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=OKT=Muas

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About =OKT=Muas

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  1. Hi everybody. I've been away from Berloga for some time. Now I realize the server ip has changed, and I'm getting a 300ms plus ping, and as a result I'm always kicked out in few minutes... Anyone else has suffered from this? It has become unplayable for me... Thanks in advance.
  2. I've been testing this myself and it works fine with the Me262. I mean fine, but not perfect, but this is because the "AI doesn't know yet" how to proper taxi the Me262 and keeps accelerating/deaccelerating like a prop, and the 262 is very slow to respond, and sometimes goes one wheel to the grass... Other than that it follows the taxi waypoints in a totally customized taxi path. It parks ok at the last parking point, but then again, not too accurate with the parking direction, which seems to be another consequence of the slow response of the Jumo jets. So everything works fine. Make sure the two circles that define the landing/take off direction are properly set along the the runway and connected to the other "normal taxi" waypoints. Try to place the circle at the end of the runway, not so far at the end of it. If the runway is too long, the AI needs to "engage" the first taxi point after landing sooner and it makes for a smoother taxi drive. If that circle is at the end, the AI will tend to roll faster until that point and sometimes overshoots the runway and have to turn back to grab the first taxi waypoint. Again, all this was tested with the Me262 jet. I believe it will work even better with props. Regarding the DESPAWN issue, I wanted that myself but no luck... when the AI switches off the engines it will despawn for sure. One "workaround" for this, in case you want to see the planes that landed around the parking area is: 1) Set a new plane (same type and skin) as close as possible to the place the one just landed parked, and point it the same direction 2) Link the landed plane event "OnDestroyed" to a spawn trigger and link this to the new plane (enabled unchecked) When the plane despawns it immediately re-spawn nearby at the spawn point. Its not the same, but if you are not looking it looks like the plane just parked and stayed there. You might even use the very same spot for one and the other, but in this case add a short timer after the spawn trigger. Try it out and see if you like the result.
  3. Well, that I know. I was wondering if there was a way to target link two AI planes by a command when they were already in the air for instance. Anyway, thank you very much. Yes, I understand. Cover will get a plane to attack who is a attacking the covered plane. They might fly close but probably not as a formation but as an escort, of course. Anyway I might try to check the behavior of a fighter covering another fighter if there are no enemies around... Thanks.
  4. Noted, thank you. Another question: is there a way to get an AI plane to join a formation in the air? I mean, for example to get two AI planes to take off separately and then form together in the air? Thank you.
  5. Hi all. Still related to this topic: is it possible to get an AI plane not to disappear after landing (and shutting off the engine), and stay at his parked point after taxi? Thank you!
  6. Counting the spawns is pretty straight forward, the problem is to deduct the despawns as these, either "killed" or "finished", will have to be related to an area, and we cannot monitor a whole map... it will give a rough estimation of the number of players and it will be alright if you want to monitor a specific area, where a certain action is going on; but if you want accuracy, for colligation balance for example, and when a lot of events are taking place in different parts of a map, then the tool mentioned in my post above will be a better bet.
  7. I believe these are the right tools for this, but those are external applications...
  8. No, no, nothing like that. I don't want the players to get to know anything. I just want to trigger an event based on the effective number of players in a an airfield, like for example, to activate/deactivate a AI spawn group depending on that quantity. This is purely in a mission design perspective, not in a client perspective.
  9. Understood, and thank you for your answer. This would be a bit tricky on handling a player respawn... but as you said, is not perfect, but will give a close approximation... That means there is no way to retrieve that number displayed on the map below an MP airbase, stating the number of players currently allocated there?...
  10. Hi everybody! Is there any way - within the ME - to get to know how many players are allocated to an airfield in multiplayer? I don't mean counting spawns, but the actual number of players in an airfield, and use that to trigger other events? How can I achieve this? Thanks.
  11. On this subject, I received today the message below from technical support: Re: IL2 / 932DBF8A-83C4-47B7-8A7A-2DED7CDA8510 / Game issues 1CGS Support Team 10:55 AM (5 hours ago) Dear user, We are aware of this problem and we fixed it. It will be released with a new update. Follow our Forum and News to stay tuned.
  12. Hello all. Any news on this very strange artifacts? I opened a ticket on the official support a week ago, but didn't get any answer so far, even though they are usually very fast to answer. It's seems some sea textures are not properly loaded when rendered in the mirror display. According to my investigation, this issue occurs when an aircraft mirror is displaying an image 1) only at the Kuban map ocean area, and 2) at any mirror setting (simple, medium, complex) except when off. When off, the image is completely blurred but the issue doesn't occur. The issue also doesn't occur at any other water surface like rivers and lakes in the very same Kuban map. It doesn't happen in any other map too, even in Stalingrad Volga river. The problem is precisely in between the coastal area and the horizon of the ocean in the Kuban map, north and south. It's strange that water textures load correctly next to the coastline and horizon, but not in the space in between those. I guess this might have to do with some wave effect modeled at see, that is not properly rendered in the mirrors. There are 8 different sea states that can be generated in a mission, but I didn't try them out to check for any different behavior. Personally, I cannot tell if this started in 3.009, as I don't use mirrors too often because I mostly fly German aircraft. Anyway, this is something that has to be solved.
  13. In this case, I suggest you fill a ticket at customer support and report the issue. You will get an answer in 2 or 3 days. Be sure to send one of the mission files set that you have been trying to host. It will be asked to you anyway, so you save time by sending it in the first place. Hope they can sort it out for you.
  14. It's strange... if your mates can host the same mission and you cannot. What I learned from this is that the client game hangs if it doesn't find any of the files listed in the mission.list There has to be a problem with your files location. Try to host a test mission from the default location multiplayer/dogfight/ just to make sure you can host in the first place. If yes, then we can look at those particular mission files again.
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