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whisper

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Everything posted by whisper

  1. whisper

    OFrP #5 Release

    For clarification on SPQR post : on the screenshots, check the column of markers just right of the reticle (the serie or markers just above the "OFL" text). Each mark s 200m. "10" is 1000, "20" is 2000, etc... Just align the marker of the corresponding distance. "OFL" is abviously the ammunition used The circles must have some signification, like differential speed markers, but we need specialists .... SPQR, help!
  2. whisper

    UEFA Champions League 2004/05

    ohoh, you mean PSV did feel exactly what Lyon felt against them, hu? That's well deserved, then. Let's just hope they get a penalty refused during second match, just to complete the scheme. Angry? Who says I'm still angry?? !!
  3. It's been upgraded with Flaming Cliffs, and should be with upcoming patches for FC. Not as good as OFP, sure, but there should be some good options (spawning units ingame, etc...)
  4. Yup, OFP scripting is the second best I ever saw, and yup, the NwN one is the best I saw LOMAC LUA scripting seems to be improving at each patch/addons too.
  5. whisper

    Ka-52 HokumB

    If you had read a little bit of the thread, Avenger, you'd have seen that Vit was first not aware of the model origin, and when he learnt of it, asked the permission to the original authors, which he seems to have now. So he does indeed have the permission to go on. So I really don't see what you're bitching about. EDIT : and all this make me forget the main topic : Thanks Vit for bringing this bird to OFP!
  6. whisper

    Common Armour Values System

    As OFPEC is up again, here's a copy/paste of my post regarding AA missiles there. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Hi, I'm also currently coding a SAM system, with great difficulties too. High speed missiles have hard time hitting targets, unless you give them even higher speed so that they can point at target, shoot and be directly on target, in which case they have a chance to hit. In the range you are talking about (Mach 2-3), missiles misse very often. At lower speed, everything is fine, provided you give them correct parameters : AFAIK, maxSpeed has no effect on the missile behaviour, it is just a reminder in the config.cpp. Flight profile will be determined by : thrust thrustTime initSpeed (I'm having issues with initSpeed on missiles) sideAirFriction The BIS commented config give a formula to calculate the correct thrust value when you know the maxSpeed and thrustTime : thrust=maxSpeed*0.7*thrustTime I couldn't get any correct result with this formula, which seems very strange to me, bc thrust is proportionnal to thrustTime, the more time, the more thrust you give, the more the missile accelerate, and result are wrong. I got better results with this formula : thrust=maxSpeed*1.125/thrustTime You'll have to take initSpeed in consideration for a correct use, which would theorically give : thrust=(maxSpeed - initSpeed)*1.125/thrustTime I couldn't have initSpeed set correctly for missiles, so I could not confirm that. With that, the missile accelerate up to maxSpeed, then engine stop, and it decelerate at a rate depending on sideAirFriction (sideAirFriction of around 0.01 seems correct for me). The second issue is the flight path calculation, which makes the missile miss often. The 2 parameters I found had big impact on it are maneuvrability simulationStep Missiles at around Mach 1/Mach 2 require maneuvrability to be raised up to 30-50, so that they can turn sharply enough to catch the target in case the target changes its trajectory at the end of the missile flight path. But, from what I've understood, simulationStep describe the time between 2 path calculation by the game, so if you give the missile big maneuvrability while keeping normal simulationStep, there is not enough calculation, and it "overcalculate" lead angle. The missile then makes big turn (a bit like "turn left!"..."oops, too much left, turn right!"..."oops, too much right, turn left!") and completely miss the target. So you need to lower simulationStep so that calculation are made often enough. For a maneuvrability of 25, I found a simulationStep of 0.001 to be correct, the missile will begin with big turns, but then will go straight at target. This creates a minimal range, at which you can't hit target anymore. Real missiles have minimal range of engagement too, so that's not a big deal. But, and you have encountered the problem, when raising the speed, raising maneuvrability and lowering simulationStep doesn't work anymore, if you raise maneuvrability enough for the missile to catch target, the missile goes completely wrong when fired. So you need to keep maneuvrability to around 40, and the missile will always near miss. So you need some proximity fuze. AFAIK, there is no way of retrieving the target of a locked ammunition. I tried to use "nearestObject" all along the missile flight path to catch air units along the trajectory, but "nearestObject" requires exact class name, no meta-class (like "Air" or "Helicopter") works. Perhaps the class "All" works. I don't see any correct way to do it IN AN ADDON. It is very feasible in a mission, but addons has no knowing of installed units in missions. Perhaps the missile has a "knowsAbout" list (that would be weird Wow! ), or... well, I don't know. DKM team is currently working on a proximity fuze to update their 2S6, and I bet they have found the solution BTW, how do you detonate a flying missile? Whis' Since then, I've seen how DKM made their prox fuze, nice job Didn't know the old style nearestObject syntax was still functionnal. And I confirm parameter "initSpeed" has no impact on ammo using "shotMissile" simulation type (so any missile starts near 0 m/s, very, very frustrating for heavy missile type with cruise engine made to keep their speed, not accelerate them. You can't make them start fast, so you either thrust them too shortly compared to real life, not enough visible smoke, or you give them too much max speed. Otherwise they don't accelerate enough and end in the ground).
  7. whisper

    USA Politics Thread - *No gun debate*

    It's not free NOTHING IS FREE IN LIFE SOME ONE ELSE IS PAYING FOR YOUR HEALTH CARE THROUGH HIGHER TAXES!. I can't stand it, every time I hear some one say "free health care" I lose it. Yeah maybe free to you buddy. Perhaps he himself is paying, don't you think? When he says "free", he means the acts are free, no paying for consulting and being healed.
  8. whisper

    Networking/Filesharing/LAN Problems.

    probably a file sharing conflict, then. there was an utility to check which process accessed which file, I don't know if it still exists in XP, or its name Try to leave as few running processes as possible, to avoid "invisible" use of a file.
  9. whisper

    Networking/Filesharing/LAN Problems.

    Check the read-only on the destination drive, not source.
  10. whisper

    Networking/Filesharing/LAN Problems.

    EDIT : too late it's working. Yep, burning CD Imagine a B-747 filled with CD-rom, that's a lot of datas going oversee.
  11. whisper

    Networking/Filesharing/LAN Problems.

    Fastest network ever : CD-ROM burning ;)
  12. whisper

    Common Armour Values System

    As far as Anti-Aircraft goes, real numbers are sometimes hard to put in-game. This is OT, but way too often, AA missiles are way too fast, making them a direct hit, bullet-like weapon. OTOH it's often not possible to avoid this. OFPEC is down, but I made some tests on this and posted results on OFPEC forum somewhere.
  13. whisper

    Cool AA Movie

    Whoohoo!! another, 10000000th ultra funny joke! \o/ Don't you get bored of repeating the same thing again and again and again when seeing the word "french"? No You realize it is a joke and that you do not have to get worked up about it. You realise that every... single... time the word "french" is seen in a thread in any forum I go I see this exact same "ha ha ha (? )" joke done without even trying to reply to the original subject? As, unlike the joke poster, I try to avoid stereotypes, I don't reply with the immediate image popping in my head when I try to imagine who's posting this joke. It's funny once, 10 times. At the 100th it's not a joke anymore.
  14. whisper

    Cool AA Movie

    Whoohoo!! another, 10000000th ultra funny joke! \o/ Don't you get bored of repeating the same thing again and again and again when seeing the word "french"?
  15. whisper

    JIP possible?

    I don't know if it's the correct section to post this, but didn't find anything better suiting. I've been thinking about this for quite some times. Join In Progress is currently not possible in OFP, you can't connect and play a game running. What if we create a proxy-OFP server? This would work only for specific missions designed for it, but it could work this way : - mission is a special 8 vs 8 CTI - proxy OFP-server is a separate programm simulating 16 clients connecting and doing nothing. - proxy OFP-server also simulate a OFP server with a 16 slot mission selected , but not launched. Any1 can connect as long as a slot is free - when a player connects to proxy OFP-server and selects a slot, the proxy acts for the client like mission was immediatly started. - when client begins to move, and play inside the mission, the proxy simply redirect packets to and from client to the server, through one of it's existing connexion to the server, acting via one of the "pseudo-players" he is on the server. He is "simply" adapting real clients packets to it's connection, changing sequence number, client id and th like (I've never sniffed OFP packets, no clue on how it works). - when client disconnects, proxy OFP-server acts to the real server like if the client came back to his waiting area in mission and did nothing anymore. Obviously mission has to be designed specifically to work with the proxy server, like having respawn, and handling new client connecting/disconnecting. Thoughs? Whis'
  16. whisper

    Common Armour Values System

    Check the config for scripts pbo ;) It was there for t-64
  17. whisper

    Common Armour Values System

    I've T-64, need your e-mail to send it ;)
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