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furia

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Posts posted by furia


  1. Well I am sorry but I disagree with the chopper and planes exhausts and effects.

    Surely it is about the system used to run the game,howver wer have among us people with no high perfomance machines and they report no torubles with the FPS.

    We have played on a missions with at least 3 helos and 2 planes and no noticiable FPS reduction even on MP.

    I suggest people accomodate the game to their machines capabilities but considering that OFP is a 5 year old sim I am sure most of us have more than capable systems to run it even with max perfomance.

    Make sure you have the latest video driver and make sure the game settings are set according to this.

    I did a recent review of the settings and I have the game at almost MAX everything excetp ground quality that is on Normal and I suffer now FPS issues.

    FFUR is an improvement on the Old BIS game, surely if a feature makes the game unplayable or crashes then it should be removed but other new improvements should be left.

    If we start removing nice effects, animations and high quality add ons with high ressolution then it will not be FFUR.

    Otherwise we already have BIS OFP and we would need no FFUR wink_o.gif


  2. Quote[/b] ]Quote

    the over-accurate ai-fire is makes some missions unplayable - i.e. in missions with heli-insertion. i die many times beeing shot down in the transport helicopter and with me the half of the squad.

    It's hard to enjoy everyone, but we would probably decrease the AI abilities.

    Please do not decrease it too much. Now Coops are real challenges not shooting field day when a single Rambo killed 65 soldiers with his M-16 as was happening with the old AI on BIS.

    As you said it is hard to make happy everybody. For those who like easy Ai they can always play BIS Resistance.

    One of the most atractive things that FFUr offers now is a really chellenging AI. Challenging but not super, so if you playe carefully you can win missions, but you have to start showing respect to the AI.

    I am sure if you make a poll most people will ask for keep the AI this way. I will welcome.gif

    Other issue I have mentioned on past and I am not sure if this would be implemented on the patch is the tremendous differences btw the US Abrams and the T-80.

    On a one Abrams platoon vs T80 Platoon the outcome is always the whole T-80 team killed in a matter of seconds.

    Can you balance this a bit more?

    Will the Kiowa mast sight be fixed on this next patch?


  3. Basically having the possibility of Join in while in game all this is possible.

    Actually with actual OFP we could do so however there is something we have to work out now, either ourselbes or with BIS help to make this true and a fact and that is the only technical trouble we are facing so far.

    We need a way to ensure that the Game will not end when no humman players are on server as is happening now with OFP.

    Sorted this issue, the rest of possibilities are endless.

    We are already defining the bases of our squad universe, I will post more here onece we have a more solid concept but your ideas or suggestion or even a BIS note about the issue of the Join while game in progress and server continues even with no human players is all that we need to carry one now.!!! yay.gif


  4. I think the C-17 is a good idea. We need Assault transport planes.

    The trouble for the fast movers is that on MP theyr are usually a trouble creating lag and desyinc. I mean planes flying 1000 kn/h or more.

    They are nice on SP but on MP many times this end up messed.

    Dunno if AA will fix this, however I would still preffer, "slow airplanes" such the A-10 and Su-25 /39 and some transposrt aircraft to move troops and supplies or vehicles.

    For an infantry oriended Sim this makes more sense


  5. For those interested on FFUR 2006 activities and Multiplayer

    please vistit BIS OFP-Squads section

    The best way to discover if FFUR is working good is to massively MP it!!

    @ Thunderbird84

    Is final your recomendation to remove the Skypack from the FFUR install to avoid CTD?

    We love the Skypack but if your team says this could be the reason of the CTD we will remove it.


  6. may I request one more thing for this "virtual life", can we get the option to choose or change our camouflage, uniform, swimwear :P druing in-game?? smile_o.gif I want to wear my uniform, report to military base and switch to training suit and hit the track...

    no Im already going to phyciatrist regularly smile_o.gif

    Hey this is a very good idea.

    I am adding it to our list rofl.gif

    We are mostly aiming to have a Virtual enviroment to develope our squad activities, so we need an island that stays in "peace" where to have meetings, and traininig.

    In SWAF we give a lot of enpahis to train and we are happy to say we are one of the squads that provide members with very intensive and edicated training to be come good soldiers.

    For this reason we initially aim to have our island free of attacks but having another nearby island populated by enemy.

    Now that you mention resistance, we may explore the possibility of having a resistance inside the OPFOR island.

    We have to see how the autonomus life scripts allow us to run the OPFOR.

    Somebody mentioned linking two different servers. I do not know id this is possible but if it will be, that would be the most incredible revolution on Virtual gamming since the computer was invented.

    Imagine that each different squad have its virtual world and run it on a dedicated server as we plan to do.

    Linking this twoo servers will allow to initiate a war btw the two worlds each side with its won island and units on a persistane enviroment.

    Well would be incredible.

    However turning back to our project one of the things that I amst concerned is to ensure continuity to the OPFOR Ai so no matter what they can run autonomously and o their own on a smart way, patrolling and defending their island and if they loose units or vehicles they replace them in due time and again they deploye those properly and autonomusly.

    One of the most important things that I also read here is the "save" feature. Surely a need in case we have to make modification to the map we would have to stop the server thus loosing all the progress done on the virtual "life".

    A save feature will not only allow this stop but also that in case of the server crash that the dat is not totally lost.

    This is something we have to explore in detail.

    We are also thinking about adding one Character as civilian that have a Console to control some events via scripst, kind of Virtual World God that while inside game can trigger events, and activate scripts to make extra things happen.

    Keep flooding your ideas an oppinion they are very valuable and welcomed to develope this project.


  7. Gentlemen for those of you that are enjoying FFUR 2006 I want to announce that SWAF is running 3  dedicated servers with it.

    Currently we keep the other two for exclusive use of our members but we have one open for public so you can come and join our games.

    We request you follow the server rules that are basically the same than any other squad.

    The server ip is:  swafserver.seawolves.org Port 2312

    We are already enjoying this excellent mod and our squad has adopted it fully on our games and servers.

    You are welcomed to come and have fun on our server!


  8. Is there a patch released for FFUR2006 or something else? I get a "Bad version" message when I want to join SWAF FFUR Server.

    Sorry this is our side mistake. we have placed a filter on server to allow only players with FFUR 2006 join because we have it publi however we have forgot to remove some of the Mod path folders on the exe so you do not have the SWAF Mod thus you cannot join. we are about to fix this so try in one hour


  9. I do not think the want to aim for mid summer for release. this are simply not good selling time when most of the people on the beach or travelling in hollydays.

    So say either before summertime or after that.

    I also hope they release a playable demo, that is what it gote me addicted to OFP since June 2001. Lol I just realized I am on this forums since August 2001  welcome.gif

    Anyway, the very important thing is that they teake their time and make a bug free release and we do not repeat the experience of the first 6 months of 2001 where having an MP game of 3 people was an odysea and game crashed every 5 minutes.

    Lets wait for a really stable and bug free base game so the comunity can "tunne it" later.

    Anyway BIS is surely mgoing to make big cash this time because OFP comunity would move in mass to buy the new game!!

    So please BIS do it right this time!!


  10. Regarding the Rocktes explosions from helicopters and planes let me tell you they ressemble more to the actual ones than the old ones.

    I am helicopter pilot on rel life and let me tell that when you are flying, with helmet, inside a helicopter cockpit designed to reduce at max the noise the crew receive inside, with the wind and most impostant the engines and rotors, you really hear not much explosion or external sounds.

    If you are very near to the rockt impact area lets say 600 mts, you hear it by quite muffled, if you are much closer, lol you should not be there or you will eat all the debris of your own explosion hehe.

    Actually you hear better the rockets launch from your helo than the explosion of them 1 km away.

    Anyway explosions are not like the actual "POP" on FFUR but like a more distant and muffled explosion, but I can live with this nicely  welcome.gif

    I was hopping that the inclusion of the Mi-8 from OWP would mean the totality of their excellent full pack.

    I have flown the Mi-8 on real life and I really find amazing the really well reproduced add on and its flying charcteristics and well as cockpit layout. LOL it brings old memories to me evevery time I get into one of those.

    That pack really add a lot on the helos capabilities with their Fast rope and Winch capabilities. A pity FFUR only includes one model but without scripts.

    I have also detected that on the LSD ship, if you select to be Driver, you get into a strange screen where you can see nothing making imposible to effectively drive the ship, however in the other hand, if you select move in back, you get a normal view and possition.

    Great job gentlemen. the 90000 DL in 24 hours surely means the best show the comunity can give to your excellent work.

    LOL I am sure many publishers would be aoustunded now thinking how they could manage to sell 90000 copies of a game in 24 hours.

    Quality pays off.!!

    Bravo Zulu.FFUR team  welcome.gif


  11. Regratding the mast sight bug reported on the FFUR 2006 Kiowa, I am also experiencing exactlly the same using the BAS Kiowa inside FFUR.

    I have tried other helicopters like the Cobra or the Kamov and they worl nice, although the Kamov Gunner sight is a bit strange.

    So I guess the issue is something about masts sights.

    It is curious however that the FFUR 2005 Kiowa was working nicely, actually it was the best kiowa I have flown in OFP so far and the mast sight have really range as it should be.

    I have noticed regarding to gameplay that a Platoon of T-80 have really nothing to do against a platoon of M1 Abrams.

    I have tired severla combinations even reinforcing the T-80 with a BMP-3 and in all cases the Russians got wiped out with not a single casualty of the Abrams. Not sure if realistic whistle.gif

    Anyway, once againg THANK YOU!!!!!!


  12. LOL I said Spec Ops first because one of the mission for those units is infiltration and intelligence gathering not just strikes, but seccond because It was juts an example.

    POssibilities are unlimited.

    I want to say many of the idea I ams eeing here are really useful and cosntructive.

    Yes we aim to have an Enemy Ai universe where AI run their own life on their island but that they ca react to our attack. I do not think we can do a script that AI organice an assault on our island by their own in a coordinated way. I guess this is too complex if we want it to be realistic, but IU believe they can do good defending their own island and moving troops there to counter our attacks.

    If for instance we disembark on the south of the island the AI commander send his troops to the South to reinforce his defenses and generate helicopters sorties to provide AI CAS.

    We can have those satelites although I have not seen a satelite add on on OFP yet although we had a nice Unmanned vehicle to make reconeisance that I remember.

    As I said the main goal is creat such an AI universe that runs effectively aoutonomous so we do not have to interview every time on their actions thus runinig the susprise of the attack.

    Also we have to generate a good economy control so lets say each side we have 3 factories, one for tanks, one for aircraft and other for other stuff. Lets say the plane factory produces one plane every week. So if on one battle our side loses 3 planes, it will take us 3 weeks to recovere them all thus forcing us to be on the defensive during that time. Same goes for the Enemy AI.

    We can place of course limits to the maximum number of planes a side can have.

    Same goes to the troops replacement, so new created soldier have a very los skill level and they need one month to train to be combat ready.

    So to replace an Spec Ops an infantry soldier needs at least 3 months of experience.

    Well, I am already working to give shape to this project and make it true so I welcome very much all your ideas and imputs.

    welcome.gif


  13. Yes this can be a really FFUR weekend!!!!!

    If the FFUR 2006 is stable SWAF we will have a capable and dedicated public server running it.

    We already have one with FFUR 2005 but for internal testing purposes.

    We have great hopes for FFUR 2006 and if it turn out as we expect we will adopt it as our squad mod and one of our dedicated servers will run it as public server.

    welcome.gif


  14. Hi Espectro, you are right, we do have the right people here to make it happen.

    We are already exploring the possibility of dynamic weather accordinmg to Real world data and the most interesting is the creation of an Enemy Ai paralele Universe.

    We still have to see the possibilities of the game regarding MP stability and number of units it can handle. Probably we cannot have a universe with 1000 ai running, we have to see.

    However other idea to make this even more interesting if we could script it would be to have as I said an enemy island of mid size were enemy did their own life, they build slowly more weapons and train its troops and grow up.

    And of course we will have no clue what is going on on enemy island unless we sens some spec ops to investigate.

    The enemy Ai would be really AI, totally aoutonomus, scripted to react to any attck and defend their island.

    Since they will be growing up on strenght with time SWAF will be forced to attack them from time to time to prevent they became so trong we can never defeat them.

    LOL it like having HAL 2000 on our island, you never kow what the enemy ai will do.

    So imagine we want to know how many tanks and helos they have so we have to insert Spec Op team to discover it and nobody knows what they will find there.

    We can decide to attack their island from time to time and maybe hold some part of it, but of course it would be really hard to take the island away from the Enemy Ai since they will be on their home.

    So if we want to attack with tanks we have to tranbsport them with ships, no magic respwan.

    Of course sciprting the enemy AI would be a master piece work but I am confident we have the really skilled people for this.

    If properly done the enemy AI would have their own universe and they will also respawn (more likely replace the lost unit in due time) and build vehicles.

    But for instance if SWAF can bomb and destroy their factory, their vehicle production would be stopped or slowed.

    Well this is just some of more ideas I am running on my head now.

    So we have the right people and the ideas so lets just hope that MP is stable enough for this and allows this persistent universe.

    This project is designed to give our squad SWAF a virtual place to have a virtual life.

    As Espectro sya we will like to try to give each soldier on a unique ID that it corrspeond to an actual ID of each of our members, so each soldier have its own slot.

    This project was started long ago with the OFP limitation on an island called Homeland, made by Berghoff one of our very talented members, however there we had no join while in game thus the possibilities were greatly reduced.

    Now we can aim for a really virtual world, 24 hours a day.

    And if we can manage properly, create a smart and self developing AI that grow up and take care of the defense of its island.

    So after some time, we really have no clue what is going on on the enemey island abd it will be adaption to the battles outcomes. Since we also want this scenario for our normal peacetime life, that is training, meetings and so, the enemy AI will be doing their own life on their island on the meantime.

    SWAF will be attacking from time to time, sending Spec ops units to gather intelligence to know what the AI is doing and deciding if it is worth to attack and where.

    If the AI is really smart like the one on FFUR, this can be a real challenge and a very virtual experience.

    More to follow.... thumbs-up.gif


  15. Well the idea basically is based on the possibility of joining a map at any moment. This itself creates the possibility of a permanent universe since the map does not have to end to allow new players to get in and the map can run for months.

    A properly made map can be a really dinamic enviroment.

    Today I was discussing with some of our squad memebrs about the possibility of crating even a train and bus connection btw the main cities so people wanting to travel to the other city can take a train that stop on the station every 10 minutes for instance.

    Or an AI Airline connection btw two islands.

    Possibilities seem to be almost unlimited if the join in game feature is really as announced, which I hope.

    notworthy.gif


  16. Since Armed Assault will be as well an Infantry oriented sim, we do need aircraft that can support Infantry.

    We really do not need super fighters but mud movers.

    We also need Ariplanes that can supprot the Infantry Operations with parachute loads and transporting vehicles.

    Aircrafts like the BAS MH-47 that can carry stuff or the C-130 or the incredible Mi26.

    All those already reporduced on OFP through Mods can really support the Infatry by transportung stuff like vehicles, ammo crates and so.

    I would really like to see those implemented this way.

    However as it was already mentioned the AC-130 is alsmot a must. This is a plane that is properly modelled can add an incredible support to the ground troops and make very exciting missions.

    On my humble oppinion, having the AC-130 gives more options and fun that having 3 super fighters models.


  17. I am already considering a project for my squad about creating a permanent Persistent Universe for us.

    Since Armed Assault is supposed to allow players to join anytime, my idea is to create a specific island for our squad (We do have extremely skilled island creator among us wink_o.gif ) and have there our 24 hours a day running world.

    We will have our squad soildiers on different bases representing the actual structure of our Battalion.

    So far we do have 3 dedicated servers for our Squad and the idea is having one running permanently the same map that would be a Island World created by ourselves. This will give us a place to have a real virtual life as squad.

    We do place great enphasis on training and other activities so our gould would be that anybody can join anytime do its training (usually a platoon training) and leave when need. Maybe on the other side of the island there will be another platoon also training.

    If this works as advertised, that would be also an excellent way to have meetings and many other activities on a real virtual way.

    I would like to know if the actula join in game feature will aloow this and if provided we do have a dedicated server running permanently the same map it will allow always people joining at any time on a permanent way.

    We have already many ideas about this permament Universe but we do need to know a bit more about the "MP possibilities of Armed Assault"

    Any of you know more about this issue?


  18. This airplane textures and finished touches look real good.

    However I cannot use it on my daily gameplay because it is a WWII units and we use actual units on our server.

    Anyway the author deserves to be congratulated for a really artist touch on this one. welcome.gif


  19. Oh... No...  sad_o.gif  confused_o.gif

    So the MP config will not replace vehicles?  huh.gif  

    This is terrible news for my squad and I  sad_o.gif

    You do not have to worry Shashman, Thunderbird already clarified this issue.

    for our dedicated server we use the clasic FFUR 2006 configuration that includes all the effects and vehicles

    Thunderbird84 said

    Quote[/b] ]You are the welcome, just make sure you won't use the mp config for your dedicated server, just keep the use of the classical one that would be included by default.

    The MP config (Replaces Only weapons, soldiers and some effects) that would be available is especially intended to players, and it can be used in any server as long as it's an Operation Flashpoint Resistance Server.

    So we will use the clasical config on SWAF server.

    The way I understood is that the MP config is to allow you to play in servers with that FFUR file even if you do not have FFUR installed or vice versa that is allow gameplay btw FFUR and non FFUR players.

    SWAF will go for full FFUR 2006 yay.gif


  20. Our Squad SWAF have set up a dedicated server with FFUR 2005 and yes we know it is not considered MP Compatible yet, but works real fine most of the time.

    We plan to have FFUR 2006 as our main Mod in our dedicated server so we are looking to it very eaguerly.

    I would like to report here some isses we are observing on the MP use of FFUR 2005. Although you probably have noticed yet but since we are playing daily with it and that FFUR 2006 would be played extensively on MP I thought it was worth reporting them.

    One issue is that when you fire to some human player if you fire fast some bullets on him, on the fraction of time he is dying the screen message reports this guy killed 2 or 3 times by the same guy.

    We belive it has to do with the number of bullets the soldier receive "while is dying". If you just fire 1 bullet, it is just 1 killied message but if it is a burst or in automatic fire, the message can happen 2, 3 or even 4 times.

    We have tested this with players averaging a ping between 20 and 100ms and our server is a capable T-2 one.

    Another thing we have seen is that sometimes we  suffer some sound trouble that is that sudenly we get no sound  on the game. I do use a Sound Blaster 5.1. I believe I even crashed the computer full one time.

    I also want to tell you we are also using on your MOD Add On folder some of the latest add on such the new MI-8 and Mi-26 and they work pretty good.

    However I have had some troubles installing the new T-80 pack as well.

    Want to thank you for your excellent MOD . We are looking forward for FFUR 2006. smile_o.gif

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