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kuIoodporny

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Everything posted by kuIoodporny

  1. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    You'll probably have to extend it's configs and rework .p3d models with new Oxygen. Am I correct?  Maybe some ideas that grown in my mind when learning German for tomorrow's exam. Example - unneeded debris removing script (after ~1 minute smallest parts get "burned" - deletevehicling). Have you ever shot at these parts? Debris reverses itself in 3D (weird but true) and sometimes flies over the ground endlessly - it could be more tough to partly avoid that. It would be useful for large air battles. I saw slowdown on my rubbish machine when playing KaoS's FFURCTI and crashed my Su-27 at enemy MHQ Bradley twice - kamikaze succeeded   if there was debris removing script, it wouldn't happen when I came back to enemy base. Anyway - it's most my old graphics card problem (10 fps when 6 tanks in FOV ). One day I'll learn how to script edit: and buy newer GFX & additional 1 GB of RAM
  2. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    OK I made that just because I wanted these fixed indicators to be in incoming FFUR patch and let some players comparing original and modified config. No more spamming  edit: I have an idea - FFUR special version for dedicated servers, with low resolution & "server friendly" textures...
  3. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Indicators (for example Flanker's RPM), some units descriptions and AIDispersionCoeff. No sniping with bully AKM at all. In one previous post I've published that list of changes. It's so similar than the old one, but some new indicators were enabled/fixed I'm mad indicatorfixer. 5 years with flight simulations made me that. There's some weird issue with A10 internal compass, do anyone know how to fix that?
  4. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    I hope that then some FFUR 2006 2.X servers will grow up ^^ currently there are no public servers with 2.0. I've recently updated my FFUR config. Difference is slight but seenable. Unbinarised version avaiable now too. Try it and tell me if playability increased/decreased. Binarised version Unbinarised version
  5. kuIoodporny

    big cities in game2

    Cities as Praha? Warsaw? Moscow? Berlin? else? depends on island size.
  6. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    OK returning honors   I was after an bad day and didn't took a look at some facts. First - AK's kickback in short bursts is not so difficult to fight up for good trained ad strong soldiers, no matter it's not balanced as M16. Think about what would Russian soldier do with M16 ^^ Second - AK47 bullets are much heavier than AK74 & M16 ones. So they have less harm from external conditions (exactly the same way as Mosin Nagant muzzle is more accurrate). AK47 barrel is heating quicker so if you fire all 30 rounds at once, the last ones will fall close to you on the ground. Third - my dad & his colleagues were trained for AK shooting for 10 months, and most of them were good shooters. No mean of sniping - they knew exactly how far the target is, and had their very own rifles so they could shoot the best they could. Some soldiers didn't saw the targets  Anyway, shooting accurate over 200-300 meters is very rare in battlefield - and it was extremely unusual that they shot profiles from that high distance. It happened only few times, as the weather was good. And the last - if my dad is not mistaken, his rifle has good aiming instruments - he could aim at 500 meters precisely, maybe because it was produced in Poland  Sorry for my inaccurate thinking last day ^^ edit: all my family has sharp eyes edit2: old AK has weaker kickback than AKM... maybe there's a problem?
  7. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    My dad knows what is he saying about more than you   First - he fired AK and RPD at immobile camouflaged human profiles in variable poses from something about 400 - 500 meters in small wind, small humidity and cold conditions - it happened only three times during his duty. When wind was stronger (as usually), soldiers trained firing at lower distances (100-200 meters). Second - his team has to use AK in basic artilerry training (instead of expensive cannon bullets) - shooting to moving fake tanks, below 600 meters - it is accurate enough in single shots (cold barrel!. One question - have you ever fired AK rifle? Don't think so. Â
  8. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Finally asked guy who was in army  I'll change my opinion about hitting soldiers up to 500 meters... My dad has had duty in Polish Army artillery unit in 1960's and he said that it's no problem to hit standing soldier as far as 400-500 meters by AK-47 / Degtarev (he was team leader and he was trained to use both AK & RPD) with 8 rounds (3 x burst) and 50% accuracy is normal. So I think that AI should have the same statistics - easy to shoot standing target at the same level with second/third round, but worse when shooting far moving/lying targets. edit: Of course, bullets fall with 10 m/s^2 acceleration... in real life aiming is more difficult than in OFP. Why don't do this?
  9. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    On thunderbird84's desktop he's still working on it.
  10. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    OK. I'll try to remind it myself... - AI accuracy decreased a bit (but still dangerous) - GAU-8 & Yak-B animperiod fixed - NSV dispersion 0.008, Yak-B 0.01 (they're mounted MG's) - Yak-B firing rate increased - Instruments fixed:  - KLR 250 speedometer - Ural-375 speedometer  - BMP-3, BMP-1 (Resistance) & BMP Ambulance speedometer & RPM  - Su-27 RPM (as the only that was previously in config ^^ I'll try to enable the rest)  - Mi-24 watch & variometer (vertical speed) - Now default units are: NATO soldier, Russian soldier & Resistance soldier (previously - Rifleman - M4a1/AK74m / Soldier - Sa 58) don't know how to fix it with no hurt.  - config is fully compatible with the original FFUR 2006 2.0 - no problems on KaoS FFURCTI server it increases realism on your machine only. I wait for incoming patch. Â
  11. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Just repaired another indicator: BMP's speedometer & rpm (on BMP-2 itself osa_speed & osa_rpm are inserted vertically   it's fix for BMP-3, BMP-1(res) and ambulance) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=-230; [was -320] min=0; max="100 / 3.6"; [was 40 / 3.6] }; class IndicatorRPM { selection="ukaz_rpm"; axis="osa_rpm"; angle=-320; [was -230] min=0; max=1; }; Edit: Here's my binarised config file for FFUR. It contains huge amount of repairs: CLICK!
  12. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Exactly - I love Battlefield 1985 where I place satchels under flag ^^ M1 incoming... BANG! Ticking clock would disrupt gameplay... or force enemies to find the guy with detonator. Maybe enable ticking when timer is set?
  13. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Yup - finally repaired these clocks in config.cpp  KLR 250 speedometer <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=-280; [was 280] reversed=1; [was 0] min=0; max="140 / 3.6"; }; Ural 375 RPM <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorRPM { selection="ukaz_rpm"; axis="osa_rpm"; angle=-190; [was -280] min="0"; max=1; }; }; Su-27 RPM <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class IndicatorRPM { selection="rpm"; axis="osa_rpm"; angle=-360; [was 360] min=0; max=1; [was 360 - 3600% of power :D commies] reversed=1; }; Mi-24 variometer <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorVertSpeed { selection = "vert_speed"; axis = "osa_vert_speed"; angle = -360; [was... er I forgot] min = -35; max = 35; }; Mi-24 watch <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorWatch { hour = "hodinova"; minute = "minutova"; axis = "osa_time"; reversed = 1; [was 0 - counterclockwise :D ] }; Edit: why do clocks on radio & building don't work?
  14. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Hmmm. I would be pleased if you don't get rid of exploding aircrafts... I've just played MP game (FFURCTI) and no additional lag was visible when my Su-39 hit the ground! In the same situation without deletevehicling, aircraft rolling down the hill would lag out. Server carried your effect out with no problems. I have 128 bit ADSL so I'm very concerned about lags made by unnecesary bodies/wrecks.
  15. kuIoodporny

    Game physics

    Again I don't know where to place that idea. I think that it's not fresh - but very important: soldiers in cargo should be able to use their weapons. No longer defenseless opened trucks! I know that it'll make another Call of Duty, but... it's realistic. Only dispersion should be increased when shooting from cargo. More - soldiers'll have to get into firing position and be able to reload when sitting down anytime.
  16. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    FFUR_RGO - russian FFUR_M67 - US grenade NVGoggles - wysiwyg explore config.cpp Â
  17. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    just turn radar on ^^
  18. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    I've just made new cursor for FFUR 2006. Link is here: CLICK! It's between 2 and 0: How to? UnPBO ffur_fx.pbo, replace old cursor with mine and MakePBO
  19. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Hmmm... one thing. There's an irritating issue with aircraft explosion script - it destroys camera so cutscenes end unexpectably when plane hits the ground. Example - CWC A-10 mission outro, in which A-10 explodes... and since that we see only russian soldier (marked as player). I believe that there's a solution that'll allow both exploding & deleting aircrafts and no harm on camera.
  20. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    i never play mp so cant help ya there srry No problem, guy ^^ it's not your fault
  21. kuIoodporny

    Optimal Settings...

    I had to buy something worth maximum 20$... I'll buy Radeon 9800SE (256 bit version of course) All-In-Wonder.
  22. kuIoodporny

    Optimal Settings...

    OMG... OFP has to work on 128 MB machines... I have 512 MB & 1.5 GHz Athlon XP & GF2MX400. Why some addonmakers use .paa almost everywhere? For example 1965 pickup - 2048x2048 .paa intransparent texture. My MX400 has bad working Z(W)-Buffer and four burning pickups make slideshow on Desert island.
  23. kuIoodporny

    FFUR 2006 2.0 Total conversion pack

    Interesting... but it's on MP briefing? There is an error with resource.cpp!
  24. kuIoodporny

    Optimal Settings...

    Postprocessing effect uses CPU most, not GFX card. You should reduce postprocessing effect in DXDLL configuration. Anyway its very weird I wonder if I have your PC
  25. I've finally decided to publish my problem. I have GF2 MX400 graphics card, and in 16 bit color modes shadows, object edges and half-transparent textures appear like that: Due to this I play with disabled shadows. In 32 bit modes this bug don't appear, but I get ~10 fps. It happened suddenly - after coming back from holiday I found out OFP drawing spoiled shadows. I've checked out 12 drivers, 3 DirectX's, AGP & D3D settings... and problem is still unsolved. I know only that problem lies exactly in graphics subsystem of my PC. Does anybody know something about this one?
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