Jump to content

b101_uk

Member
  • Content Count

    273
  • Joined

  • Last visited

  • Medals

Everything posted by b101_uk

  1. b101_uk

    Funny & interesting videos

    That is a military test facility/track if I recall, as I have seen the same parts in some smaller French and German National road rally championships so must be quite close to the French/German border but don’t know which side even though the cars are French
  2. so how did they renter the atmosphere then!!!!!!!!!!! :p Earth's gravitational Sphere of Influence extends well beyond the orbit of the moon, as it’s what helps keep the moon where it is or the moon would have gone flying off into space long before life was on earth. Largest spacecraft crew was Mir + STS-71, as Mir was still in space both before and after STS-71 arrived/left you would have to put Mir first. (was also at the time the largest effective spacecraft by docking the two together) or ISS, Soyuz TMA-14, Soyuz TMA-15, STS-127 with 13 people on 17 July 2009 The largest manned spacecraft is the ISS and NOT the Space Shuttle. i hardly think e.g. the "First three-man crew" can be held as anything like the first man/woman in space or the first men on the moon etc etc etc etc etc, what next are you going to claim the USA had the first man in space to fart.
  3. b101_uk

    Is The Mossad planning another USS Liberty

    It’s like the kettle calling the pot black the USA saying that of another country, or do as I say not as I do! Just another Walker much ado about nothing thread based on third-rate supposition from Chinese whispers from a country that likes to be seen to be clean but is far from it. ;)
  4. That’s a good thesis and example. I did investigate this for my precast concrete pipes, but as noted it rapidly becomes perversely costly geometry wise without including propagation across both visible & invisible/indirectly seen LOD’s or “lag†and like said is perhaps best suited to key small static areas of a larger modal – like e.g. locked/non opening door/s to gain access or like said specific area of a wall gain access to something. e.g. if 12 triangle wall become 400+ triangles, imagine if your modal is 500+ triangles for lod1 anyway your talking 10000+ triangles or more if its sectioned into components, you also run into problems with movable objects with many multiple components in contact with the ground causing weird effects with the physics engine like objects “vibrating†and thus moving across the ground or doing crazy things if time is speeded up, even default TKoH objects can do the same crazy things if time is speeded up or ropes attached or they are moved from their starting location or they are shot etc. So I am just making “ruins/wrecks†that just get swapped at X damage given its significantly cheaper geometry wise across all visible and indirect (e.g. shadow) LOD’s even if it is old hat.
  5. b101_uk

    Improving the Light Engine| What and How

    nice, but As a non-architect but someone who builds stuff and often corrects architects mistakes as well as someone who has quite a few years in arboriculture, The trees you "depict" are far too close to the wet-walls of the building and the spacing laterally between adjacent trees is also to close to each other thus more akin to forestry plantation after first thinning’s, you may also find dependent on the reflectiveness of the glass vs. angle of sun vs. tree species as the trees mature getting to the height of the main level of glass the leaves nearest the building may become scorched during the summer, and in windy storms the trees would hit the building as they sway. True it may not look as aesthetically good with wider tree spacing and further from the building initially, but it’s easy enough to augment any presentation with additional renders projecting tree size in +20 years or the maintenance saving over having to remove trees in +20 years because they were to close along with the loss of amenity value and time for any replacements to grow – that’s if there is still space in 20 years to plant new trees further away. You should consult a local arborist.
  6. b101_uk

    ArmA 3 & AMD FX

    On the other hand, less competition would mean longer between iterations of architecture and bigger jumps in performance between iterations because you don’t have the silly CPU wars to keep fan-boys happy spending money. Is not spending $400 to $500 every 18 months on a new CPU and skt motherboard that are only marginally better just as costly as spending $800 to $1000 every 3 years on a new CPU and skt motherboard that is significantly better.
  7. b101_uk

    Improving the Light Engine| What and How

    The trouble is, if you put to many lighting effects etc in a game they will be used to often and inappropriately/excessively often simulating what a camera see’s in some “arty scene†rather than what a person see’s who has good eyesight. Either that or my real world is very dull yet I am somehow able to see the fx in game.
  8. b101_uk

    Camera / .demo

    This will be very useful for TKoH In fact this has given me a silly idea :rolleyes:
  9. Use the index augment thus assigning to a specific seat/position unit moveInCargo [vehicle name, cargo Index]; or not to move them directly but have them us a specific seat/position when they do get in. unit assignAsCargoIndex [vehicle name, cargo Index]; cargo Index = 0, 1, 2, 3, 4, etc, etc, etc. so try i.e. unit moveInCargo [vehicle name, 1]; or unit moveInCargo [vehicle name, 2];
  10. Why not check the brightness of the monitor Also normally after a few min’s in game things will look brighter than when you first started as the function of yours eyes vs. light level is modelled, so just like in real life if you exit a will lit place into a dark place it takes time for your eyes to acclimatise to the light level Or change the date by a few days to get a fuller moon thus a lighter night.
  11. b101_uk

    EA vs Bell helicopters in BF3...

    I don’t see how EA could use the free speech argument unless they are giving away the game FREE and not charging vast amounts for it given you don’t own the game but the licence to use it which EA grants, it can hardly be said to be free or fair for EA to grant licence of use to the end user in order to make money while at the same time EA thinks its above getting licence to use trademark or copyright names/likeness owned by others. There is also a difference between film and videogame in that in films large items such as vehicles will either be furnished by the manufacture as part of product placement, or will be vehicles owned exclusively by individuals or companies who are then contracted/employed in there use given they own the vehicles fully and thus are well beyond the scope of redress by the manufacture as they are depicting the actual owned property or a likeness of that actual property where CGI is used in specific short scenes.
  12. You may also find of use (to set e.g. a rescue worker or someone next to the victim to the kneeling position) this setUnitPos "Middle"; or to have someone kneeling by the victim play one loop of a medic doing something (needs to be repeated hence the use of .sqf and sleep, best done by trigger when the heli is close to the point of landing so is in view of the animation) unit playActionNow "Medic"; sleep 10; unit playActionNow "Medic"; sleep 15; unit playActionNow "Medic"; sleep 10; unit playActionNow "Medic"; sleep 15; unit playActionNow "Medic";
  13. :rolleyes: I don’t know, bashing IE and saying it’s not a browser. if you want to liken IE to a vehicle it is not a stone but the recovery vehicle that carry’s away the broken down vehicular “browser†comparisons when they fail to work, given they WILL fail more often than IE to load pages or get page errors. ;)
  14. mm I think that may be the case, but I don’t know truly, as I have found “sethitpointdamage†not to work on people, but don’t know about buildings. That said I have found quite a few instances of things not working and having to use similar worded commands, sometimes it’s a case of using older OFP aged commands in place of newer ARMA/2 aged commands, other times it’s the opposite. Generally it’s normally the long-word version that fails to work while the shorter version dose work, its quite prevalent in some of the waypoint and positioning commands, or as another e.g. some commands that were active and working in the TKoH CP when run as part of A2OA, but in the full TKoH game the commands no longer work. But on the face of things it dose seam that they are omitting long-word versions of some things in favour of short-word versions – but this equally could be long-word versions are for some specific types objects like buildings while short-word versions are for people vehicles like you say, I just don’t know, but invariably you can find some command that dose the same job Note: I am basing the above on v1.02 and before of the game, I have done little in the editor since v1.03 just before xmas.
  15. Well i use Myself and it does work on “menâ€, as i lifted it out of one of my sqf files. The “person†you’re trying to use things on, are they a man or a woman? As with woman they don’t have the full range of animations, so e.g. with a man “this setDamage 0.91;†would set them unconscious laying how then fall, with a woman she would just crouch down fully conscious. Further to Thromp post I have found “sethitpointdamage†to be problematic where as unit sethit ["legs", 0.91]; Dose the same thing.
  16. use this setDamage 0.91; as anything from >0.9 <1.0 is unconscious. then use this setDamage 0.89; to make them conscious but still ill there are other things like ths playActionNow "agonyStart"; to have them move on there back in agony (best used with this setdamage <0.89;) note: this may need to be the unit name there are more playActionNow listed in config_def.xml, config.xml, config.bin in the anims_h.pbo like ones for the medic ;)
  17. err the download patch 1.03 is for the CD/DVD game on disk, if you got it via download by Steam, then the download from steam will be 1.03 anyway. you will need to start steam, then highlight TKoH in the game list, click on its property’s, then go to the "local files" tab then hit the "verify integrity of game cache", this should then re-download the correct .exe files and any .pbo etc files overwritten/altered by applying the patch that was for the CD/DVD version. You could also just delete the TakeOnH.exe and steam will reacquire it when next started.
  18. buses are ~8 tonnes, that is some way short of the UK 44t GTW larger vehicles, also most buses work in an urban environment thus do a limited mileage each day at relatively low speeds and thus a low power requirement, you also cannot use battery’s on bus routes that work more than 12h per day without incurring the penalty of having more buses to have some on-charge or to take buses off routes to swap them as shift changes would then have to be done at the bus depot rather than drivers riding out to the bus at shift change via other buses on their normal routes. with urban buses in major towns and city’s given their fixed routes it would be more cost effective and "green" to use trolleybus with swinging pantograph, as then you’re NOT hauling around dead weight in the shape of battery’s meaning the busses are much lighter and cause much less road damage as well as consuming less power to get them moving, also regenerative braking is more effective as its effect enters the entire system of trolleybus’s, it also means you could have some hybrid buses equipped with both conventional diesel propulsion and over-head electric or to have smaller banks of battery’s to just enable getting a few miles between catenary’s sections then being recharged via the catenary’s. battery’s being the main storage method in larger vehicles is a little stupid given the high power to weight ratio or range of liquid fuels vs. battery weight and range, given a large 44t truck can have 1000L (~830kg) of fuel in their tanks and do in excess of >1700 miles between fuel stops, you would need a few tonnes of battery’s just to get a fraction of that, and that’s disregarding all the other trucks you would need on the road to account for the lost masses of payload of battery’s vs. liquid fuel. ;)
  19. Ok that then would definitely signify PC hardware/windows software conflict rather than a game or steam conflict as being the root cause. Are you logged onto the PC with an account that has full administrator privileges? (hence why changes are being lost on reboot if not) In the bios is there a setting for something like “initial display first†which may be set now at “auto, default or onbored†which may benefit being set to “PCI-E 0 or PCI-E 1†etc dependent on which your 560ti is in, this would help force the 560ti to be the default starting adapter, rather than the onbored (on motherboard or on CPU graphics) being assigned that privilege each time windows starts/reboots. There are some forums at www.guru3d.com that may be worth a look at, they have Nvidia/graphics hardware specific forums which may be more helpful than here with a larger pool of people who may have similar hardware (i.e. on-cpu intel graphics + Nvidia PCI-E 560ti)
  20. You could try removing your “TakeOnH.cfg†(move to temp/backup folder) or some of the others like username.TakeOnHProfile found at “C:\Users\USER NAME\Documents\Take On Helicopters\†i.e. your “My Documents†folder > Take On Helicopters. If that fails you can reinstate TakeOnH.cfg/username.TakeOnHProfile from the temp/backup folder. are other games working ok?
  21. +1 even if it’s the Intel graphics on CPU like with I7-2600k etc, having both active at the same time is perhaps causing some confusion.
  22. I like the U1300L/U1550L. If I could offer a bit of “nit picking†critique based on >20 years of personal use of Unimog’s, you will seldom if ever see “blobs†of mud splashed on the cab like that without the front bumper and lights being covered with thick slimy mud and things like the towing pin and removable bumper centre filled/blocked with the mud, the “blobs†of mud splashed/sprayed on the fuel tank and battery box is about right. My Unimog (U1600): :D
  23. try monintro = [] execVM "monintro.sqs"; or monintro = [intro1] execVM "monintro.sqs"; or (if the above is in the "init.sqf" then you would use in the "initialization of the unit player" to call init.sqf) init = [init1] execVM "init.sqf";
  24. I believe the “light chopper 400†uses in essence the RGB colour sliders to get near white, the CO/CA (defuse) type main texture is then omitted but the normal maps etc and above are still used to perturb the “white†coloured polys/normals/etc of the base modal. As they have used render to texture function in e.g. 3dsmax they have most likely used compositing (like layers in paintshop/photoshop) but they are layers of textures and fx which are then rendered out to a unified texture (like when layers are merged into a single layer), but it’s done in the 3d app and not a 2d app, so a “paintkit†would likely not exist, as its a lot more powerful and easer to do 2d textures in a 3d app, or this is how I have done it for the past >12 years as I am crap at 2d but am good at compositing in 3d
  25. b101_uk

    Microsoft Flight: Beta Registration Open

    There may be a good chance that MS will bin the FS development anyway, they killed off 2 versions of MS Train simulator 2 after all the assets were made effectively wasting a couple of years plus wages on each occasion (once with Kuju and once with their own MSGS).
×