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SirMike1983

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Posts posted by SirMike1983


  1. Intel Core 2 Quad 2.33 ghz

    8gb ram

    Windows VIsta 64 SP 2

    Nvidia GeForce 9500 GS card

    2558mb total graphics mem

    512mb dedicated video mem

     

    Terrain slider on "2", I get about 40-50 fps with my settings.

     

    It didn't do it on my old computer, and I don't recall it doing it when I was playing regularly when HITR first came out. I took a hiatus for a few months and came back to the game recently, and I've been getting it.

     

     

    I won't use the map in scramble from now on-- I assumed that visiting the waypoints and generating a "complete" caused the game to give me better odds on my kill claims. So I tried to follow the waypoints around on the map to try and better my odds on confirmations of claims that way. If that's not part of bettering my odds, I won't even bother.


  2. Olham's 7000. Post - Cheers to all!

     

    My 7.000st post - indeed! Thanks for the reminder, Scousair68 - I would have missed it!

    nbryant, the "plum effect" may be from the matt finish appearance of the colour.

    I couldn't find out yet, how to get it more semi-gloss. But I'll work on that.

     

    SirMike - Battle of Verdun - that's a very serious phase you are flying in, I think.

    What German aircraft do you encounter there?

     

     

     

    E.IIIs mainly-- they don't fly terribly well usually, though are quite deadly when they line up a shot because of their gun placement and heavy ammunition supply.


  3. It's a known thing, SirMike - but honestly: do you find time to look at a flight map in a scramble??? :blink:

     

    Usually after all the enemy attackers have been downed I visit the waypoints to "complete the objectives" as the CFS3 engine sets them out. I am often curious as to what kind of waypoints are set forth in a scramble by the game. That's when I check the map and it dumps me.


  4. Was working at National Airport just a couple of miles from the Pentagon. Was in the office checking my email when I heard a report of the first aircraft hitting. I checked the news and immediately went to the American Airlines conference room not to far away. We were watching the news in awe and as the reports were coming in we watched the second aircraft hit and then knew immediately this wasn't just some remote accident. I went to discuss what was going on with some of my employees around 0930. While briefing them I recieved a call a few minutes later from another of my employees asking me what was going on..... I mentioned New York and he cut me off and said no, the Pentagon had just exploded! I dropped the phone and walked out of the airport and saw the cloud as it mushroomed up in the vicinity of the Pentagon. I ran back inside with a local police officer and was immediately summoned to a meeting at airport operations. The incoming information was confused and all over he place but it was shortly confirmed that at least one aircraft, but possibly more, were unacccounted for and that the last known report was that it was likely heading for DC. Possible strike points were quickly being discussed and the Capital Building, White House, National Airport and Andrews AFB were likely candidates. At about the same time as flights were officailly being grounded it was determined that the airport had to be evacuated. In what seemed like an eternity but was actually less then an hour, the airport was mostly cleared with everyone directed back into the adjoining streets in Crystal City and/or down towards Arlington. While assisting the police in directing departing people I was struck by the situation and looking around noticed the soot falling from the sky and at one point actually watched a small piece if insulation as it floated to the ground. Leaving only key people in place we made our way back to higher ground on a little knoll about 1/4 mile away from the old terminal. Trying to catch radio reports we were more in the dark at first then anything. Eventually a report filtered through that an aircraft had gone down in Pennsylvania but they were still looking for another. While this was going on you could see the smoke from the Pentagon changing in color as the brave fought back the flames and were attempting to rescue all they could. Hours went by with us being unable to re-enter the airport and being unable to leave as traffic had become a parking lot. I was eventually able to borrow a phone and called home but was not able to get there until much later that evening.

     

    There is much I will never forget about that day. The confusion, fear, sorrow, anger. I still pray for the innocents that fell, for the professionals that gave of themselves that day and during the days that followed, and for those that have served overseas giving everything to ensure that we try not to allow anything like this to occur again.

     

     

    One of the eerie things I recall about that day was the fact that no airplanes in or out of National were flying over the rest of that day. We usually had planes going over Georgetown all day, every day. But that day it was strangely quiet without them.


  5. I moved to the DC area in Aug 2001. Not more than a few weeks later the attacks took place. I did not see the impact at the Pentagon itself, though my neighbor saw the plane dive down and disappear below the tree line from his window. After the impact we moved to a rooftop nearby and saw the mess down at the Pentagon (it's only a few miles away).


  6. The N.28 is a sort of hybrid aircraft-- it was an attempt by Delage and his team to create a fast, sleek aircraft that maximized the 160hp rotary it was given (Gnome Monosoupape). For its time it was a rather well streamlined fighter. It was originally built to hold only a single gun, but by 1918 2 guns was a necessity. The Nieuport is more maneuverable than the Spad XIII, but isn't quite as fast. An N.28 probably tops out around 120 or so, a Spad 13 around 135 or so, roughly. What the Spad lacks in turning it makes up for in diving. With a Spad XIII you can engage and leave as you please, pretty much. The N.28 dives well, but not as well as the Spad.

     

    The N.28 in OFF is not quite as maneuverable as it should be, I think. But that said it is an effective fighter if you use a mixture of turning and energy tactics. It differs pretty greatly from its V-strut predecessors in that you can engage in decent vertical maneuvers, to a point. The 28 lives somewhere in the middle of the road-- if your opponent is a turn fighter, use energy tactics. If your opponent is more energy oriented, use turns. The Spad is a bit different in that you'll almost always use energy, the N24 a bit different in that you'll try to turn mostly, whereas the 28 needs to change from scenario to scenario.


  7. Dear SirMike and CaptSopwith,

     

    I had just composed a fuller answer to your questions, but the stupid computer ate my post!

     

    Anyway, the short answer is that there are too many changes to the DM to mention. Basically, it is a complete remake of all of the values in the xdp files for all of the aircraft in OFF. However, because I am a total idiot when it comes to graphics, there are no changes to the size or shape of any of the hitboxes in the sim. Fortunately, that is not too much of a problem in most cases. I think the only place where the hit boxes should be changed is the size of the boxes for the pilot and observer, which I think are currently a little too small.

     

    The overall effect of the DM is to make most (but not all) of the aircraft a little harder to destroy, making for longer and more intense dogfights. As others have mentioned, two-seaters are particularly more difficult with the mod than in the stock DM.

     

    For a more complete list of the changes in the DM, including updates, please click on the following link: http://combatace.com...pwdm-22-update/

     

    Of course, I will be more than happy to answer any other questions you may have.

     

    HPW

     

     

    Thanks for the link-- agree with the changes you've described, especially the ones about wing roots.

     

    I like the concept of a little bit harder DM for the planes-- as many pilots learned damage to skin alone does little to harm an opponent (and in WWII the Germans found this out with the Hurricanes). So the game of getting close and hitting the vitals is big. I think that's a good move.


  8. Rather than modify the a/c to unrealistically carry extra ammo, we've opted to use the standard ammo loadouts but switch on "STRONGEST" gun settings on the host computer. This compensates a bit for the lag issues and the fact that the enemy is harder to bring down for all players that are not the host. Sure the host now has super guns and will get more kills than most of us, but al least now the other players can damage something! With the host on "NORMAL" or "STRONG" guns, the players have to put extra shots into the enemy to bring him down. Go figure.

     

     

     

    That will likely help. It probably is the best way to go. When you start fooling around with large numbers of aircraft and adding new ones you get mismatches. The single biggest issue 60 had was mismatched plane warnings. It seemed to come up for various people.


  9. It most certainly does. I used to down 5 to 6 planes easy in just a Quick Combat mission. I'd say it cut my kill rate almost in 1/2 when combined with Creaghorns Ammo mods.

     

    Hellshade

     

    I just got the PW DM up and running. The first time, the CFS3 program crashed to desktop, but after that the second attempt seemed to work ok. The planes are indeed much harder to destroy. Have the hit boxes for the vitals been configured to realism?


  10. I'm making standalone aircraft from the defective ones. Remember the ones that are defective in multiplayer still work properly in single player so we don't want to mess with the original files.

     

    It seems that the "Long Name" , and/or "Model Name" in the .xdp files have too many characters. This has been known to cause problems in the regular CFS3 game and expansions too. I'm making standalones with shorter names and they now can been seen in multiplayer. Simple as that, but the solution had eluded us for so long.

     

    Oh right, I remember something about that now.

     

    I was wondering only because back in the day we had MP-friendly Nieuports that had tons of ammo to make up for lag and make MP more playable. I am a realism fanatic, but frankly liked the ammo load increase because in MP it can be so much harder with lag figured in.

     

    I was hoping something like that would come to HITR MP efforts-- especially in planes we didn't use before like N11, 24 and Spads.


  11. Today I successfully fixed the Nieuport 17 Lewis and the Nieuport 24 Lewis. Tomorrow I'm doing the last one, the Nieuport 24 Bis Lewis. If it works then we will have all of the aircraft available in multiplayer and mission builder.

     

     

     

    What are the changes you're making?


  12. I think the review did well.

     

    -yes, at this point CFS3 as an engine is a liability to a developing game. It would need a major, major overhaul to be worthy of a fresh game today. When P-1 started (what was it 5 years ago now?) CFS3 was actually still semi-current. Today it's starting to look quite old, though I do think the general combat sim market has thinned out a little in recent years, in terms of quality engines.

     

    -the physics on wings as they break off is a little weird, well I should say the visual of it. They kind of float off as they break sometimes. Sometimes it looks like a nice, awkward snap. Other times it's as if they just sort of "rise off" the rest of the wing. That's nit picking though.

     

    -the instrumentation on the later Nieuports is a little sparser than probably should be. It's not, in the strictest sense, inaccurate, though the 24 series (24, 24bis, 27) and 28 planes should probably have compasses and altimeters in addition to the tach. The 17 does. One of the big reasons the survivors of these planes have so few instruments is that they were often harvested and given to newer planes that could take them. This was especially true of Nieuports in French service: the French system was to send the plane with just a tach and let the pilot or squad put in what he wanted to. Most pilots harvested their gauges from older Nies and added it to their newer ones, accumulating them as they went. The British were a bit more rigid and often modified theirs to take wooden instrument panels akin to what you'd see in a Sopwith Pup.

     

    -AI still doesn't like low altitude and tends to "stunt" when it gets down to a certain level. Probably an engine issue.

     

    -Spad XIII doesn't have a mounting stirrup (from what I can tell). Again nit picking level though.

     

     

    I think 91 with the HITR patch is low, and especially if you take a couple of the nice 3rd party mods and mix it with HITR. I'd award something more like a 95 or so with all that in place.


  13. The Von Baur changes may be a nice path to setting it up so that the labels only become useful within a certain distance, thereby simulating the improved, but still somewhat imperfect viewing power of the pilot. It also could be tweaked probably so that you only identify the enemy at about the same distance as they can identify you. I think I'll give this a shot next chance I get.


  14. When I started this thread, I didn't mean to ask everyone to switch their Labels on - I was only

    advocating the freedom of choice; and I wanted to highlight the advantages Labels can have.

    But surely: everyone to his own likes.

     

    SirMike's post made me think of another thing we "Full DiD Hardliners" have eliminated:

    the simulation warning lines.

    I must say, that I found it quite useful to know, when my aircraft was threatening to stall.

    A real life pilot told me once, that he finds it hard to fly sims, cause they don't provide him with

    the "belly feeling". What he meant was, that he can actually feel the plane being close to stalling.

    And the simulation warning can give you just this "belly feeling" back - even if it costs a bit of

    "full realism" or might look a bit arcadish.

     

    But as I said - everyone to his own likes.

     

     

    I agree about the warnings: I fly with them on because I view them as simulating that "belly feeling" of when something is wrong. In a real plane you can feel the Gs and that will tell you when you're pulling back "too much for the airframe" and also that classic "sluggish vibration" that you get in a stall.

     

    Like the labels I think they are consistent with realism, but arcade looking because of their colors and appearance.


  15. Ah, the 94th Aero! I have been there (for a short time, until a Jasta 18 ace shot me down).

    Were those Fokkers red and white, perhaps? Cause that's Jasta 18 - a very good lot!"

     

    As for the flying of a SPAD: never bank hard and fly slow! The kite flies like a racing truck -

    fast and strong, but difficult to handle in slow motion.

     

     

    That's true-- high wing loading and thin wings make it more an energy fighter than a turning fighter. Though the interesting thing is that it actually is a good turn fighter if you use vertical up and down zooming in the turns (especially with the XIII). The extra energy when you vary the turn in the vertical adds a lot. But down low you can't really get to do that, so it's opportunity targets, snap shots and hit n' run.

     

    All it takes it a scramble to remind me how much I miss the Nieuport.


  16. I have a 94th Aero career going (among my others) and we had a scramble where I took nasty damage (Spad XIII's low speed handling is less than optimal against D.VIIs). But interestingly the next mission was a "revenge" mission where we made an attack on an enemy airdrome that seemed to house the same set of D.VIIs that attacked us (same color scheme and squad).

     

    I really liked that turn, even if it was random.

    • Like 1

  17. My view on labels in OFF is that they are completely consistent with full realism, even though they're a bit big and obnoxious.

     

    The reasons for this are varied, but, I find, compelling:

     

    -you're not there, as you would have been. Presence and situational or locational awareness are heightened by actually being present in 3-dimensions. Furthermore, being there gives you the ability to learn about your surroundings (the way a person is constantly learning about the area where he lives). That level of deep immersion in location and geography would have provided an extra dimension to knowing where you are. Disorientation is absolutely an issue, but when you live somewhere and are completely immersed in it, you start to learn shortcuts and tricks to knowing where you are.

     

    -computer AI: the AI doesn't "see" the way we do. It is basically part of a computer program. Once you come within a certain range, it always knows whether you're a friend or foe. I've found they tend to "lock on" and know who I am a couple of thousand yards out. By contrast a human using only monitor+eyesight won't know until the markings are visible only a few dozen yards out. So basically without labels, it's as if you have "20/1000" vision if they have "20/20". That certainly can't be.

     

    Labels remedy both situations and though they're somewhat obvious, they do so in a pretty realistic way. With location-- if you were actually living at the front day in and out, you'd have a level of immersion where you can identify what is what fairly quickly. Labels give you a sense of this knowledge when flying in game.

     

    As to sight-- the labels put you on a par with the AI in terms of being able to see. Yes, optimally it would mbe so the AI has the same vision limitations as the player, but given the current AI, I think labels allow you to see and identify the enemy about the same as they can see and identify you. Playing against humans this would not be necessary since all would suffer from the same "sight and monitor" handicap.

     

    I think limited use of the TAC could be acceptable as well, say where it functions to identify limited ground installations to give some more sense of that "life at the front" immersion.

     

    So I fly with labels on and find that does not conflict with realism, simply because all it is doing is fixing some of the handicaps that come with it being a simulation and playing against a computer.


  18. These CH pedals have made a nice addition to the game for me. I crashed once the first night I had them, but other than that I've had pretty decent success with them. They're a bit different feel and I like the added dimension they add. In particular I like how simple these are-- just had to mess with the USB connection and the control assignments. I'm glad I got them.


  19. true Sir Mike,

     

    but Winder has complete control of the kitchen.....

     

     

     

     

    That's true of OBD and that's part of why OFF is good-- the team seems to work well together. When you get mergers the leader of the other team often wants some kind of concession. This can be good or can be bad. I'm apt to believe in enthusiasts that it's good, but am apt to think in the case of a purely corporate individual, bad. A fellow enthusiast would understand the concerns of the players, whereas if it were a more corporate entity purely concerned with the game as business, then it probably would hinder production. We saw this recently when MS made the money-based decision (and that's what they do, they're a business) to can their flight sim production team. The enthusiast side, if you ask me, actually produces a stronger product.

     

    That's part of why I like OFF so much and also I think why Canvas Knights could end up being an excellent game in its own right. It's about the presence of people who like this stuff and want to get it right, for the sake of having a proper game. It's when you get production budgets and timetables governing that you get lower products. RBII was an example where a strong production team was cut off by corporate constraints. Just compare RBII/3d out of the box to the enthusiast-produced mod versions of it.

     

    OvS will testify as to that too.

     

    I don't have the IL games but depending on the release and quality of Canvas Knights, I might pick it up solely for the WW1 side it would have to offer.

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