working on it...got "our" IP "registered" into the server...1st test to schedule lololol new Dserver update. geeeeez Mox
  23. ~S~ Yes all the line seem to be correct, except I have Dserver closed, so no kill messages. Question: as per the pdf, I'm having trouble getting the ip in. Our server is Win server 2008 Its not liking the syntax (not valid) could this be it AKA: "Dans la fenêtre noire Executer la commande suivante netsh http add urlacl url=http://votre adresse URL:8083/ /user=Nom de votre PC\Nom de votre profil Exemple : netsh http add urlacl url=http://192.168.1.158:8083/ user=HOTH\Tauntaun In the black window Execute the following command netsh http add urlacl url = http: // your URL: 8083 / / user = Name of your PC \ Name of your profile Example: netsh http add urlacl url = http: //192.168.1.158: 8083 / user = jg1xxxxx \ Tauntaun" Thanks Mox
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