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#2871488 - 10/01/09 10:17 PM
Laser's Dogfight Generator Beta 02 Now Available
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Member
Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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Hey guys, The latest version of Lazer's wonderful Dogfight Generator for Rise of Flight is now. Download it directly here.. Feel free to grab it and check it out. Lazer would like your feedback and ideas on how to improve it. This version is considered a Beta. Please check out the included Readme and post your comments and observations here so Lazer and the TX Squadron team that assisted him can read them. Great job Lazer and TX! Jason
Edited by 777 Studios - Jason (10/01/09 10:42 PM)
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777 Studios - Proud Developer of Rise of Flight: The First Great Air War. The Best WWI Simulation on the PC! XIM 3 - Use Your Mouse and Keyboard on the Xbox 360. Perfect for PC gamers who don't like thumbsticks!
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#2871492 - 10/01/09 10:30 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Member
Registered: 05/28/09
Posts: 377
Loc: FInland
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Link doesen't activate with my Mozilla
Kankkis
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#2871493 - 10/01/09 10:30 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Kankkis]
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Member
Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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Works fine with IE. There should not be an issue.
Jason
_________________________
777 Studios - Proud Developer of Rise of Flight: The First Great Air War. The Best WWI Simulation on the PC! XIM 3 - Use Your Mouse and Keyboard on the Xbox 360. Perfect for PC gamers who don't like thumbsticks!
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#2871496 - 10/01/09 10:33 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Member
Registered: 05/28/09
Posts: 377
Loc: FInland
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Yes IE works, but Mozilla doesen't
Kankkis
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#2871497 - 10/01/09 10:33 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Member
Registered: 05/17/05
Posts: 363
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Link doesn't work in Chrome either.
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System Specs:
Dell Dimension E521 AMD64x2 5000+ 4GB DDR2 RAM ATI Radeon HD 4850 512MB GDDR3 250GB SATA HD
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#2871501 - 10/01/09 10:40 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Foucault]
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Member
Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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Well, I don't know why all my other links work fine for downloads on my site in Mozilla. Weird. I will amend my post.
Jason
_________________________
777 Studios - Proud Developer of Rise of Flight: The First Great Air War. The Best WWI Simulation on the PC! XIM 3 - Use Your Mouse and Keyboard on the Xbox 360. Perfect for PC gamers who don't like thumbsticks!
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#2871550 - 10/02/09 01:40 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Member
Registered: 10/11/06
Posts: 851
Loc: Earth
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It works with mozilla....btw I will test now to see if it will be smooth with missions created by this generator....(im having performance issues with default 1vs1 offline missions).....
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eye to eye conversation > paper > forum
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#2871551 - 10/02/09 01:43 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Member
Registered: 10/11/06
Posts: 851
Loc: Earth
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It works with mozilla....btw I will test now to see if it will be smooth with missions created by this generator....(im having performance issues with default 1vs1 offline missions).....
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eye to eye conversation > paper > forum
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#2871556 - 10/02/09 01:49 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Flight Instructor
Member
Registered: 07/11/09
Posts: 921
Loc: Oklahoma
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My Mozilla downloaded it fine.
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#2871569 - 10/02/09 02:23 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Member
Registered: 06/12/01
Posts: 282
Loc: Milan, Italy
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Thank you again, Lazer 
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In seven days, between October 20th and 26th 1917, italian 91a Squadriglia, equipped with SPAD VII, shot down 14 Austrian aircraft
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#2871652 - 10/02/09 06:12 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Gatt]
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Member
Registered: 07/03/09
Posts: 584
Loc: Finland
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Very nice. You can now setup multiple flights and date/time/weather aswell. Thank you!
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You can get used to everything, but icicle in the a**. It melts before you get used to it.
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#2871669 - 10/02/09 06:26 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: MIG77]
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Member
Registered: 06/26/09
Posts: 212
Loc: Salt Lake City, Utah
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Very good work Laser, and thanks to Jason for the sponsorship. The War Hawks have played many, MANY versions of the old Dogfight Generator but we always had to manually convert them to coop, not a big deal but I'm very glad to see that it now does that automatically for us.
Now to give it a try ... {rubs hands together in glee}.
WH_JoeBob
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I'm a Chickenhawk and you're my victim, ya gonna come along quiet or do I gotta muss ya up?
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#2871702 - 10/02/09 06:56 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: DD_JoeBob]
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Member
Registered: 01/24/01
Posts: 724
Loc: Ramsey, MN
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cue evil, maniacal laugh!
Sweetness! Thanks to Lazer, TX, Jason and all involved!
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#2871859 - 10/02/09 09:36 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Gustang]
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Member
Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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Guys,
Lefty at neoqb says he had some CTD. If you experience that let us know. Remeber this is beta and new territory for ROF!
Jason
_________________________
777 Studios - Proud Developer of Rise of Flight: The First Great Air War. The Best WWI Simulation on the PC! XIM 3 - Use Your Mouse and Keyboard on the Xbox 360. Perfect for PC gamers who don't like thumbsticks!
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#2872003 - 10/02/09 12:41 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: 777 Studios - Jason]
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Junior Member
Registered: 07/31/09
Posts: 29
Loc: Rutland
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Had Lefty setup anything specific, if we know what he was trying, we can try the same and possibly confirm the error.
Del
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#2872105 - 10/02/09 03:47 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Deyrick]
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Member
Registered: 05/23/09
Posts: 130
Loc: Switzerland
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just a small nitpick: the US selection should have the red-blue-white cockade and not the inter-wars blue circle with white star and red dot.
Otherwise, great job!
Dobby
Edited by Dobby (10/02/09 03:47 PM)
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Da lagen wir im grossen Krieg der Räuber, Und drüben lagen die gleichen dreckigen Leiber, Arbeiter wie wir, da haben wir gedacht, Das ist nicht unser Krieg, nicht unsre Schlacht
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#2872117 - 10/02/09 04:08 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Dobby]
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Member
Registered: 05/20/03
Posts: 918
Loc: Bath, England
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Looks great - thanks!
Will play with this tomorrow.
RD.
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Beyond gliding distance
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#2872253 - 10/02/09 08:54 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Gatt]
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Member
Registered: 07/17/02
Posts: 1022
Loc: Phoenix, AZ, USA
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First impression after two missions: Brilliant! (And it downloaded with Chrome  ) Thanks Laser! BTW, I found the Noop 17 and Alb III are well matched opponents! HT
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"I sent one of them down to hell in flames today . . . I wish Kaiser Bill could have seen him sizzle." -- Edward "Mick" Mannock
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#2872342 - 10/03/09 03:10 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Laser]
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Member
Registered: 09/18/05
Posts: 189
Loc: North Carolina
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Hi Laser,
Dobby is correct. Whilst in the european theater, the U.S. adopted the french style cockade for use with any foreign built planes they used (French SPADs, Brit SE5s). The star insignia was used exclusively in the continental U.S. There were some excepetions - some U.S. built planes (fairly rare in the European theater) may have carried the star insignia - but for the planes represented in RoF, the cockade is the appropriate insignia.
*EDIT: and actually, as I read over the info at the link you provided, I'm gratified to see that it agrees with the assertions that Dobby and I have made. At the link you posted, please see the notation below the data about the star insignia. It's referencing specificially the period of time the USAS was in action in France.
Cheers M8!
Edited by WilliVonBill (10/03/09 03:13 AM) Edit Reason: Added addtional comment
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~RB3D~First Eagles~OFF BH&H~RoF~ Its A Good Time To Be A WWI Sim Junkie!
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#2872407 - 10/03/09 06:34 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: WilliVonBill]
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Junior Member
Registered: 12/03/02
Posts: 94
Loc: Born in Maine, living in exile...
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Fast and easy. Thank you. Those of us who just dont have to skill or time to figure out the full mission builder can make up a dog fight for Coop play on line in a flash. I would like to see OUR mission name show up in the game though. Right now all that shows in the game list is the map name. If you build more than one mission with the same map how would you know which is which?
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AG26 Lobo Commander AG26 Bomber squadron www.ag26.orgFlying combat sims from Red Baron to Full Modded Il-2 for over 12 years
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#2872426 - 10/03/09 07:14 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: AG26_Lobo]
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Member
Registered: 02/22/09
Posts: 769
Loc: NH
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I have added each generated mission to the RoF mission file and named it to my choosing.
Just save the file to: C/Program Files(x86)/Rise of Flight/data/mission/'your mission name' "
Your saved mission 'your mission name' will show up in the main menu.
I have Vista 64 and it works for me.
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Gateway FX7026 Quad core 2.5GHz, 7.1 Audio, 8 gig ram Windows 7 Professional 64-bit Bose Champion-5 sound system Samsung 2493HM LCD 24" monitor NVIDIA® GeForce® GTS 250 w/ 1 GB GDDR3. Direct X10 In the process of building a full size J3 Piper Cub! .. the L-4 version.
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#2872696 - 10/03/09 03:05 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: womenfly2]
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Member
Registered: 05/20/03
Posts: 918
Loc: Bath, England
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Laser and Jason, this is a great addition and I hope NQ can bundle it with the next patch.
Two quick suggestions:
1. It needs a "player flight" and "enemy flight" label in the set up. As presented now it is not clear who is on which side.
2. The missions appear to finish immediately the enemy are destroyed. I had a game finish when the enemy were down to one aircraft gliding to Earth with a dead engine. I was looking forward to shooting it up on the ground and doing a bit of free flight afterwards when suddenly - annoyingly! - the game ended. Is it possible to leave it so that the player decides when to end the game?
Cheers,
RD
Edited by RocketDog (10/03/09 03:05 PM)
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Beyond gliding distance
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#2874277 - 10/06/09 08:21 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: RocketDog]
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Member
Registered: 10/05/09
Posts: 210
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A few suggestions/notes:
1. The "airplanes.ini" has a small mistake.
"[AlbatrosD3] Skins=501000_000;501002_a01;501010_a01;501030_a01;501037_a01;501057_a01"
The 501010_a01 should be 501011_a01 (which is the correct Red Baron skin), with the 501010_a01, it gives you a white skin. I heard some complains about this, so that's the reason.
2. Planes in a flight group start too close to each other. Every mission with more than 3 planes in a group result in many collisions. The distance should be higher or the formation settings rearranged.
3. Well, saving the flight group settings (like you said in the readme) shouldn't hurt, would be a nice feature to have.
Thank you very much for this awesome tool! This one, and the predecessor, is the only reason why i always kept playing ROF and didn't just get rid of it. Very nicely done.
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#2874380 - 10/06/09 11:35 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: MattM]
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Member
Registered: 01/09/07
Posts: 781
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Roger, Just for you to know, even if i don't answer every time, i am reading all these threads and also those at www.riseofflight.com forums and i will implement what i can and how i can TY for feedback, S!
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#2875444 - 10/07/09 09:53 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Laser]
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Member
Registered: 07/17/02
Posts: 1022
Loc: Phoenix, AZ, USA
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Well, if you make a new version, fix the AI gunnery. Even at "low" skill the AI enemy gets a pilot kill on me with a single burst. Every time he gets a shot. Not very realistic or fun. I realize the AI gunnery skill in all of RoF is absurd but giving different skill levels does nothing to adjust it. Otherwise, it's pretty good. "Other than that, Mrs. Lincoln, how did you like the play?"  HT
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"I sent one of them down to hell in flames today . . . I wish Kaiser Bill could have seen him sizzle." -- Edward "Mick" Mannock
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#2875592 - 10/08/09 05:28 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: HotTom]
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Member
Registered: 01/09/07
Posts: 781
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Well, if you make a new version, fix the AI gunnery. Even at "low" skill the AI enemy gets a pilot kill on me with a single burst. Every time he gets a shot. Not very realistic or fun. I realize the AI gunnery skill in all of RoF is absurd but giving different skill levels does nothing to adjust it. Otherwise, it's pretty good. "Other than that, Mrs. Lincoln, how did you like the play?"  HT  Perhaps if i find my magic hat, otherwise - the AI settings are not in my hands to modify. I can set AI to "Low" just as the Mission Editor does, but what the game does with that value, it's NeoQB-dependent.
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#2875825 - 10/08/09 10:29 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: Laser]
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Member
Registered: 07/17/02
Posts: 1022
Loc: Phoenix, AZ, USA
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Ah, well, if you can't adjust, it you can't adjust it. Thanks for the response (and the builder!) The trick, of course, is to not let the AI bad guy get a shot. But, just once, I would like to see tracers going by without hitting me in the head  S! HT
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"I sent one of them down to hell in flames today . . . I wish Kaiser Bill could have seen him sizzle." -- Edward "Mick" Mannock
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#2882525 - 10/19/09 07:35 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: HotTom]
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Member
Registered: 10/05/09
Posts: 210
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One more thing:
It seems that because the "attack area" command is set to an alititude of about 200 meters, the planes dive down to those 200 meters and fly circles their. Might make more sense to increase the alititude to about 1000-2000 meters. Also i noticed that "attack groundtargets" is set to 1 by default, that might explain why SPADs and SE5s tend to just drop their bombs at that spot, even though there is no target near by. Atleast i've seen them doing that.
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#2883128 - 10/20/09 06:18 AM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: MattM]
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Member
Registered: 01/09/07
Posts: 781
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One more thing:
It seems that because the "attack area" command is set to an alititude of about 200 meters, the planes dive down to those 200 meters and fly circles their. Might make more sense to increase the alititude to about 1000-2000 meters. Also i noticed that "attack groundtargets" is set to 1 by default, that might explain why SPADs and SE5s tend to just drop their bombs at that spot, even though there is no target near by. Atleast i've seen them doing that. Good points. Both can be changed in the templates. The first, i will set it to say 1500m (and anyone can change it directly by editing the template missions). The second, it will depend if there are ground targets or not in the template. Thank you for your feedback, now and before  S!
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#2891782 - 10/31/09 12:31 PM
Re: Laser's Dogfight Generator Beta 02 Now Available
[Re: jdbecks]
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Junior Member
Registered: 12/13/08
Posts: 51
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this was posted on the Rise of Flight site
[SopCamel] Skins=102043_a01;102046_a01;102148_a01;102201_a01;102203_a01;102209_a01;102210_a01
[FokkerDr1] Skins=501002_a01;501004_a01;501006_a01;501011_a01;501011_a02;501019_a01;501034_a01
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