Eviscerator 0 Posted November 28, 2002 the vietnamese had quite a few aircraft, they just werent in the action as much, but check F-4 kills and youll see lots of mig 17/19/21's, we are making those, also an SU-7, and possibly an MI-4 Share this post Link to post Share on other sites
Eviscerator 0 Posted November 28, 2002 http://www.farfromglory.com/aircraft.htm a list of all the aircraft used during the war, it says the SU-7 wasnt used much but its a good ground attack so it will fit in with any 'what if...?' or ficticious missions, same with the MI-4 AFAIK was only used behind the lines but will help with any behind the lines missions or a ctf needed a helo for the NVA Share this post Link to post Share on other sites
Die Alive 0 Posted November 28, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Nov. 27 2002,20:29)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Blake @ Nov. 28 2002,01:59)</td></tr><tr><td id="QUOTE">The pack is beyond excellence, but there are still issues of transparent spots in some places which deflect bullets. It's really annoying sometimes...<span id='postcolor'> A little more info would actually help in possibly fixing this. <span id='postcolor'> I found a spot that you can see clearly what is meant by transparent spots that stop bullets. 1=Go to Gc 22 2=Put a Machine Gunner on the "28" on the left hand side of the grid square (zoom in) 3=Try shooting NW from the prone position and from stand up position. Notice the bullet impacts no less than 5m away? I found this spot by fluke when I was doing a small ambush mission and I couldn't kill any of them when at this spot. I also notice that if there's enemy on the other side of this "wall" and a grenade impacts on one side and the enemy are on the other side no more than 4m away, then the enemy aren't hurt at alll. I just wasted my ammo load on a 4 enemy patrol while i was impacting on one side of the wall, while they were on the other, no more than 3m away. -=Die Alive=- Share this post Link to post Share on other sites
Eviscerator 0 Posted November 29, 2002 i think thats a problem with the geometry on the forest blocks, as i said could be intentional or not Share this post Link to post Share on other sites
_WTF_onslaught 0 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Nov. 28 2002,23:13)</td></tr><tr><td id="QUOTE">Did the Vietnamese use any planes in the Vietnam war? I never heard of anything like that. I suppose they may have used the odd MiG or Tupolev but not in large amounts. The Americans often used aircraft however, such as the F4 Phantom, B52, A6 Intruder, and F101.<span id='postcolor'> Actually I believe that in the Vietnam war, the Huey became the first Helicopter to ever shoot down a fixed-wing aircraft (door gunners M60s). I'll see if I can dig up the info. Share this post Link to post Share on other sites
Jester983 0 Posted November 29, 2002 OMG. thats all i can say. Wow. This is amazing. I love how we can open the CH 47C's ramp and actually walk inside it. I love the death animations. They fall to the ground really fast. Wow... just wow... Words cannot express my feelings about this. Excellent work you guys. Excellent work. Share this post Link to post Share on other sites
blackdog~ 0 Posted November 29, 2002 Bah, so close, it was almost an Mi-2 but you are making an Mi-4 instead! Nooo! Please make every single one of these of these (in the order I want them ): http://www.farfromglory.com/oh13s.htm http://www.farfromglory.com/ov1.htm http://www.farfromglory.com/uh34.htm http://www.farfromglory.com/hh3-sikorsky.htm Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ebud @ Nov. 28 2002,16:13)</td></tr><tr><td id="QUOTE">I've had random crashes occasionally as well, but it ONLY happens when there are just too many units "thinking" at once, AND I have a high viewdistance with the graphics settings maxed out. The is the only time I've ever had a problem with the units or the island. I've literally been playing with them for months with no problem other than this. Also jungle everon is a sytem hog, so I wouldn't use it as a testbed... it has more problems than I care to mention <span id='postcolor'> Kewl. Yeah, so far no problems using the Nogova map with the Vietnam addons. Still it's strange that my system has these problems. The NAM pack crashes my system on both Windows 98 and Windows XP (I have a dual boot system) and my system specs are not exactly low end (but not high end either) at 1.33ghz, 256Megs of RAM and a 32meg TNT2 Palit Daytona card. I've also removed shadows, removed multi-texturing, and everything else I could think of to prevent cause less stress to my CPU and graphics card, but it still freezes up. I also updated my drivers to the latest Nvidia drivers and still the same problem. I'm hoping that perhaps it's just a RAM issue and that when I buy more RAM (upgrading up to 512megs or maybe more) this weekend the problem will go away (hopefully). Also...for those of you wondering, yes I am using a store bought version of both OFP and OFP:R and it is updated to 1.90 with no errors. I even tested it on a seperate installation of OFP:R and still I got the same problem to rule out possibly just an error in one of the upgrades or something. Anyhoo... if I find a solution I'll post it. Until then I guess I'll just have to play around with them on the Nogova map...not exactly Vietnam but oh well. Is the Jungle Malden map heavy on CPU usage? Or is that a lot better on the CPU compared to the Jungle Everon map? Are there any other jungle maps besides those two and the one in your NAM pack? Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Ludovico Technique 0 Posted November 29, 2002 I get crashes too in big fights. I'm not sure what it is that causes it as it is a complete system lockup of a kind I'm not used to seeing. I'm running the pack with no other addons on a 1.85 version of resistence on Win ME with everything running smoothly. When it crashes there is no prior slowdown. At times I have noticed it lock up, then start again after a second or so, but this only seems to happen at the start of a mission so it may be unrelated. I only crash when using US forces, not sure if that is anything to do with it. Also I only got crashes when I switched from using the dynamic sound range to the ordinary sounds. Unfortunately I will be away from my PC this weekend for a boozefest, so I can't experiment further with it. When I get time though I think I might try a reinstall of resistance itself, and if that doesn't work a reinstall of the whole kit and caboodle. Share this post Link to post Share on other sites
CanadianTerror 0 Posted November 29, 2002 I'm getting lockups with both sides. Ive found it happens with both big and smaller skirmishes but it doesnt happen everytime. Share this post Link to post Share on other sites
Die Alive 0 Posted November 29, 2002 Here's a bug that I don't know if it's a OFP bug or only a NAM bug... Multiplayer: Ia Drang: USMC I was leading my men on a partol of several LZs and I had another human fly the UH-1H. He had the engine running and was not moving on the H pad. I order my men to get in. They all say "CAN'T GET THERE" but still get in. No biggie. We land at LZ. I get out. I do select all my men (12 of them) and tell them to disembark. The chopper was on the ground, not moving, but engine running (duh!. None of my men get out. I say again, All Disembark! Nothing. I ask the pilot to turn off engine and get out of chopper. He does, they still wont get out by using a DISEMBARK command. Fine, I tell the pilot to hover for a minute so I can telll them to EJECT one by one. That's the only way I got them out. We do our thing on the LZ, I tell them to get back in, they do (but keep saying "CAN'T GET THERE" while getting in) and we go and land at base, and again, it's one by one to get them to eject from a hovering chopper. I tried to recreate it in Mission Editor, it works fine. Is this a MP bug within OFP or just with NAM pack? Other players didn't have any trouble getting their men out of chopper. There were no waypoints telling me to get out or anything, nor did any of the other groups/choppers. I dont think it was Lag or dsync, neither me or the chopper had any huge lag spikes or high desync. For playing OFP for over a year and a half, this is first time I had this problem in MP (or even in SP for that matter.) -=Die Alive=- Share this post Link to post Share on other sites
Jester983 0 Posted November 29, 2002 I have a question about the radio. Could it be used to talk online with to other players. Example. Person A and Person B both have microphones and are RTOs. When on the radio and pressing the fire button could they speak into the mike and the other person heres it? Sort of a walkie talkie? I think that would be pretty kool. Add alot of realism. Or did someone already say something about this? Share this post Link to post Share on other sites
PitViper 0 Posted November 29, 2002 Question regarding the LOACHes: when operating in an observer role in an observer-gunship team with the cobra, how did they "mark" targets for the gunship? Â Did they use smoke or flares? Â I would love to be able to drop smoke or flares for my gunship (in a multiplayer game obviously). Â Is this realistic SOP? Â Could we get this added to the LOACHes in the next update? This would really improve Nagual's "Combat Patrol" mission with human players. Thanks!! Share this post Link to post Share on other sites
Nagual 0 Posted November 29, 2002 Pitviper, i should of posted this earlier, but i updated Combat Patrol a few hours after i posted it here. The update was do do just that, add the ability to mark targets. Gunner or pilots of the Oh6 can now use the action "Drop Grenade" or "Drop Smoke Shell" to mark targets, alot more realistic. Using flares is a good idea, that should be possible to build in for night CPs (and off course these things built into the helos themselves would be useful). The link is here again: Combat Patrol (updated) Share this post Link to post Share on other sites
PitViper 0 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Nagual @ Nov. 28 2002,22:27)</td></tr><tr><td id="QUOTE">Pitviper, i should of posted this earlier, but i updated Combat Patrol a few hours after i posted it here. The update was do do just that, add the ability to mark targets. Gunner or pilots of the Oh6 can now use the action "Drop Grenade" or "Drop Smoke Shell" to mark targets, alot more realistic. Using flares is a good idea, that should be possible to build in for night CPs (and off course these things built into the helos themselves would be useful). The link is here again: Combat Patrol (updated)<span id='postcolor'> thanks. Â also, regarding the hunter/killer tactics: shouldn't the loaches be flying near treetop level (20?) whereas their gunship counterparts are much higher, waiting for the target designation? (40-50?) (i.e flyinheight settings? although the gunship needs to "dive" into the attack and i don't think the ai would disregard flyinheight settings when it goes into the attack. I suppose a script could handle this, but I think I'm making it unnecessarily complicated. You could set the flyinheight for the loaches, but let the gunships fly at whatever height they choose which is naturally higher than the loaches flyinheight value)) just something to think about. Share this post Link to post Share on other sites
Nagual 0 Posted November 29, 2002 Funnily enough, as the mission revolves around those tactics, i completley forgot to put in the good ol flyinheight. Originally i had a script to do that sort of stuff, but when i ditched script i forgot to assign heights. Will see how it goes, even if the ai disregard the command a bit when combat hits, it will seperate the hunters from the killers , Thanks for feedback. I also think some sort of ROE based on knowsabout command would be good, as cobra pilots could not enage in nam without confirmed targets, even when under fire (technically). Theres a few other things to do that mission, like maybe make a version with DKM Broncos available. Share this post Link to post Share on other sites
PowerHour 0 Posted November 29, 2002 Hey SEB Nam Pack Mod Masters. I remember saying I was going to hold off on a Nam mission I had made just waiting for the V2 so I could replace the Units etc.... All I can say is I might as well start over . J/k. Replaced the choppers.And had to replace some of the NVA RPG guys because before they wouldn't try to blow up my nearly escaping chopper.First time after replacing units I watched my lose outro I dam near had a stroke I was laughing so hard.I built the mission action cut scenes around the NVA MG's givin it to the choppers but... You watch and tweak the same thing over and over again and then you see the nenenenene Boom!!!! Man that was good.And thanks for the easy overwrite. Made it simple to patch. One really bad question I have. I've looked, .. I need the trig command to force a win outro. I know there is a force end lose,force end=1 etc. Is there a force end win? Good win outro just want something sure to work. I thought I'd sneak that in.. Awesome job guys. OFP just gets better and better. Select This... If ya need some help with dishing out this great pack lemme know. Paying for bandwidth I don't use. Cheers..... PowerHour Share this post Link to post Share on other sites
SelectThis 0 Posted November 29, 2002 note re: RPG's. Only the RPG2 will target air, the RPG7 will not, so if you want to make sure your VC/NVA troops have some anti-armor capacity give them RPG7s so they dont waste them on helis. SelectThis Share this post Link to post Share on other sites
deadsoldier 0 Posted November 29, 2002 i still cant finish the single player mission..maybe im bad leader..the damn RPG's wont blow crap...only 2 RPG men to blow the M113..but they die the first.. and then were stormed with 100 enemy men. cheers Share this post Link to post Share on other sites
theavonlady 2 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (deadsoldier @ Nov. 29 2002,07:54)</td></tr><tr><td id="QUOTE">i still cant finish the single player mission..maybe im bad leader..the damn RPG's wont blow crap...only 2 RPG men to blow the M113..but they die the first.. and then were stormed with 100 enemy men.<span id='postcolor'> well, it suits your name, doesn't it? Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 29 2002,06:41)</td></tr><tr><td id="QUOTE">note re: RPG's. Only the RPG2 will target air, the RPG7 will not, so if you want to make sure your VC/NVA troops have some anti-armor capacity give them RPG7s so they dont waste them on helis. SelectThis<span id='postcolor'> Ah ok...so that's the difference in RPG's. Thanks for that bit of info. Oh by the way good news.... For those of you who are having problems with the NAM pack locking up your computer, so far mine seems to be working well with the Malden Jungle map. The tradeoff is less trees and no custom huts and buildings like the NAM pack but the good thing is that you can stick in some huts from the objects that come with the NAM pack, plus you get jungle vegitation and of coarse no lockups . So I'm happy again. But still if you guys on the SEB team tone down the CPU demands of this pack (or at least of your map) that would be cool... either that or figure out what's causing the crashes but I imagine that will be tough to do as it seems to only be a rare phenomena that does not effect most players. At any rate I was just working on a mission on the Jungle Malden map with a lot of units. As my fire team was getting ready to disembark, the Huey was coming to a hover. Then suddenly I saw a guy in black pajamas and a RPG-2 kneel down and I see the rocket fly right by the chopper missing us by inches. Scared the crap out of me! We preceded to assault the town in some really intense close-quarters combat. Finally once the town was cleared, a chinook came to pick us up and take us back to the airbase as friendly armor and troops rolled in to secure the town as we pulled out. The new sounds on the Chinook is just incredible! FINALLY a realistic sounding Chinook!!! I hope the BAS guys ask you all to use your sound on their MH-47 Special Ops Chinook because it's truly and awesome hearing that huge bird roaring in just as they sound in real life. I have to say the more I use this pack, the more I love it. It's like playing a new game!!! Thanks again!!! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 Ah crap... nevermind. I spoke to soon...freezes up on the Jungle Malden map also. But at least it takes longer to freeze up. (sigh) Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
SelectThis 0 Posted November 29, 2002 Miles, Do you run a VIA Motherboard? If so maybe the latest 4in1 would help, Suma mentioned somewhere else that random crashes can be caused by VIA incompatiabilities. Maybe the higher demands cuased by the Nam Pack are bringing out the problems. SelectThis Share this post Link to post Share on other sites
PitViper 0 Posted November 29, 2002 hmm.. there's some weirdness with the chinook. Â I bailed out of it at over 90+ m altitude and I somehow ended up on top of the chopper.... until it fell away from me and my chute did not deploy. Â I spent the next second or two staring at the ground until I became a dirt torpedo. BTW, it didn't want to takeoff with the jeep I drove into it Share this post Link to post Share on other sites
blackdog~ 0 Posted November 29, 2002 Thats a big one Pit... the guys always land on the inside of the heli which is the ground (you can walk in it) and ofp thinks that it is already on the ground Share this post Link to post Share on other sites