Ok thank you for answers
Posts made by mano
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RE: Interactive Training
I wonder why it isn’t possible to have this list, even if partial or in txt or excel format, to share (maybe privately)…
It is indeed a valuable tool for training scripts that I’d like to use for training missions for my squadron.
And actually this is something that could be found by any user anyway, by changing the faults ID one by one and checking in mission. However it is really a time consuming process and not all faults are immediate to appear o clearly identified by the diagnostics of the aircraft.
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RE: Fault number List
thanks for the feedback…I look there…by the way, my group is testing each ID and making a list of the faults (not complete yet)…pm me if you need it…
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RE: Fault number List
Never tried that but you could try adding a plane to the fault training mission and see if it work in multi.
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RE: Fault number List
+1 for this. I’m interested too and can’t find other info…
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RE: Radio Filter (Outsiders Switch)
With f4awacs you can play awacs without entering 3d. Awacs player has to take a seat in an awacs plane in the frag order though.
He’ll not have processing sounds but other players will listen him with disturbs according to the actual position of the awacs.
And imho f4awacs has an usable interface while 2d map is absolutely uncomfortable to use for awacs.
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RE: Online Squadron Collection v2 is out
Hi all.
We did yesterday a test with bms 4.33 and osc.
It actually worked but it was not possible to communicate with the human awacs even if he was correctly connected with functioning ivc and listening to pilots in 3d.
We tried having the human awacs out of falcon, on the 2d map and in the 3d.
When in 3d it was the only time the pilots were able to listen to the human awacs when talking in guard freq. No way to talk in vhf or uhf assigned freqs.At any time the awacs was able to listen to the pilots in map or in game.
We read somewhere that with 4.33 it was no more possible for someone in 2d to be listened to someone else in the 3d while chatting with f1 or f2.
Problem is that even if in 3d the awacs player could not be listened through f4awacs/ivc by other pilots …
Hope there will be a solution.
Thx
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RE: Multiplayer Campaign Issues
I would instead suggest everybody to get back in topic…the problem discussing here was not where the server should stay, but how to configure it as well as clients in order to not have problems on campaign missions…thanks
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RE: Multiplayer Campaign Issues
It makes sense that TE’s need less bandwidth; however we prefer to fly campaigns. We never needed different bandwidth before, but obviously I understand now that comparing the new MP netcode to the old is useless.
On Saturday, our flight is going to run a -12 ship mission on stock iron fortress campaign to see how the server handles it. It will be set to clients running 1024 and the server will handle 13000 up. The maths works (just), so hopefully we will be able to tell you how it went!I’m curious on the results. Please remember to share.
By the way we played a 4 player stock campaign Tuesday with 1024bw setting (the same mission black was discussing at the top of this thread) and we had no problem at all. However I know this isn’t a real proof of improvement because with 4 players we didn’t capped the server capacity. It only confirms that those were bandwidth problems for sure.
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RE: Multiplayer Campaign Issues
bandwidth issues aside, someone has seen the acmi file enclosed in the first post by Black?
We can understand ghost aircrafts and objects popping out from nowhere as bandwidth issues…but, how can you explain these things:
1. two f16 (human) downed by ghost Lau rockets shot from nowhere to the stars at 30000ft
2. me and black engaged by a flight of blue F-15C…is this a bug or is AI blue on blue implemented on 4.33? I didn’t remember to have seen anything about that in the manual
3. another human F16 (Vandroy) that destroys vehicles by popping its flares *EDIT: actually he wasn’t defensive…he only activated the jammer…??? (probably this is more a tacview error?)and what you can’t see:
- constant AI Awacs chatter about invisible enemies (RWR & FCR naked) that inhibit any comprehensible human radio comm
- with IVC extra heavy radio noise (that’s a good addition, but maybe it has to be scaled down a bit) that gets quite impossible to communicate clearly with package members (Soul and me were having difficulties chatting on UHF at around 3-4 miles horizontal separation and 10000ft vertical sep). again this is an interesting implementation but it’s hindering a little the practicality of the sim-flight experience…
thanks for your thoughts…anybody…
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RE: Multiplayer Campaign Issues
Ok thanks. That’s clear and we’ll give it a try next time.
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RE: Multiplayer Campaign Issues
the 1024 up has to be real or fictional? i.e. 4.33 requires that we have an up so high or it is just to trick the software?