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Do335

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Everything posted by Do335

  1. New discovery about hidden components and fake engines. Just because a hitbox is not defined for these components and systems doesn't mean they don't have it. Apparently via testing they have hitbox 0,0,0 at the model's center position, so one shell hit will destroy them!... What this means for hidden components: since the hidden node is defined as "DestroyedNodeName", with the slightest damage, the hidden node will show up again, as I've seen many times.. Solution: add a RemoveNode[001]=xxx to the component. i.e. [Remove1] ParentComponentName=RightOuterWing ModelNodeName= DestroyedNodeName=Radar <-- DetachWhenDestroyed=FALSE HasAeroCoefficients=FALSE DamageRating=DAMAGED RemoveNode[001]=Radar<-- once this component is destroyed, the DestroyedNode "Radar" shows, but then is removed, so there's no visual anomaly. What this means for fake engines. When damaged it will catch fire, which might result in fire effect coming out of unwanted locations; moreover a burning engine might result in disabled AI behavior and destroyed ac, which makes the ac extra vulnerable. Solution: Engine is a system and therefore belongs to a component. Define a hitbox for the fake engine outside of the component hitbox it belongs to so it will never get hit, and preferably have the hitbox co-located with another fuel tank, so fire effect will be the same. Most preferably I reckon is to not use fake engines.
  2. Oh man Geary it is a very basic thing. With LODviewer it's all very easy now. Say I wanna hide the RWR in the phantom pit. First what's the LOD name? Find it in F-4E_COCKPIT.INI. [CockpitSeat001] ModelName=F-4E_pit So we have LOD name F-4E_pit. Next open the main F-4E.ini and we have [LOD001] Filename=F-4E.lod Distance=100 This is obviously the aircraft external LOD. Change it to this: [LOD001] Filename=F-4E_pit.lod Distance=100 So it points to the cockpit LOD, and LODviewer can open it: What's the node name? Left click and highlight. Use ctrl or shift to select the rest of nodes under the hierachy: Click "Hide selected Node" to make sure it is the desired visual result after the node is hidden: All good indeed. Next just gotta input the .ini edits into the cockpit.ini file. Open up F-4E_COCKPIT.INI and add this to the end of instrument lists: Instrument[xxx]=HideRWR And at the end of the file, add this: [HideRWR] Type=Inactive NodeName=RWRbox and it's done.
  3. oh yeah noticed that, very hard to take down with Migs. Turns out apparently the engine powers are doubled. But without the double it can't even fly at 30k ft. Was thinking of increasing the CLa values, just haven't got around to it...
  4. Wrench that looks good enough with a retro (and IL2) vibe going on...
  5. woot it is finished. If anyone else by chance has saved anything useful... please post it. http://www.mediafire.com/download/u3uu99gm7zrcmdg/Third_Wire.7z
  6. OK shall probably go face the wall in a corner but what plane is it?
  7. SKYNET Aerial Node Prototype
  8. Heh yes Beach we're all human with emotions. It's been mentioned that commercial ware devs are "paid to shut up" on the forums. That and, of course, how they're supposed to manage their time, forum blathering or coding? As a loyal reader of your AARs since like '05, I think they are certainly very spot on to represent the thoughts of mainstream players. And I think (it's just me here, but I sure reckon others'll agree) that SF is good to still have ya around despite TK's departure from PC.
  9. OK sniped by Mina. I still think it's the Optional files that confused things... oughtta update the install instructions. Sorry gents.
  10. minaunicorn, did you use any files from the "Optional" folder from the download?
  11. Stary those seemed to be what TK said altho in not that many words... I totally agree about the internet being available thus resulting in skyrocketing dev cost in, say, making a 3D pit. In the process you're essentially sacrificing gameplay, since everything is a tradeoff of dev resources. Here it is literally a question of.. knowledge is power, or ignorance is bliss.
  12. hmm space commerce. catching up the sci-fi stories here.
  13. I've said enough but regarding forum noise... We and likely TK read too much about it. Ones that show up on the forums are a tiny fraction of the paying customers. Many game devs don't generally care too much about what's said, unless say a bug gets reported multiple times which needs public addressing or roadmap for next year etc. Last thing they wanna do is take game change suggestion from the forums and go ahead to implement it IMHO, because 90% of those are either from other games or just end up satisfying a few individuals. The forums most likely isn't feedback from the market although it can appear to be.
  14. Heck about the sim vs game sayings I don't even buy it. Sim just equals more switchology at the sacrifice of gameplay features. Done enough button pushing and no matter how hardcore you go you can never do the things the real guys do, because excluding the danger of facing death, real guys fight on the battlefield, which the so-called sims like DCS sacrificed so they can add the button pushings in! TK hits the right balance there and with a budget none less... Likewise I hope there's a slim chance that this series can go forward. If not well... hopefully CA stays alive here and the mods will make it better. So many mods that can be improved quality wise with Mue's new tools... ---- TK's thoughts on Russian cost, just quoting here for ref. (Maybe there's a saying for it's TK so take it with a grain of salt, not sure if it's come to that heh)
  15. Yeah, after all DCS is not that transparent to us. Maybe someone more in the know like Beach or the DCS guys can shed some light. But when referring to DCS I was actually thinking more about some non-flightsim titles that share common traits, it's just DCS are familiar with ppl here. Anyway...
  16. Well.. over here it's not last time I asked around. Only companies that offer global pay (read 1st world pay) are in the finance sector. Things could be different in Russia or changed ofc. Then there're the helper hands which surely are below min wage in western standards:p
  17. FastCargo.... I can only speculate with TK's views that DCS is based in Russia, hence significantly lower cost is one factor. (As in "Made in China" which sounds familiar)
  18. Wrench that post is very old SFP1, if TK didn't use it for later titles I reckon it'd be best to comply with his later format as it's possible he dropped it like you said. Unless one's willing to do rigorous testing to verify ofc..
  19. Excuses excuses... But jokes aside flying the red side is always hard from own experience as well.. The blue side always has way more planes in the air and that alone can cause a big problem to begin with.. Best I managed was 3-4 hops in a Mig19 Farmer before a tailgunner ruined the day.
  20. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6238&hilit=firesuppression
  21. I'm vividly searching these topics at the TW foras. TK's post are spread all over the place, along with some CA in house modders'. There could be more. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6276&p=38684&hilit=hitpoints#p38684 Well, I think you're making it more complicated than it is... The logic is pretty simple, the game first checks for collision box for the whole plane - if it hits, then it checks to see which components are hit - if any is hit, then it check the systems within that component to see which one is hit. All these are done to prevents having to do time-consuming collision checks on every single bullet against evey single systems in evey single airplane. Multiple systems and components can be hit if there are enough damage to carry over. To answer the list of questions... 1. No. 2. No. 3. It finds the min/max points in that model nodes and use that as hit box. 4. Yes, if there are enough damage to carry over. 5. System listed in 4 components will be created as 4 separate systems. 6. CollisionPoint are already used in case of belly landing. 7. Maybe, sooner I can stop answering q's here and go back to coding, better the chance :) 8. Armor absorb energy from every damage, So you can think of it as "means of increasing hitpoints of a system" that never depletes, or as "threshold ... energy that must be exceeded to damage the system". However, there is always a chance for critical hit that bypass the armor with every shot, so even with 8 x .303’s, you can still get that lucky shot. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6206&p=38198&hilit=hitpoints#p38198 http://bbs.thirdwire.com/phpBB/viewtopic.php?p=27300#p27300 http://bbs.thirdwire.com/phpBB/viewtopic.php?p=249#p249 http://bbs.thirdwire.com/phpBB/viewtopic.php?p=36212#p36212 (from Stary) http://bbs.thirdwire.com/phpBB/viewtopic.php?p=41552#p41552 http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6238&hilit=firesuppression
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