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#2871488 - 10/01/09 10:17 PM Laser's Dogfight Generator Beta 02 Now Available
777 Studios - Jason Offline
Member

Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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]
Kankkis Offline
Member

Registered: 05/28/09
Posts: 377
Loc: FInland
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]
777 Studios - Jason Offline
Member

Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
Works fine with IE. There should not be an issue.

Jason
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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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#2871496 - 10/01/09 10:33 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: 777 Studios - Jason]
Kankkis Offline
Member

Registered: 05/28/09
Posts: 377
Loc: FInland
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]
Foucault Offline
Member

Registered: 05/17/05
Posts: 363
Link doesn't work in Chrome either.
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#2871501 - 10/01/09 10:40 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Foucault]
777 Studios - Jason Offline
Member

Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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
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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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#2871550 - 10/02/09 01:40 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: 777 Studios - Jason]
Tvrdi Offline
Member

Registered: 10/11/06
Posts: 851
Loc: Earth
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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#2871551 - 10/02/09 01:43 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: 777 Studios - Jason]
Tvrdi Offline
Member

Registered: 10/11/06
Posts: 851
Loc: Earth
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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#2871556 - 10/02/09 01:49 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: 777 Studios - Jason]
BlueRaven Offline
Flight Instructor
Member

Registered: 07/11/09
Posts: 921
Loc: Oklahoma
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]
Gatt Offline
Member

Registered: 06/12/01
Posts: 282
Loc: Milan, Italy
Thank you again, Lazer Smile2
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#2871652 - 10/02/09 06:12 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Gatt]
MIG77 Offline
Member

Registered: 07/03/09
Posts: 584
Loc: Finland
Very nice. You can now setup multiple flights and date/time/weather aswell. Thank you!
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#2871669 - 10/02/09 06:26 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: MIG77]
DD_JoeBob Offline
Member

Registered: 06/26/09
Posts: 212
Loc: Salt Lake City, Utah
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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#2871702 - 10/02/09 06:56 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: DD_JoeBob]
Gustang Offline
Member

Registered: 01/24/01
Posts: 724
Loc: Ramsey, MN
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]
777 Studios - Jason Offline
Member

Registered: 02/03/08
Posts: 2360
Loc: Redlands, CA
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
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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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#2872003 - 10/02/09 12:41 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: 777 Studios - Jason]
Deyrick Offline
Junior Member

Registered: 07/31/09
Posts: 29
Loc: Rutland
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]
Dobby Offline
Member

Registered: 05/23/09
Posts: 130
Loc: Switzerland
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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#2872117 - 10/02/09 04:08 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Dobby]
RocketDog Offline
Member

Registered: 05/20/03
Posts: 918
Loc: Bath, England
Looks great - thanks!

Will play with this tomorrow.

RD.
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#2872253 - 10/02/09 08:54 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Gatt]
HotTom Offline
Member

Registered: 07/17/02
Posts: 1022
Loc: Phoenix, AZ, USA
First impression after two missions: Brilliant!
(And it downloaded with Chrome smile )

Thanks Laser!

BTW, I found the Noop 17 and Alb III are well matched opponents!

HT
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#2872338 - 10/03/09 02:53 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Dobby]
Laser Offline
Member

Registered: 01/09/07
Posts: 781
Originally Posted By: Dobby
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


I used this as reference:

http://www.theaerodrome.com/forum/aircraft-articles/23234-national-markings.html?garpg=10

I will look into more detail then smile

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#2872342 - 10/03/09 03:10 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Laser]
WilliVonBill Offline
Member

Registered: 09/18/05
Posts: 189
Loc: North Carolina
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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#2872407 - 10/03/09 06:34 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: WilliVonBill]
AG26_Lobo Offline
Junior Member

Registered: 12/03/02
Posts: 94
Loc: Born in Maine, living in exile...
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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#2872426 - 10/03/09 07:14 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: AG26_Lobo]
womenfly2 Offline
Member

Registered: 02/22/09
Posts: 769
Loc: NH
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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#2872696 - 10/03/09 03:05 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: womenfly2]
RocketDog Offline
Member

Registered: 05/20/03
Posts: 918
Loc: Bath, England
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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#2874277 - 10/06/09 08:21 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: RocketDog]
MattM Offline
Member

Registered: 10/05/09
Posts: 210
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]
Laser Offline
Member

Registered: 01/09/07
Posts: 781

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 smile

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]
HotTom Offline
Member

Registered: 07/17/02
Posts: 1022
Loc: Phoenix, AZ, USA
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?"

smile

HT
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#2875592 - 10/08/09 05:28 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: HotTom]
Laser Offline
Member

Registered: 01/09/07
Posts: 781
Originally Posted By: HotTom
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?"

smile

HT


smile 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]
HotTom Offline
Member

Registered: 07/17/02
Posts: 1022
Loc: Phoenix, AZ, USA
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 smile

S!

HT
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#2882525 - 10/19/09 07:35 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: HotTom]
MattM Offline
Member

Registered: 10/05/09
Posts: 210
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]
Laser Offline
Member

Registered: 01/09/07
Posts: 781
Originally Posted By: MattM
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 smile

S!

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#2891643 - 10/31/09 08:27 AM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: Laser]
jdbecks Offline
Room Clear!
Member

Registered: 08/07/09
Posts: 582
Loc: England
how do I add, the new planes that have been released? would someone be ever so kind and paste it on here please smile so i can paste it into the airplanes.ini file biggrin

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#2891782 - 10/31/09 12:31 PM Re: Laser's Dogfight Generator Beta 02 Now Available [Re: jdbecks]
DEWorley Offline
Junior Member

Registered: 12/13/08
Posts: 51
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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