Forums » Air Combat & Civil Aviation » Rise of Flight - The First Great Air War » Laser's Dogfight Generator Beta 02 Now Available


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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
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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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Flying 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]
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: 924
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: 791

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 Online   content
Member

Registered: 07/17/02
Posts: 1032
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: 791
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 Online   content
Member

Registered: 07/17/02
Posts: 1032
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: 791
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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