Baron von Beer 0 Posted December 17, 2003 well, even 900m is pretty respectable in OFP engagements (few squads vs same. ) Just wanted a ball park so I know where to place em. This will work great for small scale support assets. Still close enough to stay in contact, and with the limited targeting/correction capability (IE. Fire and guestimate corrections) leaves a little more room. 1 degree will not be so much as it would if the range were 9000m. Share this post Link to post Share on other sites
server1 0 Posted December 17, 2003 i have a 1.3ghz GF4 and the game lags when i drive in a town alone how am i seposed to fight more then a soldier 1 on 1 or let alone a tank??? by the way wats a good pc for Flashpoint? i wana buy a new one  Share this post Link to post Share on other sites
Acecombat 0 Posted December 17, 2003 What about my querie? Share this post Link to post Share on other sites
Consigliere 0 Posted December 17, 2003 Patience is a virtue Share this post Link to post Share on other sites
AngusHeaf 0 Posted December 17, 2003 I'm debating when to release the patch. Right now there's a few things more I need to do to it but I also don't want to totally piss people off in the WG league with yet another patch. Though I guess the alternative is for them to play on versions that have a few leftover issues. I think a solid week is when I might release the patch at the earliest. God knows I don't want to release a patch and have some silly bug in there leftover. Share this post Link to post Share on other sites
Consigliere 0 Posted December 17, 2003 Don't know if this has been mentioned, but whenever a helicopter is used,very strange and eerie goings on happen If someone boards a chopper and starts up the engine, then takes off, well to anybody else, the chopper is flying without engine on or rotors turning...It's like everybody has to go through the visual elements of the preflight check. Server/client issue perhaps? Share this post Link to post Share on other sites
AngusHeaf 0 Posted December 18, 2003 Yes the eerie levitating chopper issue is something I'm looking at fixing. A lot of people mistake the problem with lag, but happily it's just a bizarre visual thing. Share this post Link to post Share on other sites
Baron von Beer 0 Posted December 18, 2003 nah, Skunkworks just finally put out a truly silent chopper. Share this post Link to post Share on other sites
Milkman 1 Posted December 18, 2003 nah, Skunkworks just finally put out a truly silent chopper. We need a black helicopters Mod. Share this post Link to post Share on other sites
kaskad 0 Posted December 18, 2003 how can I add that Smoke gun FX to another addon ? Share this post Link to post Share on other sites
AngusHeaf 0 Posted December 18, 2003 Talk to Tactician and see if he'll let you use his stuff. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted December 18, 2003 Regarding the lag every 5 secs, I think it is unit dependent. Did you have any MT-LB's on the map? Try testing it with just a single unit on map, drive/walk/fly for a few seconds, see if it occurs. I bet you it will be only certain units. Share this post Link to post Share on other sites
Consigliere 0 Posted December 18, 2003 I've noticed another bug (sorry) : The MI-8 is 'transparent', i.e all projectiles go through it You can't shoot it down, you can't shoot the pilot. Share this post Link to post Share on other sites
acidcrash 0 Posted December 18, 2003 yeh i was wondering why my RPGs kept going through them this morning, still, good old satchels still work another thing, since last night when playing Airfield Bravo with Ex-Ronin, i can nolonger deploy morters, i can pick them up just fine, but now i no longer get the choice to place the baseplate for any of the morters... both MP and ME Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted December 18, 2003 another thing, since last night when playing Airfield Bravo with Ex-Ronin, i can nolonger deploy morters, i can pick them up just fine, but now i no longer get the choice to place the baseplate for any of the morters... both MP and ME Are you implying I broke your mortars Share this post Link to post Share on other sites
acidcrash 0 Posted December 18, 2003 only if you are but seriously, i reinstalled WGaddpack and tested again... they worked....once, i retried the mission, they no longer work again, repeated a 3rd time, they worked, when they worked it was when i started in the HMMVW morter carrier, if it starts empty it doesnt, if i start as a morter team (from groups menu) it works 50-50 im totally confused now, i dont know about you  edit: after doing some further testing, it seems to happen to only ranger squad leaders (for me atleast) other classes (that ive tested, not all yet... only riflemen, officers, normal rangers and morter crew all could) so much for not throwing any spanners in the works eh? Share this post Link to post Share on other sites
Consigliere 0 Posted December 18, 2003 Just a quick question : Once you've used all the ammo of the mounted ITOW (or AT-5 ), how do you reload it? I tried repacking it into the HMMWW, drove up to a ream truck and was expecting the rearm action to appear, but nothing. I tried deploying the depleted ITOW launcher next to the rearm truck, but still nothing. I tried deploying it near ammo boxes, but still no rearm option. How do you rearm it? Share this post Link to post Share on other sites
killswitch 19 Posted December 18, 2003 Regarding the lag every 5 secs, I think it is unit dependent. Did you have any MT-LB's on the map?Try testing it with just a single unit on map, drive/walk/fly for a few seconds, see if it occurs. I bet you it will be only certain units. Yep, I revisited the problem and thats the real issue, not the old graphics card. Put a bunch of AA MT-LB:s on the map and you'll see it in action. Even "better" - place some SA-13:s from Mac&Maarfys APC pack. Stutterfest Extraordinaire The same phenomenon can be seen if you have lots of DKM ADATS:es or Tunguskas around. The BKM SA-11 is another one. Put enough Shilkas in there, and you'll see it too. However, any given computer can take more Shilkas in a mission than SA-13/ADATS/Tunguskas before the stutter begins. That begs the question "why" and here's the answer: In their config, the culprits most probably have very high values set in the irScanRange property. For some reason, I cannot extract the config from the apcrus.pbo addon so I cannot confirm it for the SA-13. However, many other AA/SAM addons have the same issues, which is why I eventually recognised the problem. To add insult to injury, they are using irScanRange which seems deprecated in Resistance. One ought to use irScanRangeMin and irScanRangeMax instead. To show an actual example: the normal BIS Shilka ("ZSU") has <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> irScanRangeMin=4000; irScanRangeMax=10000; From my own testing it seems that using those properties are more CPU efficient than having one large irScanRange value. Now, I'd love to see the config of the apcrus.pbo... Share this post Link to post Share on other sites
kaskad 0 Posted December 18, 2003 Talk to Tactician and see if he'll let you use his stuff. is he registered on this forum ? I can't seem to find his name. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted December 18, 2003 Regarding the lag every 5 secs, I think it is unit dependent. Did you have any MT-LB's on the map?Try testing it with just a single unit on map, drive/walk/fly for a few seconds, see if it occurs. I bet you it will be only certain units. Yep, I revisited the problem and thats the real issue, not the old graphics card. Put a bunch of AA MT-LB:s on the map and you'll see it in action. Even "better" - place some SA-13:s from Mac&Maarfys APC pack. Stutterfest Extraordinaire The same phenomenon can be seen if you have lots of DKM ADATS:es or Tunguskas around. The BKM SA-11 is another one. Put enough Shilkas in there, and you'll see it too. However, any given computer can take more Shilkas in a mission than SA-13/ADATS/Tunguskas before the stutter begins. That begs the question "why" and here's the answer: In their config, the culprits most probably have very high values set in the irScanRange property. For some reason, I cannot extract the config from the apcrus.pbo addon so I cannot confirm it for the SA-13. However, many other AA/SAM addons have the same issues, which is why I eventually recognised the problem. Â To add insult to injury, they are using irScanRange which seems deprecated in Resistance. One ought to use irScanRangeMin and irScanRangeMax instead. To show an actual example: the normal BIS Shilka ("ZSU") has <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> irScanRangeMin=4000; irScanRangeMax=10000; From my own testing it seems that using those properties are more CPU efficient than having one large irScanRange value. Now, I'd love to see the config of the apcrus.pbo... Â Ah, so its actually the units, rather than the island, ok, fair enough. But why does it happen with non-AA MT-LBs Share this post Link to post Share on other sites
killswitch 19 Posted December 18, 2003 Ah, so its actually the units, rather than the island, ok, fair enough.But why does it happen with non-AA MT-LBs Good question. I bet the answer lies in the elusive config of the MT-LB pack... Of course, it may very well be a combination of the irScanRange* values and the fact that GAIA has a lot of discrete objects and that it affects whatever LOS calculations the OFP engine does for its radar functionality. This would mean that a barren island (the Desert Island, for example) wont be as "stuttery" as one with many objects. I havent tried this hypothesis yet, though. To be continued... *EDIT: Config quirk? Funny thing... Some SA-13:s defending, 3 x A10:s on a seek&destroy. Here's what happens:<ul> [*] The original Sa-13 will engage airplanes no problem (MAF_SA_13) [*] The WGL Sa-13b just sits there and gets whacked. Never seen it fire. (WGL_SA13) [*] The MAF_SA_13 is noticeably heavier on the cpu. Share this post Link to post Share on other sites
lee_h._oswald 0 Posted December 18, 2003 Two little problems I have. First: AI engages enemy apcs/tanks with the static ITOW. AI does not engange enemy apcs/tanks with the deployed ITOW. Second: When try to reloading the ITOW, I only can get 1 tow rocket. I have a similar problem with the BIS M2A2, where I can get only 2 tow rockets. --- MfG Lee Share this post Link to post Share on other sites
MSpencer 0 Posted December 18, 2003 First, Angus, I wanna say nice job. Excellent pack. (been trying to post this for a while, but registration has taken a bit) One little annoying thing is the TACTheartbeat thing, but as long as I don't use CoC Arty, it's ok. I look forward to the league. You may see the DEVGRU Clan (www.devgru.org) registering soon. Share this post Link to post Share on other sites
Animal Mother-OwP-FF- 0 Posted December 19, 2003 One more question, why cant i slew the dome on the OH-58D anymore? The gunners sight is locked. Share this post Link to post Share on other sites
tankieboy 0 Posted December 19, 2003 The AT AI guys can't hit armour for toffee. Share this post Link to post Share on other sites