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Eclipse4349

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About Eclipse4349

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    My Steam id is Tom4349, feel free to add!

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  1. I tried it, the "or_hud_size" line is one of several "or_..." lines in the config, all grouped together a bit below the "3dhud" line. I played with the hud size number and got the starting menu to fit my screen well, the map on the briefing screen fit.... But the in-game hud and menu is then TINY and unusable. Sadly, this doesn't appear to be a valid workaround.
  2. In order to have all content merged you will have to run Il-2 through Steam (because that is where you bought BOS). When you launch through Steam, it will ask you if you want to link your Steam account and your Il-2 account. Say yes and follow the instructions, and you will have all content purchased directly on their website available when launching BOS through Steam.
  3. Trigger Test.rar I attached my test mission, to be hosted on a local Multiplayer Dogfight server. Here is a description of the mission flow, expected behavior, and observed results: Mission Flow The player spawns on the runway. An AI plane is sitting to the right, with a waypoint set to activate 60 seconds after mission start. A subtitle that reads, "Player Spawned" is linked to the airfield spawn using the OnPlaneSpawned event. A Check Zone Trigger set to detect allies, with a radius set to 50m, is placed so that the trigger area is just forward of the start location on the runway. A subtitle that reads "Plane Detected" is triggered by the Check Zone Trigger. Expected Behavior A "Player Spawned" subtitle should appear at the top of the screen when a player spawns. A "Plane Detected" subtitle should appear in the middle of the screen when the player enters the Check Zone Trigger while rolling down the runway. The "Plane Detected" subtitle should appear again when the AI plane rolls down the runway. Observed Result The only subtitle that appears is when the AI plane enters the Check Zone Trigger area. *NOTE - The player should spawn and roll down the runway within 60 seconds of mission start - the waypoint for the AI plane activates after 60 seconds. I hope this helps!
  4. Thank you for confirming! I also tested and found that building damage and destruction are not generating ondamaged or onkilled reports. A counter trigger or even a simple subtitle linked to a building ondamage or onkilled report is not functioning on a player-hosted multiplayer mission or on a single player mission. I can provide the test mission I used if it would be helpful. Thanks, Jim!
  5. It appears that building ondamage and onkilled functions are also not working on locally hosted (non-dedicated) MP missions.
  6. @Dufalator Just for your future reference in other aircraft: Operational notes like how the braking system works, whether or not there is a tailwheel lock and how to engage it (pulling the stick back or a separate switch or control), and many other things are listed in the bottom section of the aircraft specifications tab on your briefing screen. I just watched a buddy learn the wheel brakes lesson a few days ago because he didn't read the notes and thought the Spit had independent toe brakes. He was spinning out all over the place 😁
  7. When hosting a multiplayer mission locally, triggers are not getting activated by player aircraft entering a trigger zone, players spawning, players taking off, being killed, or anything else related to a player-controlled aircraft. Triggers are functioning normally for AI aircraft. When searching, I haven't been able to find where this has been reported as an issue, but it has been around for the last several patches, at least. Hopefully it is on the "fix list", because it limits a lot of functionality. I understand, of course, there are always things that must take a back seat due to limited resources.
  8. Check Camera settings and your keybinds. There are two types of view controls - "snap" and "pan". It sounds like you were using pan, but they have changed to snap.
  9. The best solution is likely still to be mapping the recentering function to a button that is easy to hit any time it's needed. It worked for me (a button on my throttle), and I didn't have to disable any TrackIR features.
  10. That happened to me about a week ago. The issue was actually that it somehow got set to forced on, instead of Auto. I went into the Oculus Debug Tool and disabled it and the framerate was normal again.
  11. The cotinued improvement of the already fantastic damage model and the AI is reason enough to be excited. You all are doing really great work!
  12. Aha, yes that makes perfect sense, thanks. I can't even imagine how complex AI coding or any other part of it is. My hat's off to them, for sure.
  13. Thanks for the reply. It turned out he wasn't looking in the proper place in-game to see the missions. It was quite an easy fix once we figured that out, LOL
  14. Could you elaborate on what fixed it? I'm helping a friend through this situation as we speak.
  15. Ah, yes, that's true. That was what I wanted for the practice mission (high speed passes on an "unaware" target) but that wouldn't be very good otherwise. I suppose medium priority behavior doesn't accomplish the goal either bc they'll opt to fight it out. Maybe a "high-ish" priority would do... 😁 Some nice info there, glad to see they are focusing on improvements. Thanks! I saw WTR referred to several times. Any idea what WTR stands for?
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