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blubFisch

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About blubFisch

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  1. blubFisch

    POOK SAM PACK (May 2022)

    Oh sorry, must've missed that part... :unsure: I guess I can still make it work without modifications. Are you still interested in addressing the mentioned issues?
  2. blubFisch

    POOK SAM PACK (May 2022)

    This is a really nice Addon, good Job. I'm trying to integrate it into a warfare (capture the island) mission as base defense for the two opposing player-controlled side bases. The SAM pack will definitely elevate defense to another level! I've run into some issues: 1. When using PAC-2 (and some other launchers), without using indirect hit feature (no SAM_targetMIM), missiles are prone to close misses. Vanilla titan AA missiles (and most other missiles i've tested) would explode if they don't score a direct hit a few meters next to the target. My current working solution is to tune up the missile's abilities so much it's near impossible to outmaneuver them, but thats not so much fun of course. 2. When using indirect hit feature with PAC-2 and SAM_targetMIM, missiles explode in front of the target and do no damage (quickly verifiable for example against a stationary Taru). Tried tuning the config values indirectHit and indirectHitRange without success. 3. The counter missile target is seen very late (tested in a Wipeout vs Pantsir situation) and cant be targeted as human gunner with missiles and "next target in vehicle". I see the missile optically faster than the target appears. 4. In another test case when I'm able to shoot down the CM target, it is in my target list but when i shoot it, i count as Teamkiller. I don't remember how to reproduce it right now but can try again. 5. In a Wipeout vs Pantsir situation, AI wont shoot countermissiles on their own, they engage the plane though. Even when i bring the plane out of the Pantsir's radar after firing from 4km, the Pantsir always dies. 6. AN/MPQ is not lockable by a AH-99 DAGR missiles (and others), while the SNR-75 radar is (+all other russian radars i've tested). From skimming this thread I've seen u're already working on indirect hit problems already, wasn't sure it if's the same problems though, so I posted them. I can deliver a test case mission for each of them if needed. Some minor issues I've noticed, but no real problems: - The SNR-125 Engagement radar should have a radome, but it hasn't. - The classname for the SNR-125 Engagement radar is missing in the guide (pook_SA3_radar_base) - Some objects automatically spawn support stuff around them (vehicle covers, radars, ..). This is nice for fast mission creation but for a deeper integration into a mission like I do, this causes the need to edit the respective scripts. Variants with/without support objects would be nice. - Killing a single SNR-75 radar causes a script error "Error Undefined variable in expression: _samradar" in pook_P12\data\scripts\SNR75_killed.sqf, line 2 P.S. Reportedly, Russia stationed S-400s in the Crimea recently, where's the POOK model? :D P.S.2 I've investigated this apparent "EM interference". Tested lasing with the Darter UAV, managed to lock a laser ("lock UAV turret" to be precise, CTRL-T by default afaik) on a AN/MPQ radar and kill it with laserguided missiles. But should also work without turret lock when a friendly player operates the UAV.
  3. blubFisch

    [MP] WASP Warfare CTI

    Are you still working on this? Long time no update :-(
  4. blubFisch

    [MP] WASP Warfare CTI

    Sounds good. Will you include it in 0.210? by the way, You probably meant 0.4 * vehicle cost = 40% ? Or Really just 0.4%? Cant wait for the next version :)
  5. blubFisch

    [MP] WASP Warfare CTI

    I think most of the specialized classes are not needed as you have a complete gear menu and everyone uses that to specialize. So, only Repair Spec, Combat Life Saver and Team/Squad Leader(don't know if more AI is implemented) are useful because of their non-gear special abilities. I would try equal shares for all of them and remove other classes.
  6. blubFisch

    [MP] WASP Warfare CTI

    Please add more than one repair specialist slot or add repair ability for every player. These slots are the most useful and i think only 2 of them per side is definately too few.
  7. blubFisch

    [MP] WASP Warfare CTI

    Spyker, derakoren, are you still working on the game? I think it has a lot of potential and i've already seen some nice battles in it, but as you probably know, there are some bugs/problems that make it unplayable for the masses. Please update us on the progress if you continue working on it, would be too bad if it gets abandoned...
  8. blubFisch

    [MP] WASP Warfare CTI

    I've tried to manually rename some of the files, but it seems to be more than a few required renames. If i make it linux compatible and send the changes in git-compatible patch, will you import them?
  9. blubFisch

    [MP] WASP Warfare CTI

    Looks very promising, unfortunately i cannot run it on my linux server because of many file name case issues (for example, it searches for MFMenu.hpp but the file is called MFmenu.hpp)
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