tommytoad2
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Everything posted by tommytoad2
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Found some bugs. Sometimes one of our players gets unconscious and when we revive him he's still screaming and ~300 seconds later he dies. One time the same player got teleported to the sea, washed ashore, died and respawned in camp. Lost his map, gps etc etc. No way to find new map so had to restart the mission. One time i could not JIP without the server telling me my charcater was dead and that i had to choose a new one. Tried every slot, same thing. Had to restart the mission once more. RPT is getting spammed with "Client: Object 9:0 (type Type_70) not found" and "Duplicate weapon detected for Soldier_TL_PMC No owner No owner No owner No owner" Also "Out of path-planning region for O 1-2-K:2 at 3845.0,4491.3, node type". Unconscious-cam has a bug when it spams the key you held in when you "died". If you try to change cam or watch another person you often crash with a "out of memory, requested 0 bytes".
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I just find it so hard to avoid the grenade luanchers that seem to be almost everywhere. And since they are so well hidden it makes it even harder to spot them in time. The problem is that we can't find any good way to the objectives without getting shot at by the statics. No good way to go by car since there's statics all over the roads, in the woods the cars just behave as they always do (awful :P), the ATV:s kinda works but they are not very good for logistics. The chopper/s seems to be targeted by everything on the map as soon as you lift off, that includes the "normal" statics. I understand the way it's meant to be a challenge but some of these statics shoots you from 1km+ away. You want a good example? Take a vehicle and go northwest on the small dirt road, when you get to the airport you are under fire from a static MG from the hill behind the city next to the airport. I know we could walk everywhere but that get's really tedious after a while. Especially when you get spotted by some hidden static and he takes you out in an instant. We like it hard but not near impossible. Perhaps there could be a 24 hour respawn time on the statics? Or make them respawn randomly instead of respawning all of them? Or perhaps less statics and more normal patrols/mechanized patrols? Not to complain on your decisions or anything like that, just my feedback. Hard is fun but it's almost near impossible to get any momentum.
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Oh, ok. Thanks for the clarification. We were wondering last night if we should just give up if they respawn all the time but now when i know there's a limit i'm pumped again. I really like this mission, we have not come very far yet but everyone is having fun. edit: Yeah, i don't think we are gonna deplete their reserves in a week. 500 is a lot for 3-4 players. Is the patrols included in that number? Then it's doable.
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Yes, you changed all of them but one. The one to the most north. After i removed that one everything works, i just have one small "problem" now. Yesterday when we were playing one of the AI:s just respawned 1 meter from me and got teleported into a static weapon. I don't know if it's meant to be like that? Is the enemy spawning again and mounting the statics? Edit: Having lots of trouble with respawning static-mounts. I don't know if it's meant to be like that? We are 3-4 guys running the mission on it's second day now and all the static mounts are back again. Makes it hard to clean up an area and move on to the next.
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"21:08:48 Mission 'FORCEFIELDS' contains bad link to a static object. Open it in the editor and save it again." when trying it on a dedicated server :( Edit: More info: Object id 952349a5 (421) not found in slot 105,169 Link cannot be resolved Edit2: Ok, i fixed it. You have a trigger linked to a fuelpump up north. Removed it and now it works.
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TKOH Patch 1.06 - Release Candidate 1
tommytoad2 replied to DnA's topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
Thanks! -
TKOH Patch 1.06 - Release Candidate 1
tommytoad2 replied to DnA's topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
Anyone have another link to the RC? Bohemias FTP is acting up for me. -
ATC ? and the heavy glas cockpit
tommytoad2 replied to Faye's topic in TAKE ON HELICOPTERS - GENERAL
I agree with the cockpits, really dirty and the world looks so dark through them. Also the the lines/scratches that all choppers have are really annoying. -
Disable force feedback?
tommytoad2 replied to OlaHaldor's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Have you tried these? http://www.speedlink.com/?p=3&cat=314&pid=21606&paus=2&act_lang=sw i'm using one of them (latest beta i think) and i can disable force feedback aswell as set intensity. -
You guys would be suprised how big and powerful the big RC-helis are.
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Take on Helicopters: Addon Request Thread
tommytoad2 replied to purepassion's topic in TAKE ON HELICOPTERS - ADDONS & MODS: DISCUSSION
Get to it! -
The first video is not really new and the second one is from the community preview which is pretty old and outdated in this point of time :)
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will we need to redownload at release
tommytoad2 replied to thrawn's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
I have some spare DVD-R Dual Layer with no use, tell me if you would like me to ship the datafiles to you. -
Experimental Beta Patch 1 - 85542 - Feedback
tommytoad2 replied to royaltyinexile's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
I got ejected when trying to use the door as a passenger. -
Experimental Beta Patch 1 - 85542 - Feedback
tommytoad2 replied to royaltyinexile's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Thanks, but what i meant was that with patch 1 the game works just fine in multiplayer. BEFORE patch 1 it did not :) -
Experimental Beta Patch 1 - 85542 - Feedback
tommytoad2 replied to royaltyinexile's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
This release is stable for me in MP. Before i could not play more then ~10 minutes without the game throwing a CTD. -
Fligtstick recommendations....
tommytoad2 replied to Tacklebait's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
What do you mean by "30 has a lag of 33ms" and "5 has a lag of 5ms"? With a wiimote you get 100hz, not that you need it. I get 30hz and i don't have any problem with jitter or lagging. The resolution means notihng in this case. Have you tried freetrack? -
Take On Video Settings! - Discuss
tommytoad2 replied to royaltyinexile's topic in TAKE ON HELICOPTERS - GENERAL
The Bulldozer platform has some serious issues, no one really knows why either. The new Intels coming next month should be killers, but they are really expensive. Right now the i7-2600k is the CPU to buy. Or wait a couple of weeks for the new ones. -
Fligtstick recommendations....
tommytoad2 replied to Tacklebait's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Freetrack works just as well as TrackIr. It's all down to how much time you want to spend to get it right. Sure, time is money but still - can't compare free/cheap to 200-250 USD with the argument that it's not as refined. -
Fligtstick recommendations....
tommytoad2 replied to Tacklebait's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
http://www.free-track.net/english/ For those who don't wanna pay that much for something that simple ;) -
Gauges to a secondary display?
tommytoad2 replied to lusht's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
I'm sorry to say i doubt it :( -
Beta Download/Install Nightmare!!
tommytoad2 replied to DavidR's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Everyone is saying simware is at fault here but it could just aswell be the OP:s internet connection. It would be so much better for people with slow/inconsistant connections if there was a BitTorrent alternative. -
Saitek Cyborg FLY 5 Joystick
tommytoad2 replied to Gangsta692's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
You should not use the throttle, it's just 0%, idle or full. What you want to use is the cyclic. -
You'll need another interface, i have one for my cheap RC-radio that works like a normal joystick. You should be able to find out what kind of interface you need with the help of google.
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Gauges to a secondary display?
tommytoad2 replied to lusht's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
You can only move elements to where the engine is rendering/showing stuff. Perhaps there's some way to make it a bigger area and still make it render the game only on the first screen.