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Bard

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Everything posted by Bard

  1. JT Alpha Version

    At current rate, I guess it's still some years ahead... blame the programmers (just kidding, Steve! ;)) Seriously, the product should be considered an alpha when we have at least one functional game element of all listed features (at least one of the 'flyables' working, at least one side of carriers operations working, at least one category of each kind of weaponry working (guns, a-a missiles, bombs), and at least one simple mission to acomplish based on events generated by the campaign engine. At the moment, we have basically planes flying in a 3D engine enviroment, they have a rather generic FM more or less coherent with the type of plane (although I've been gathering a lot of accurate specs on their real FMs based on docs that Edgardo got with the argie air force and other docs submitted by real pilots). These planes are able to be flown by the player or by A.I., the player being presented with a virtual cockpit, mouse/trackIR compatible (based on A-4B Skyhawk FAA, Edgardo's photos). It has also the basic functional cockpit instruments, but no rather complex radar systems like the SeaHarrier's Blue Fox are being worked at the moment (I'm still trying to get info in this particular device). Early iterations of the engine/flight model demonstrated that it can support thrust vectoring in a very convincing way, so the Harrier/Falklands concept received a 'green light' back in that time. The only kind of weaponry working at the moment are airborne guns (Steve is working in AAA now - ground and naval Bofors tracking and firing at air targets are the goal for this week). We have also a simple damage model now, but a plane hierarchy for damage / dettachable parts in planes is being worked on by the art team. There's already a pretty complete particle system whitin the 3d engine able to do tracer bullet smoke trails (much like in IL2), wingtip streams, missile trails, debris, dust/smoke being kicked up while strafing the ground and of course, engine black smoke for a badly hit plane. The "fun" part, is that there's two main blocks of code, one comprising pratically the whole of gameplay features (FM, damage, bullets particles etc) and the other comprising the whole accurate Falklands Islands terrain, sea, and easy-to-use objects loading... When (if) these main blocks of programming code are seamlessly assembled, and we have at least one complete mission involving (for example) an anti-shipping mission against surface vessels, with working A.I., AAA, guns, bombs and missiles, then we could declare we reached an alpha. Not yet, but lets cross our fingers for his success. :) dude, you have my confidence. it sounds like you're organised, have goals and doing things sensibly :) who's your designer? (i'll go look on the website...)
  2. i once did a double take because i swore i'd been doing exactly the same things before... maybe it was like that. .. otherwise - no. sorry.
  3. Hourly consulting rate? What is that $5.56 from the drive thru window at Burger King?? none of your business how much i make :) bet you're dying to know too :P
  4. decompiling and releasing a new exe without permission would be illegal wouldn't it. :) not to mention that having the sourcecode would be far superior than decompiling - you might die of old age waiting. i have answers :) *ommmmmmm*
  5. as i said, give me the sourcecode and i'll be happy to.
  6. if they made the source code available to me i don't think i'd have a problem finding volunteers who would do the code work. it's not an impossible task (who some people seem to take as granted) - for people who aren't asking any money from it. if you haven't worked through someone's code and design you don't understand that fixing problems isn't "magic" - it's "method". the limiting factor is $$$. pure and simple. It's not impossible - it's financially unfeasible. i think the only thing of import would be guarantees of transparent communication AND that any product of such an effort be made freely available to anyone wishing to download it - ala Falcon's development, but learning from the mistakes of the prior groups. LOMAC has potential - it has a LOT of potential, unfortunately in my opinion it is not AT it's potential, and that is fixable. so throw peanuts from the gallery if you like. that's much easier.
  7. i'll start playing to "have fun" once the opportunity to have problems fixed has passed. right now, i'd prefer what time i have available goes into getting this product improved/fixed over "enjoying it". 4 months left for patching.. what are you guys doing besides dropping smartarse comments?
  8. when someone wishes to pay me to design one. i can alternatively charge my hourly consulting rate for projects already underway.
  9. i believe everyone connected with the correct settings - it was someting we did in concert and step by step to ensure that everyone had the correct settings. in the next patch it would be nice for the network code to not replicate a problem with 1 person's connection to all the other users. the only way i would think that this sort of situation would happen is if the network code is waiting for information from clients before continuing processing - instead put a time out on the transactions - if data is not received continue to use the last data sent - this way only the person lagging or flooded would experience the problems, not everyone. if something doesn't work because of a situation, remove the situation, or make it work differently ;) that's how you solve problems :D
  10. came across some problems last night in the inbuilt a-10 co-op mission. about 20 minutes into the mission framerates started to slow down for everyone playing until we were getting a frame per minute. ended the mission and relaunched and it worked ok. so there's a critical bug left in the sim - just need to figure out what's causing it. during this time all network traffic looked fine (running monitoring software to analyse what is going on).
  11. The eyecandy thread

    bird strikes :) maybe i am sick, but having flocks of birds to plow through makes me grin :D
  12. new mission created and tested with a single other entity (a truck). selected cannon and started padlocking, padlocked everywhere but the truck. tried from many directions (truck is near a line of trees). you can download the test mission here: http://taipans.dyndns.org/stuff/padtest.zip install is pure vanilla - 1.00 to 1.02 no addons whatsoever, complete removal prior to reinstall (blah blah). also performed without trackir active (in case there was a conflict). same results. can anyone else confirm this?
  13. HACKER!!! were they always headshots? ;)
  14. well a large part of my problem was being unaware that you had to have bombs selected for a-g padlock to work.
  15. ok - looks like this behaviour is by design - it allows you to padlock the ground in the centre of your view. looks like a halfway point between the ideal (actually padlocking your targets) and not having padlock at all. Not very useful since you can't place it with any accuracy and odds are it's not on your target.
  16. what bandwidth settings are you guys using. i used the suggested 128/128 setting. also, i think we were on someone else's server (during that period you had were away) so not sure what their settings were.
  17. saw quite a bit of warping when we were playing last night. anyone else?
  18. ok got 1 set of results from a turtle beach user. He looked up at the sky rather than down at the ground, so long as he followed the same method each time it doesn't matter - in fact it's a better method since you are unloading the graphics processing from the system. no sound ******** 93fps constant no hardware accel *************** High - 88, as aircraft are audible 57, back up to 88 (35% framerate drop) hardware accel ************* High - 88, as aircraft are audible 43 (low dip of 23), back up to 88 (51% framerate drop) barton 2500+ @ 2.2GHz, 1 gig Crucial Ram, Herc 9800 pro, Turtle Beach Santa Cruz ( Videologic Sonic Fury ) Soundcard, Abit NF7-S revision 2, Windows 2000 Professional, DirectX 9.0b, Cat 4.5 . unfortunately this was the only hope i had of working around the sound problem.
  19. no it doesn't ruggbutt, you are mixing ms word up with wordpad - which has only very basic compatibility to the word document. some users have been complaining that the documents don't open properly in their version of wordpad. thanks for doing a html version ghost - I can convert it to pdf if you'd like me to upload.
  20. anyone know where the trackir panning speed is located for the sim?
  21. you want to send me your trackir profile you created for both?
  22. Hey! That's great, how did you learn about that one???!! Now all we need is the ability to change load-outs during a mutli-flight mission tasking. It's in the readme.lol We keep having to tell people to read the readme, but nobody wants to.LOL We hope the reapir feature helps for teamplay online would have been nice if the readme was say, a pdf file. not everyone has a compatible reader to the .doc file.
  23. any feedback on the sound testing?
  24. nope - just a shame that little bit of polish wasn't applied.
  25. hmm, i only use trackir in il2 and falcon4 - both of them have a multiplier of some sort afaik. would have been a very simple thing to add - even if you left the interface side of things completely alone and put it in a cfg file. say, 15 minute job (basically need to program reading the value from file and also to modify the panning code from "pan N degrees" to "pan (N x multiplier) degrees".
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