Korea '80s Theater
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I was playing around with the cfg settings for % available aircraft per ATO cycle and minimum number per (same) to try to get a more realistic 2 sorties per aircraft per day out of both the NATO and DPRK forces. It’s looking better. Reducing the sortie rate down to believable levels has a number of positive effects on the quality of campaign play.
In slightly related news I found I was able to (with manual tasking) get 28 F-16s flying from a squadron of 24 F-16s. I had more airframes in the air at one time than existed in the whole squadron. It’s not a huge deal because it takes a specific and deliberate technique to accomplish. It’s nearly impossible to do on accident.
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I was playing around with the cfg settings for % available aircraft per ATO cycle and minimum number per (same) to try to get a more realistic 2 sorties per aircraft per day out of both the NATO and DPRK forces. It’s looking better. Reducing the sortie rate down to believable levels has a number of positive effects on the quality of campaign play.
In slightly related news I found I was able to (with manual tasking) get 28 F-16s flying from a squadron of 24 F-16s. I had more airframes in the air at one time than existed in the whole squadron. It’s not a huge deal because it takes a specific and deliberate technique to accomplish. It’s nearly impossible to do on accident.
Is not mod related issue the code handles these kind of things.
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Yop,
I edit my post 'cause I found what’s wrong :
https://www.benchmarksims.org/forum/showthread.php?20345-Korea-80s-Theater&p=297713&viewfull=1#post297713thx,
HiCKS. -
Is not mod related issue the code handles these kind of things.
Of course not. It was just an unrelated discovery while tweaking this campaign.
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i’m trying your theater and i find a new very interesting elements as airport and mountain and not drop framerate for me
thks for your job
steph -
As I see in karnalooch install package are not the Block 40/42 pit or am I the only one who does not have it?
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First post is updated to get legless Block 40/42 pit in case you use Khronik’s install.
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First post is updated to get legless Block 40/42 pit in case you use Khronik’s install.
So if I uninstall and reinstall now, Ill get the block 40/42 HUD but no legs?
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So if I uninstall and reinstall now, Ill get the block 40/42 HUD but no legs?
If you are using Khronik’s install you do not have to uninstall anything just apply the process. In case you unistall the another version maker a backup about your campagn save to make possible the continue your campaign.
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http://www.electronicbattlefield.com/pages/downloads.html
I just see this. Why nobody ever posted a link about available new ground units…? I will integrate them into my DB ASAP.
Edit: I just check some models, they are thousands poly models, I’m not sure that even using them as LOD0 they won’t harm FPS…
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http://www.electronicbattlefield.com/pages/downloads.html
I just see this. Why nobody ever posted a link about available new ground units…? I will integrate them into my DB ASAP.
Edit: I just check some models, they are thousands poly models, I’m not sure that even using them as LOD0 they won’t harm FPS…
I think Im gonna give these a shot and see what sort of FPS I get.
EDIT: those look freaking amazing.
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Sady I got non FPS issues… M1A1, something is wrong with scaling
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Im not sure what Ive done, Ive added the M1A1 using LE but its not showing up in BMS…
EDIT: kay I think I worked out where the mistake was… :oops::oops::oops:
EDIT2: well, I have the same scaling problem… looks like the models are very big compared to the regular size tanks. They looked like they might have been taller than my fighter jet…
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Hey Molni, are you going to incorporate those 3D models and the F14B cockpit that Nizmo and the EBS crew did into your campaign install???
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@'Corporal_Lib:
;300145’]Hey Molni, are you going to incorporate those 3D models and the F14B cockpit that Nizmo and the EBS crew did into your campaign install???
Yes, but not now, the pit is unfinished as well as the new 3D model of F-14. When they will be finished I import them. Yesterday uploaded for karnalooch a new package to create a new installer with JGSME. The package includes the F-16C Block 40 legless pit - it seems to me most of users prefer this pit - and F-4DSK fix of Cloud 9. Of course manual install of pit with legs will be possible in the 100% same way a I explained here just another LOD should be used. That will be uploaded too.
(For testing purpose I have integrated into my MOD.)
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I did it too (just tweaked Nizmo install bats and it worked as a charm), but the 3D units (tanks, ships, etc) needs LOD editor or I just need to replace the lods and textures on Korea80´s folder?
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@'Corporal_Lib:
;300261’]I did it too (just tweaked Nizmo install bats and it worked as a charm), but the 3D units (tanks, ships, etc) needs LOD editor or I just need to replace the lods and textures on Korea80´s folder?
You need LOD Editor and also using the texture values which are set for models won’t work because texture numbers are different in my MOD because I integrated tons of other things. The only reason why works F-14 install - I installed manually with LE - beacause it uses the same textures and parents as mykinge’s F-14 pit. This suggests this pit is the legacy of mykinge. I do not recommend to use ground units even likely they work but because of lower LODs the transition between of LOD0 and lower LODs are very rough. The LOD1 models in some cases has 10k+ polys. They are looking nice but this does not fits in Falcon universe… Countless time have been said what models are good for Falcon, Hayab’s work is the best example what are needed for Falcon.
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You need LOD Editor and also using the texture values which are set for models won’t work because texture numbers are different in my MOD because I integrated tons of other things. The only reason why works F-14 install - I installed manually with LE - beacause it uses the same textures and parents as mykinge’s F-14 pit. This suggests this pit is the legacy of mykinge. I do not recommend to use ground units even likely they work but because of lower LODs the transition between of LOD0 and lower LODs are very rough. The LOD1 models in some cases has 10k+ polys. They are looking nice but this does not fits in Falcon universe… Countless time have been said what models are good for Falcon, Hayab’s work is the best example what are needed for Falcon.
I do say that the models look very nice - but even on the ground, taxiing up to a BTR is the only place you can see the model with such detail.
the models look good, but they simply need lower LODs.
That said, so far I havent noted any FPS issues using them - but I havent done a campaign flight with them yet either.
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I tested only in TE the M1A1, Chappy, Roland and SA-6 launcher models. Because only LOD0 is swapped player never will see LOD0 as long as do not make video and use external view of these stuff, even except M1A1 these units are very rare therfore do not cause FPS issues. (As I can judge even if you lock with TGP and use totally unreal level of zoom you also never get LOD0 on your MFD.) Only problem because lack of other LODs the transition is very, very weak as distance and your FOV are changing.
BTW how annoying is the grpahical side effect of functional SHORADs? Is it even noticeable?
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Hopefully tomorrow I can release an updated JGSME package wit F-4DSK fix and default Block 40 pit will be the legless. Swith between 3D trees, alternative campaign with F-16ADF and lons/short smoke particle is also will be supported by karnalooch. In case anyone wish to play F-16 Block 40 pit with legs the replacement method is the same only a different LOD should be used.