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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 (Lord Ryan @ Nov. 09 2002,15:03)</td></tr><tr><td id="QUOTE">Hello,

    Its very hard to land a chopper (for me) at a certain point,thats if i get to land it (lol)

    any tips to land it properly and easily without using autohover??

    and why to choppers loose altitude when accelerating??

    thanks for answer<span id='postcolor'>

    It's been a while since the last time I flew with keyboard (as you assumedly do) but here are a few guidelines for landing the chopper in general.

    Answering to your last question first helps to understand the force that keeps the chopper in the air. You lose altitude when accelerating because some of the lift force your rotor is generating is directed forward to accelerate your chopper. In real life it's not this straightforward, but bear in mind that you control the amount of thrust with your collective (Q and Z -buttons) and you set the direction of that thrust vector with your cyclic (W,S,D,A buttons or mouse, whichever you are using). When you push the cyclic to accelerate (tilt the rotor forward, that is) the direction of the lift vector will change from vertical transferring some of the force to the horizontal component, thus making the amount of vertical component to decrease and making you lose altitude.

    So, keeping this in mind, when you approach the landing zone and decelerate, remember that your chopper will climb if you don't touch the collective (some of the kinetic energy will transform into potential energy). Usually this results in a too high approach position from which you can't see the landing zone well enough. So lower your collective (press Z) when you are decelerating so you don't gain too much altitude.

    You should not land totally vertically, but in a shallow glide so you can keep your eye on the landing zone at all times. Make sure that your speed is not too high while your are in this "glide". Try to keep it under 50 km/h, preferably less if you are not familiar executing the landing flare just before touchdown.

    One more point: When I used to fly more without a joystick I noticed that it's easier to land using the keyboard as the cyclic rather than the mouse. At other times it's often better to use the mouse, it helps with aiming in gunships.


  2. The poor resolution of any monitor (compared to real life vision) causes the same problem that exists in almost every 3d-game. This becomes a true issue in flight simulators such as Falcon 4.0.

    It's far easier to successfully identify distant targets in real life. That's why game developers have implemented some "viewing aids" to games, like labels and such. Too bad the labels in OFP can be exploited too easily and they work at an unrealistic range, so using them pretty much kills the fun. A workaround would be to add some more variation to the uniforms. It would affect the realism, though, since uniforms are quite realistically modelled, but it would make it easier to identify friends and foes.


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 26 2002,15:03)</td></tr><tr><td id="QUOTE">One extra point - I wonder if one can preload a Drop command into memory now with v1.85 (to eliminate the delay for file access)? Dunno, but I gotta try this I guess.<span id='postcolor'>

    The same goes with the CreateUnit command which I'm using quite extensively in a mission involving dynamic assassination targets. Those annoying delays are keeping me from progressing in the project confused.gif


  4. Well, basically you have to monitor the fuel level of the chopper with an @-condition, so that the trigger activates when the fuel level raises to 1 (full tank).

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;At first the chopper lies with the engines off and tanks full so we don't want the trigger to activate at this point.

    @(fuel MyChopper < 1)

    ;Now the chopper should have started it's engine

    ;So now we just wait till it gets refueled

    @(fuel MyChopper == 1)

    hint "The chopper was just refueled";

    <span id='postcolor'>

    Quite simple.

    edit: well, you could do this without a script by making a repeated trigger, in condition field you put "fuel myChopper == 1" so it'll have the same effect, but I'd rather use scripts since they are easier to manage and you can customize them as you wish.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Oct. 25 2002,16:17)</td></tr><tr><td id="QUOTE">For those that want a clearer description of Prosphere:

    Prosphere allows you to map custom keys to user made scripts.<span id='postcolor'>

    You're a master of understatement, Denoir! wink.gif

    ProSphere is not just another push-this trigger-that script. It allows you to get stepless control over pseudo-analogic axes with easily configurable re-centering "springs". The ease of use and the forementioned configurability are the features making this script stand out.


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Oct. 22 2002,17:31)</td></tr><tr><td id="QUOTE">Hey!  So now I know the stupid cannon principles & I learned it in a much funner way!!  They need OFP in the classrooms!<span id='postcolor'>

    You're absolutely right, Doolittle. I couldn't care less about Euler's theorems in maths, but once I learned you can actually rotate 3d-velocity vectors in OFP with those I decided to give it a second chance, dig out my book and study it once again smile.gif


  7. Currently I'm doing such a mission which is very similar to Bn880's Working Mission Nogova,the only difference being that it's more action-oriented. It has dynamic assassination-missions (in addition to a regular day-job in an office or taxi-driving missions wink.gif ). It involves money, buying weapons, stealing and selling cars, and running away from the cops etc. It's still months away from being ready but all the basic stuff is already implemented.


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (160th(SOAR)LoNeWoLF @ Oct. 19 2002,20:14)</td></tr><tr><td id="QUOTE">this setpos[(getpos this select 0),(getpos this select 1),7] - LoL but wtf does this all mean?<span id='postcolor'>

    SetPos takes an array with 3 numbers: the x- and y-coordinates and the z-coordinate (height).

    A sample setpos command with plain figures would be: this setpos [2000,3000,5] which would move the unit/object to coordinates x=2000 y=3000 and 5 metres above the ground.

    GetPos returns a similar array. For example, typing in the init field:

    myCoordinates = getpos this

    would get the 3 coordinates of the object and save them in an array variable called myCoordinates. Now, if you want to handle a specific coordinate separately you can do it by using separating it with the select-keyword:

    xCoord = getpos this select 0

    yCoord = getpos this select 1

    height = getpos this select 2

    In your example,

    this setpos[(getpos this select 0),(getpos this select 1),7]

    the setpos command doesn't move the unit in the x-y plane at all but raises it 7 metres up from the sea level.


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Oct. 18 2002,21:48)</td></tr><tr><td id="QUOTE">i think that crosshair is supposed to simulate the humans ability to tell where he is aiming his weapon without looking through the optics.<span id='postcolor'>

    Spot on. That's why the crosshair is a bit off compared to the iron sight. However, it's a shame the crosshair offset is fixed, I'd like to see some randomness so it wouldn't be that easy to do headshots by memorizing the correct aiming point.

    I surely can do a snapshot with a real rifle more accurately than in OFP without the crosshair. That's why I keep the crosshair on.


  10. There is a problem with bridges that comes from tides and waves. As you know, altitude is not absolute altitude but rather relative altitude which varies according to the ground elevation.

    I have noticed this applies to water, too. Waves (and long-term tides) make the water surface go up and down periodically. Unfortunately this seems to change the 0-altitude point as well along with the waves.

    Even if you setpos the bridge at the beginning of the mission, the water level seems to be vary with every restart, so this "bug" or "feature" (take your pick) is clearly visible.

    A workaround would be to use the z-value of the adjacent bridge as the z-value of the setPos'ed bridge. That way their elevations align perfectly.


  11. It affects directly to the polygon count of the objects. More polygons = more detailed figures.

    If you want maximum quality you should put the slider all the way to the right. The smaller the number the larger the amount of fractions the polygons are divided into.


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Viriato @ Oct. 17 2002,19:41)</td></tr><tr><td id="QUOTE">Spitfire:

    What will be the final mode of control the VS/TOL phase of the plane with your script? It will be via keyboard or via actions menu as now?<span id='postcolor'>

    If Prospero's ProSphere can do even half of what he is promising, I'll definitely make it use keyboard as the controller  biggrin.gif


  13. That modulus is probably the only way to round numbers.

    The only way to get random integer numbers would be:

    number = Random (1000);

    roundednumber = number - (number % 1);

    This is not perfect, as you said. Cropping decimals is not rounding. So you'll have to a third line:

    ?(number & 1) >= 0.5 : roundednumber = roundednumber + 1;

    If I'm not mistaken, this kind of rounding works as it should. I'm using this in a script of mine but actually I haven't truly tested if it gives the correct output wink.gif


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Oct. 16 2002,01:13)</td></tr><tr><td id="QUOTE">COuld you make a version with out the addons.<span id='postcolor'>

    Actually it doesn't need any addons. I just scrolled through the mission.sqm and realized that it had some "left-overs" in the addons-department so the game thought it needs the addons. Now there is an addon-free mission-file.

    @Doolittle:

    Sure, it's possible to simulate faster fuel consumption in the script. It can be added to future versions.


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 15 2002,22:33)</td></tr><tr><td id="QUOTE">It's embarrassingly simple. When you see it, you'll kick yourself. I don't mean to be a tease, but I just want to get it as good as possible before releasing it.

    It's simply a script, well, set of scripts. It is not a hack.<span id='postcolor'>

    You sure have a way to make it sound like an exe-hack wink.gif

    I should be studying for an exam right now and currently all I can do is to think how you have done it. wink.gif

    So it's your fault if I don't pass the exam. tounge.gif


  16. OK, I just released another version of the VTOL script.

    News: the plane ain't stallin' no more!  wink.gif  Now you can land it at zero-velocity. The side-effect is that when you take off, your pitch and roll instantly level off with the horizon, and they keep "glued" there until your speed goes past 10km/h. It happens the other way round: when you slow down to speeds less than 10, the same thing occurs. The motion may look a bit abrupt if your pitch or roll is at high angles when you approach the speed limit. However, now it's whole lot easier to land without stalling.

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