Ff you could have one thing in the next update it would be…
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I miss something : other humans (i.e not controlled by me) are smooth enough in multi to fly in close formation with them, with no lag or aberration in position, etc. Why is it different with the tanker ?
Even if this is smooth from a user POV, the reality is that there is a Lag between aircraft, but nobody see it since all of this is dynamic and nobody flies next to the other physically.
BUT when you need extra precision for AAR you may see some problem… a small lag and you would be disconnected immediatly
Of course the Tanker beeing computed with DR code, it MAY be possible that in stable situation with very very small lantecy on the network you could refuel on a remote Tanker…but a single lag would result in a disconnect
But as i said, ground objects are not DR computed, and even if it was the case, there would be some small shaking …which i think would be very very ugly on a carrier deck…
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In next update all i want for christmas is fps optimization :).
Mostly when i turn on that danm TGP lol
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In next update all i want for christmas is fps optimization :).
Mostly when i turn on that danm TGP lol
you got the point : for christmas, get a nice new CPU and GPU and you will get your fps optimzation
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I have top chime in on this and give my 2 cents for what it’s worth.
I get it Mav,
The carrier is moving, the player (host) is turning up his/her jet. The jet is static, but the carrier is moving. Hit box (or object) is moving with the carrier, but the jet is static because it is not moving on the deck. The MP players (clients) are turning up there jets. The carrier is moving from the hosts perspective. The carrier is static from the clients perspective because there would be an enormous amount of “hand shaking” between host and client for a moving carrier. NOW, you start to taxi. The host taxi’s on a moving carrier. The host is moving on a moving carrier. The MP’s (clients) are now taxing on a moving carrier. The “hand shaking” connection gets loaded up and you get lag. Like you said Mav, that kind of lag gets real messed up because of all the positional information that has to be exchanged (i.e. hand shaking between computers). I am wondering if you still have any hair left???
:fart:
1 possible solution I thought of that might help (or not) would be to have the host and clients on a static carrier with the world moving around it (like previously mentioned) much like the airbase structure. Once a jet is launched from the carrier, the jet that is now airborne, would see a moving carrier that is animated. It looks like the deck of the carrier he/she just launched from but it is a simple “in game” animation. It does not show any other client’s actual positions. Instead, it shows a jet on the CAT ready for launch (as well as other static deck objects). Once another client launches, the animation shows a jet being shot off the deck. Once that jet is airborne, the clients position is updated as usual. All MP’s in flight see each other when airborne. Think of the carrier as a small bubble. Outside the bubble, you see an animated representation of what you just launched from. For those still on the deck, the see the airborne jet with no problems (as I get this). Once inside the bubble, you see all the MP’s together taxing on the deck (a static deck with the world in motion around them). But once airborne, you see an animated representation of what you were launched from.
NOW, trapping! I envision the same, but in reverse. The MP flight is marshaled. When each jet enters into the pipe (LSO approach G/S @ 1/4 mile), the approach is in real time for each jet, but the MP’s (marshaled) see an animation of a jet approaching and trapping. Bolters would have to be yet another animation they would see when that event happens, as well as a crash or barricade type landing.
The carrier would need it’s own bubble so to speak. I don’t know if that could be done, but it is something I thought about after reading all of this. This same technique could be used for other things. It would significantly reduce the hand shaking between computers in MP. Just my 2 cents here. Any thoughts???
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Lol i have a decent pc
would be cool if it was possible to increase fps though.
I haventryed every thing all the tips suggested etc yes i gain some fps but if i put the tgp on then forget it lol.I get decent fps any other time eg 50-60 etc
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So the code must be forgiving on small lag frames. If the lag is higher than a limit then disconnect him.
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So the code must be forgiving on small lag frames. If the lag is higher than a limit then disconnect him.
I think Mav kinda said that already. After a certain point, lag will drop you. When playing games online, it is like taking a dump. Try to put too much TP in the toilet, and the toilet will overflow kicking out all the crap!
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I have top chime in on this and give my 2 cents for what it’s worth.
I get it Mav,
The carrier is moving, the player (host) is turning up his/her jet. The jet is static, but the carrier is moving. Hit box (or object) is moving with the carrier, but the jet is static because it is not moving on the deck. The MP players (clients) are turning up there jets. The carrier is moving from the hosts perspective. The carrier is static from the clients perspective because there would be an enormous amount of “hand shaking” between host and client for a moving carrier. NOW, you start to taxi. The host taxi’s on a moving carrier. The host is moving on a moving carrier. The MP’s (clients) are now taxing on a moving carrier. The “hand shaking” connection gets loaded up and you get lag. Like you said Mav, that kind of lag gets real messed up because of all the positional information that has to be exchanged (i.e. hand shaking between computers). I am wondering if you still have any hair left???
:fart:
1 possible solution I thought of that might help (or not) would be to have the host and clients on a static carrier with the world moving around it (like previously mentioned) much like the airbase structure. Once a jet is launched from the carrier, the jet that is now airborne, would see a moving carrier that is animated. It looks like the deck of the carrier he/she just launched from but it is a simple “in game” animation. It does not show any other client’s actual positions. Instead, it shows a jet on the CAT ready for launch (as well as other static deck objects). Once another client launches, the animation shows a jet being shot off the deck. Once that jet is airborne, the clients position is updated as usual. All MP’s in flight see each other when airborne. Think of the carrier as a small bubble. Outside the bubble, you see an animated representation of what you just launched from. For those still on the deck, the see the airborne jet with no problems (as I get this). Once inside the bubble, you see all the MP’s together taxing on the deck (a static deck with the world in motion around them). But once airborne, you see an animated representation of what you were launched from.
NOW, trapping! I envision the same, but in reverse. The MP flight is marshaled. When each jet enters into the pipe (LSO approach G/S @ 1/4 mile), the approach is in real time for each jet, but the MP’s (marshaled) see an animation of a jet approaching and trapping. Bolters would have to be yet another animation they would see when that event happens, as well as a crash or barricade type landing.
The carrier would need it’s own bubble so to speak. I don’t know if that could be done, but it is something I thought about after reading all of this. This same technique could be used for other things. It would significantly reduce the hand shaking between computers in MP. Just my 2 cents here. Any thoughts???
any thoughts ? yes… totally unrealistic method
anyway enough of talk here this is 'not a dev forum sorry for thread hijack
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Hi
I don’t know if my wish was already mentioned: a working “rate of turn indicator” on the ADI would be pretty awesome for IFR flying, especially approaches and departures
Is it hard to “activate” it? -
how about SAMs like the SA15 or some ships being able to intercept bombs too?
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Hi
I don’t know if my wish was already mentioned: a working “rate of turn indicator” on the ADI would be pretty awesome for IFR flying, especially approaches and departures
Is it hard to “activate” it?I thought this was already working - the ball is your slip indication, and the bars beneath are your rate of turn, right?
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Huh. I havent even looked at the turn and slip indicator for BMS. Just relied on the ADI. Didnt think it worked for some reason, but I dont think Ive ever checked, either.
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I seem to recall that it works in FAF, but I’m a newbie BMS driver so I haven’t paid that much attention…only know the way the instrument is set up because I managed to get hold of a real F-16 ADI for my pit project and I’ve been doing some research on how the real thing operates - this is how it should operate, and I’m be willing to bet that BMS does it correctly. Unless one of the developers tells me different…
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The rate of turn indicator on the ADI does not work, or I cannot read it. Normally the little ball on top of the black-white band should move accordingly to the rate of turn. But it does not?
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The rate of turn indicator on the ADI does not work, or I cannot read it. Normally the little ball on top of the black-white band should move accordingly to the rate of turn. But it does not?
rate of turn ??? really ??? on every aircraft the ball indicates side slip.
rate of turn has nothing to do with such a device
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rate of turn ??? really ??? on every aircraft the ball indicates side slip.
rate of turn has nothing to do with such a device
Hi Mav-jp,
You talk about the socalled Libelle right?
I know that instrument very good, because I piloting gliders in my sparetime. As I understood the explanation of a Youtube-Tutorial which explains the full ILs/Tacan Approach, the “rate of turn indicator” is not the same as the"Libelle", but looks very simular. I think its a missunderstanding about which instrument we are talking. -
turn coordinator is the plane on the upper part of that gauge
Sideslip is given by the ball
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I never see a turning rate indicator on a F-16.
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because there is none
only the slipball
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