I need some help on making reinforcements work correctly. I have added several units, set the inactive flag and filled out the hours in the reinf tab. When that failed l tried to mimic all the flags on the reinforcements that are already part of the game. I have run up to 6 hours after their set time, and they still refuse to spawn. No matter what I do, I can not make them spawn in the campaign.
Latest posts made by hasler
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RE: Mission Commander beta release
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RE: 2007 Jolly Rogers VFA-103 US Navy Skin
…jus’ keepin’ it real. A lot of us do care.
and yet where was the caring when the New Carrier model, an enterprise class, was applied to several Nimitz class carriers. How about when the M60 model is a t-34, or the fact that the sovementery and Perry class share the same model. You obviously don’t care enough to point out those glaring errors, but feel free to call out someone out because they applied their favorite squadron skin to the most complete version of the hornet.
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RE: Massive FPS Loss
Turning off in game multi sampling fixed all stuttering issues for me. Now as long as I’m not screwing around and dropping a nuke the game runs silky smooth.
P.S. The new effects for the B61 are beautiful.
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RE: Videos not playing
I’m not sure what I’m doing wrong, but i installed The 64 bit FFDshow and I still don’t get videos. Is there a special setting in show I need to check?
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RE: Some questions on stutters, Nvidia and ATI cards
Just a thought is your multisampling on. I remember getting some weird effects with it on back when I was using a 560ti.
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RE: Mission Commander beta release
I was messing around with some of the ground units seeing what this program could do. I noticed after I moved some of them they had the flags locked, and temp dest. They receive no orders from the campaign engine anymore. The just sit there. I have tried to remove the flags and give them orders but nothing seems to work and the flags return after a minute of running the campaign. Any thoughts on what is going on?
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RE: Amraams, Sparrows, and Sidewinders
I’m not sure what you are saying. Those charts give a known preformance spec. If the missile is matched to those charts by properly setting thrust and drag than it should preform properly through its envelope.
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RE: Amraams, Sparrows, and Sidewinders
Yes, you can apply this trick bur as Dee-Jay have stated a part of realism depend on players. In RL AIM-54 on every video was launched in level fligh. So only the lofting bias and loft time values in FM determines the amount of lofthing which prevents to reach such altitude. Of course you anytime can brake the rule and launch with very high pitch rate.
Early test.
https://www.benchmarksims.org/forum/showthread.php?8230-Suggestion-for-database-data-supply&p=104097&viewfull=1#post104097
https://www.benchmarksims.org/forum/showthread.php?8230-Suggestion-for-database-data-supply&p=104106&viewfull=1#post104106On the linked video you can see such launch and drop effect as in RL, even the missile smoke is delayed with double 0 value in thrust FM. Of course in case you do not have missile flame…
Ya I’m tracking the loft when the missile is targeted at something. That is built in to mine as well along with drop, the problem is I am testing the missile’s aerodynamic performance, by matching the launch condition found on pg 10 of this paper https://archive.org/details/nasa_techdoc_20060004771
The launch condition is 45K ft M 1.2 0, 30 ,and 45 Degrees missile fired ballistic (fixed fin not target)
I got pretty close on the first two but the last condition goes weird. Will you ever see a missile go to above 70K in game, not without purposely trying, but it is still weird behavior that should not happen if the other two launches are coming close to the graph.
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RE: Amraams, Sparrows, and Sidewinders
Maybe you can figure this out for me than. If the missile stayed below 70K ft it behaved as normal. It it went above it refused to lose energy The 45 degree launch condition should have had the missile above mach 1 for 2:50 but the missile will stay above for 3:42. That is with everything being the same as the other two launches that worked correctly. Here is the video of a 45 degree launch for you to analyze.
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RE: Amraams, Sparrows, and Sidewinders
He is right about high altitude. I could not do the 45 degree test on the Phoenix because it would fly into space. With that said though what altitude does this bug really start effecting. I did not note the physics breaking down until over 70K Ft. I remember the 30 degree test for the AIM-54 put it right on the edge of the line the game could handle. I am mainly curious to see if the AIM-54 data I sent earlier will have to be reworked in 3-4 weeks.
Here was my AIM-54 graph after messing with thrust and the Axial. It matches the Nasa graph pretty closely with slight problems with the 30 Degree launch at 25-27, and at mach 2. Unfortunately I couldn’t do the 45 degree launch test due to the game freaking out at very high alt like was talked about earlier.
This is what I am looking to do for all missiles. Try to match their entire performance envelope. If all we are doing is messing with burn times we aren’t really making high fidelity missiles. I guess it comes down to do we want bandaids now even it it means reworking the data later or keep the problems on the forefront so there is more pressure for a real systemic fix.