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Spitfire

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Posts posted by Spitfire


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (David Shipley @ Jan. 06 2003,01:53)</td></tr><tr><td id="QUOTE">It still doesn't work right in the game. "Nine" equals "One." "Danger" means "Stay Alert." It won't even understand "Five..." except one time, where it understood it as "Fire!"

    P.S. I used to have Game Commander, and never had these problems -- in a way, it 'pays' to pay money.<span id='postcolor'>

    That's funny. My experiences are just the opposite - Shoot very rarely makes mistakes compared to GC.

    Have you tried configuring the sensitivity of the SAPI speech engine? You may have set the sensitivity setting too high so it responds very quickly but misinterprets more often.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 02 2003,10:14)</td></tr><tr><td id="QUOTE">Thanks to almost 2 years of OFP forums participation wow.gif, I made a mental note a long time ago to avoid any box with VIA chipsets and to think three times before purchasing a Creative sound card.<span id='postcolor'>

    Nah, VIA is good if you're prepared to spend half of your spare time to troubleshoot it so that it works... and the other half treating your ulcer wink.gif


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (taly01 @ Jan. 01 2003,12:28)</td></tr><tr><td id="QUOTE">Then in the Airborne mission of OF it just refused to play all the way through.. after considering throwing my machine out the window i did a big internet search and found the PCIlatency patch.  This actually helped my machine in everything and OF is finally 100% stable (still needs 8mb aperture)

    Weird thing is some other games need 64+ aperture else THEY crash Arrgghhh<span id='postcolor'>

    You shouldn't need the PCI latency -patch if you have the latest BIOS and up to date 4-in-1 drivers. That latency tweak is old and it was a temporary solution to the chipset problems, but some say that it should not be used with the latest 4-in-1's anymore.

    What comes to your aperture size solution, that sounds a bit weird. How much RAM do you have? If you don't have too much of it, keeping the aperture size at a rather small value is advisable. In practice, aperture size means the amount of system memory the AGP card is allowed to use to increase its texture memory capacity. In theory it shouldn't hurt to keep it at 64 or 128 if you have 256 or more memory. It doesn't automatically reserve the memory for the graphics card, but uses the memory only if it needs to. Causing the machine to crash if the aperture size is not set on 8MB sound quite weird. But, then again, it's VIA and everything is possible... wink.gif


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kermit @ Dec. 17 2002,11:03)</td></tr><tr><td id="QUOTE">Tell me the what the function of the keys you are talking about is when you are playing as a soldier.  Are they the sidestep keys, or what?  <span id='postcolor'>

    They turn the soldier. They're labelled as "turn left" and "turn right" in control preferences. And they also work the rudder pedals xmas.gif


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kermit @ Dec. 16 2002,11:28)</td></tr><tr><td id="QUOTE">Spitfire, if you are talking about the two keys that when walking on the ground make you sidestep, then I am almost sure that is incorrect.  The keys that make you sidestep, I think, do the same thing that moving the joystick left and right does, rather than what moving the pedals does.  Let me go check.<span id='postcolor'>

    Nope. X and C, not A and D.

    But if you even have a joystick plugged and it's sending some irregular spikes to the gameport, it'll disable the X and C -keys so it's impossible to use them.


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kermit @ Dec. 15 2002,07:35)</td></tr><tr><td id="QUOTE">Everyone in this thread keeps referring to the "rudder keys."  As far as I know, you cannot control the rudder with the keys.  Am I wrong?<span id='postcolor'>

    You can, using the X and C, but not while using the joystick. (and it's a bummer). Someone at BIS must've assumed that if you have a joystick you will automaticly own rudder pedals, too. wink.gif The rudder keys work only if you fly with mouse and keyboard.


  7. As far as I'm aware of, N1-value is the gas generator speed of the turbine, and it has little to do with the final RPM of the rotor itself. N1-value is a good measure for the output power of the engine, which is directed to the rotor via transmission. Increasing rotor blade angle increases air resistance of the blade thus requiring more power from the turbine to keep the RPM at constant 100% of the desireable value.

    It works pretty much the same way as the constant speed propellers of modern piston engine airplanes. In those, the power is measured bythe manifold pressure and not the RPM.


  8. Well, FAT32 system which Win98 uses keeps two copies of  the file allocation table in case the first table corrupts. Sometimes it may corrupt when you have to do a hard reset and the OS doesn't have enough time to update the FAT and write the data correctly. I bet you could've retrieved your data by running Scandisk afterwards from a bootable diskette. Scandisk can compare the different copies of FAT and replaces it with the working copy if the other one fails.

    Other than that, I can't say what's wrong with your system.


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kermit @ Dec. 09 2002,12:50)</td></tr><tr><td id="QUOTE">I thank you, Spitfire.  That was a very informative post.  However, I must ask one question.  Your post has put doubt in me about my perceived definition of collective.  I thought that "lowering the collective" is the same as decreasing the power.  If it isn't so, then what exactly is collective, and how do you lower it in Operation Flashpoint?  Do you merely press the move down key or throttle down if you have a joystick?  <span id='postcolor'>

    Collective controls the angles of the rotor blades, and the collective itself looks pretty much like a hand brake in cars. Pulling the collective causes the blades to "cut a bigger slice" of air, that is increasing the angle of attack between the blade and air, thus "increasing power" as you put it. Helicopter rotors spin with constant RPM which can be set by twisting the collective handle, but usually the RPM is set to max when in flight.

    I have a joystick and a throttle, so pulling the throttle back is like pulling the collective and increasing blade pitch, causing the chopper to rise. Pulling the collective is Q with keyboard and lowering it is Z, but I seriously think that doing autorotation landing with the keyboard is quite hard wink.gif

    The cyclic, on the other hand, is the stick which controls the angle of the whole plate assembly in which every rotor blade connects to. In effect, it tilts the rotor in direction you push the stick. So, the collective controls the amount of vertical force component that the blades produce, and using the cyclic you can direct some of that force to other directions in the so that the total force will be divided between the vertical z-component and horizontal x- and y-components. The force exerted on the x- and y-components makes the chopper move horizontally.

    What comes to your Longbow-experience, it simulates a fly-by-wire flight system which is normally on every modern gunship. Fly-by-wire in helicopters essentially try to keep the vertical force component steady regardless how you yank the cyclic, so you can pretty much control the altitude very precisely. Fly-by-wire also compensates for the torque effect which occurs when you pull the collective. Torque causes the chopper to spin to the opposite direction of the blade rotation, and without fly-by-wire system you have to compensate the movement by pressing the opposite pedal (usually the left pedal in American choppers where the rotor spins clockwise). Most commercial helicopters don't rely on fly-by-wire computer so that's the reason they require much pedal input while hovering.

    I hope this clears it up.


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Dec. 08 2002,14:28)</td></tr><tr><td id="QUOTE">Note that setDir keeps pitch and roll at 0. During use of "VTOL mode" flight, you will always remain level.<span id='postcolor'>

    That's exactly what my script currently does. However, the transition from free flight to VTOL is very abrupt if the pitch & roll is anything else than 0 when VTOL is engaged. Looks very bad but it's the only way to do it.

    Currently my VTOL script doesn't have a true thrust vectoring since before ProSphere it was nearly impossible to steplessly adjust the nozzles. Now I'm planning to implement this, though.


  11. I think that a crude autorotation IS modelled in OFP, though I've only managed to do it with the Apache.

    The stick controls indeed do cease to function when you shut down the engine, but if you have enough altitude and manage to get the helo to descent with a big AoA (belly first, that is) the rotor starts to spin again giving the controls back - provided that you have lowered your collective. The rotor speed keeps up as long as you keep the collective down and keep a steady descent rate. Now you can easily cushion the landing and watch the rotor slow down in the process.

    This behaviour is just like it's supposed to be in real life. Zero (or even negative) rotor blade angle with a deep descent rate and a high AoA gives the rotor extra kinetic energy which you can keep up during the descent.

    The effect in OFP is indeed very crude. Sometimes the rotor starts the autorotation spin and sometimes it does not. However I think someone at BIS has actually tried to model autorotation in some form.

    Try it out with the Apache.


  12. Sure, do whatever you like with it. You can even change the script if you wish.

    Integrating Prospero's ProSphere controller with the VTOL script has "delayed" a bit but I think I'll play around with the script as soon as I can get some spare time from studies.

    A VTOL-script done this way will never be perfect as long as BIS doesn't supply us with means to pitch and bank the aircraft within the script.


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (toadlife @ Dec. 03 2002,21:33)</td></tr><tr><td id="QUOTE">You could possibly use createvehicle to create an AA rocket and then use setvelcoity to send it up into the sky.<span id='postcolor'>

    I've been working on that already. I have a crude lead-pursuit algorithm which tracks the movement of the target and uses setvelocity to change the heading of the missile to pursuit the target. It never hits the target, though, but it's possible to simulate too. If I'll ever manage to finish the script I'll let you know what I've come up with.


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Dec. 03 2002,11:57)</td></tr><tr><td id="QUOTE">Another could be getheaddir and setheaddir wink.giftounge.gif<span id='postcolor'>

    Hmm, howzabout "obj setDir heading" and "getDir obj"?

    But what I truly wish for are the commands for setting pitch and bank of objects. That's the one major thing missing.


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Dec. 03 2002,11:57)</td></tr><tr><td id="QUOTE">Another could be getheaddir and setheaddir wink.giftounge.gif<span id='postcolor'>

    Hmm, howzabout "obj setDir heading" and "getDir obj"?

    But what I truly wish for are the commands for setting pitch and bank of objects. That's the one major thing missing.


  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R71 @ Nov. 22 2002,23:12)</td></tr><tr><td id="QUOTE">Did anyone else have a problem with the take off speed? I can get off ground at 160 with a stick, but with my mouse its closer to 200.<span id='postcolor'>

    I'd suggest that's because of the re-centering tendency of mouse controls.


  17. So, now all that we need is an "invisible" projectile that could be dropped on the object so it would give it that necessary start impact so we shouldn't need to use explosions.

    Hmm... how about a camcreated bullet or some other projectile? I think it's even possible to use setvelocity on it so it can be "shot" towards the object that needs the push.

    Ideas, ideas...

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