kesegy Posted September 24, 2008 Posted September 24, 2008 don't install the patch and no problem i, for one, am happy to pay a small price in fps drop in order to enjoy everything good the patches have brought to wov and woe. i've had so much more fun with the new ai in wov since the patch came out, i'd never switch back. Quote
GreyCap Posted September 24, 2008 Posted September 24, 2008 I've just been sent attacking a truc convoy in WoV! Isn't that new? Or did I missed it before? Sweet! New to me... Quote
+Soulfreak Posted September 24, 2008 Posted September 24, 2008 I've just been sent attacking a truc convoy in WoV! Isn't that new? Or did I missed it before? ähm armed recon??? it was always so... Quote
Emp_Palpatine Posted September 24, 2008 Posted September 24, 2008 I wasn't sure, but it was the first time for me. I hope there is also armed recon in WoE (hmmm attacking soviet convoys in A10! ) and WoI. Quote
Gr.Viper Posted September 24, 2008 Posted September 24, 2008 There are armed recons in WoE and WoI. Anyone got gun jams? Quote
Emp_Palpatine Posted September 24, 2008 Posted September 24, 2008 After a few tests: Widesky is ok, but I got strange results using Green Hell. Quote
Emp_Palpatine Posted September 24, 2008 Posted September 24, 2008 There are armed recons in WoE and WoI. Anyone got gun jams? Yep. Hopefully in a F-8, 3 of 4 were still blazing away. Quote
salvatorestupido Posted September 24, 2008 Posted September 24, 2008 Does someone here really enjoys having to push the stick full forward when taking off to prevent the nose wheel of his A-10 or F-15 to climb 5 feet above the ground at 70kts in the patched WOE ? Quote
kct Posted September 24, 2008 Posted September 24, 2008 I enjoyed slamming the keys like mad just to stay in control of the Flankers. Quote
malibu43 Posted September 24, 2008 Posted September 24, 2008 I love this game. That's why i feel a little disappointed by some features of the september patch applied to WOE (I probably won't apply it to WOV) : This terrible BLUE sky (I hated it in WOI but thought it was to render a "middle east clear sky") which makes WOE look like a 1980 flight sim. This Invisible WALL stopping my wingman when he reaches my level. This new cockpit view with this "nose onto the gunsight" feeling. And most of all for which REAL graphical improvement did i loose 10 fps ? I don't care what graphics enhancements there are or if there are any... I'll dial some non critical things down (stuff you don't really notice from the cockpit - object texture, object detail, terrain textures, etc...) just for the chance to finally have some Armed recon missions in my Skyraider campaigns. That is assuming skyraiders still fly right with the new patch... Anyone flown razbams 'raiders with the new patch? Do they work? Quote
malibu43 Posted September 24, 2008 Posted September 24, 2008 After a few tests: Widesky is ok, but I got strange results using Green Hell. What's up with Green Hell? That is an absolute must for me... Quote
crl848 Posted September 24, 2008 Posted September 24, 2008 One thing I noticed is that the F-4 rudder now responds correctly - i.e. you roll in the direction of the yaw input, instead of opposite, at low AOA (high AOA was correct already). Which is nice. Quote
salvatorestupido Posted September 24, 2008 Posted September 24, 2008 I don't care what graphics enhancements there are or if there are any... I'll dial some non critical things down (stuff you don't really notice from the cockpit - object texture, object detail, terrain textures, etc...) just for the chance to finally have some Armed recon missions in my Skyraider campaigns. That is assuming skyraiders still fly right with the new patch... Anyone flown razbams 'raiders with the new patch? Do they work? That's exactly what I said, I don't care about having thousands little cubes in the countryside. But my wingman moving like an UFO by my side, a flightsimulator98 sky over my head and my A-10 nose pumped toward the sky on take-off are things I do really notice from the cockpit. Quote
column5 Posted September 24, 2008 Posted September 24, 2008 That is assuming skyraiders still fly right with the new patch... Anyone flown razbams 'raiders with the new patch? Do they work? I didn't fly them a lot but the AD-6 and AD-7 were in my WOI install when we were testing the latest patches, and I didn't notice any problems with them. But as I said, I didn't spend a lot of time with them. Quote
+Dave Posted September 24, 2008 Posted September 24, 2008 Widesky works, so does CA Stary's effects, added max188's WOI tiles and JSF_Aggies new runway texture. Takes WOI to a whole new level. Quote
Guest Sony Tuckson Posted September 24, 2008 Posted September 24, 2008 so, knowing little more about your system, I really would add the second Giga of memory As explained , memory is not the only factor, but in your case, it's probably the weak point, so adding some memory will do goods... Now, as far as the video card is concerned, yours is already a weak point in itself....512 mb on such an old card was overkill back then (the radeon 9600 series is at least 4 years old, a millenium in computer business!!!!) Let us know about your full system specs, we might guide you better Quote
malibu43 Posted September 24, 2008 Posted September 24, 2008 Widesky works, so does CA Stary's effects, added max188's WOI tiles and JSF_Aggies new runway texture. Takes WOI to a whole new level. Since you didn't mentiona either of CA's tree mods (unless those were included in "CA's Stary's effects"), does that mean that there are problems with 'em, or did I misunderstand? Quote
+Dave Posted September 24, 2008 Posted September 24, 2008 If you mean this tree mod http://forum.combatace.com/index.php?autoc...p;showfile=6034 Then yes it works. Quote
+Dave Posted September 24, 2008 Posted September 24, 2008 Ok...lets re-cap Install WOE Patch to the Sept 2008 version Add this weps pack: http://forum.combatace.com/index.php?autoc...p;showfile=5956 or this weps pack: http://forum.combatace.com/index.php?autoc...p;showfile=2672 then run it through this editor: http://forum.combatace.com/index.php?autoc...p;showfile=6075 then add this tile set: http://forum.combatace.com/index.php?autoc...p;showfile=6192 or this tile set: http://forum.combatace.com/index.php?autoc...p;showfile=5943 then add JSF_Aggies runway tiles: http://forum.combatace.com/index.php?autoc...p;showfile=7228 then add CA Stary's forest and farms mod: http://forum.combatace.com/index.php?autoc...p;showfile=6034 add cellinsky's widesky: http://forum.combatace.com/index.php?autoc...p;showfile=6903 add CA Stary's effects: http://forum.combatace.com/index.php?autoc...p;showfile=5379 or http://forum.combatace.com/index.php?autoc...p;showfile=6953 (I prefer the #2 pack) And presto, works good and looks good. I have no issues. Quote
TurtleHawk Posted September 24, 2008 Posted September 24, 2008 I'm wondering if we should undo the edits made to get the Typhoon to work in the unpatched versions, now that we have the patch? It would seem to make sense, but I thought I'd see if anyone else has done it? I got the plane to load, noticed the "twitchy" leading edges that I've seen in other a/c in WOI. Mostly a/c not designed for WOI. Just wondering...??? Quote
+76.IAP-Blackbird Posted September 24, 2008 Posted September 24, 2008 Try to load the F-15D active and look at the "waveing" of the plane.. the same with other birds like EF-2000 is waveing from left to the right?! why?! Quote
StarBucker Posted September 24, 2008 Posted September 24, 2008 Yikes 71.4 71.4 POLYS 53024 43.5 43.5 POLYS 90428 frames-1/frames-2 = 1.71 polys-2/polys-1 = 1.64 That might be cpu, not grafix card. Is this Correct Thinking? More than correct! Absolutely right I say! Quote
Canadair Posted September 24, 2008 Posted September 24, 2008 Sure go ahead, I already have some ideas how to fix it. Still struggling with water flickering though... Which water flickering? I don't know what you are referring specifically about, but I had a LOT of water flickering when updating the falkland terrain basing it ona woe, with the desert.cat for the terrain and the merged objectdata.cat from updated WOE and old SFP. As for the water flickering, what I did was extracting both terrain and water.fx from the germanyCe.cat. I extracted also the germanCe data and found some new lines missing in the previous terrain datas [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] <------------------------------------THOSE ENTRIES WERE MISSING in MALVINAS_data LowDetailMesh=-1.0 WaterMesh=0.8 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE SO, by coping the missing underliend entries from the stock germany data, the water seems much better and looks good. I don't know it it helps, but maybe is a good insight Also please note that in many terrains, even just released those lines are just not present, but the engine was doing good withput them. (cuba for example) On a final note, plese notice that the [HeightOffset] entry was actually present in pre-patch GermanyCE , SP4 in this form; [HeightOffset] <--------------from SP4 GermanyCE NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 as compared to this one, which is the one in Sept.Patch [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 Hope that this can help someone. I have to say that with a few clicks the Falkland install update is really stable, beautiful and complete. Was much less painful than what I initally thought. I used Falkland, relatively smaller install, to test the modding and updating procedure, and now I am ready to use the next three days OFF to move the main gigantic install into updated WOE. Quote
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