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#2914997 - 12/06/09 07:19 PM Re: ROF Campaign Released ***** [Re: PatrickAWilson]
JonK Offline
Member

Registered: 08/11/08
Posts: 132
Loc: San Diego CA
Reading this topic from page one to twelve has persuaded me to purchase this game. Dynamic campaigns are my number one requirement for sims and it sounds like this has filled that void.

I'll be picking this up tomorrow and am quite excited to give this a go.

Thanks for this!
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#2915000 - 12/06/09 07:30 PM Re: ROF Campaign Released [Re: EAF_92 Whiskey]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
Whiskey:

I looked at wind layers and jacked down wind at low level. It will be in the next release.

Getting wind relative to airfield is tough because I have wind direction coded to favor west to east - the historical German wind advantage. I can't reconcile that with a variable takeoff heading (every field has a different takeoff heading).

I suppose that I could set the bottom wind layer based on airfield heading and leave the higher layers to represent the historical west-east tendency.

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#2915144 - 12/07/09 01:18 AM Re: ROF Campaign Released [Re: PatrickAWilson]
ziher Offline
Junior Member

Registered: 11/25/09
Posts: 4
I have a small problem with Jasta 8 mission generation, sometimes i get waypoints outside of map. Also noticed with Jasta 56 lots of machine guns get deployed around airfield slowing down the game.

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#2915154 - 12/07/09 01:57 AM Re: ROF Campaign Released [Re: ziher]
EAF_92 Whiskey Online   content
Member

Registered: 08/31/03
Posts: 1141
Loc: Suffolk, UK
Hi Patrick,

Thanks for the reply. Excuse my ignorance but are you saying that each airfield has a 'runway heading'? I thought the idea of a grassed field area was that they would allow takeoff in any direction depending on wind conditions. Presumably the ground crews would just position the aircraft accordingly prior to flight ops.

From what you've posted above it seems like each airfield has a hard coded takeoff heading? In which case I may just have to self position for an into wind takeoff.

I realise the prevailing wind would dictate the 'average' take off direction of east to west ie INTO a west to east airflow but I'm sure these old warbirds could be adversely affected by any sort of crosswind.

Having said all that it appears the devs have got the wind direction 180 degrees out anyway - see my wind speed/direction post down below. Just to complicate matters for you! Smile2

Anyway, thanks for your continued effort with this excellent utility, I hope our needs and wants all the time don't detract from your creative enjoyment.

Regards,

WB.
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#2915190 - 12/07/09 04:57 AM Re: ROF Campaign Released [Re: EAF_92 Whiskey]
Feathered_IV Offline
Member

Registered: 09/28/05
Posts: 507
Loc: Australia
I appreciate the difficulties and complications regarding wind in the mission coding. I wonder though, is it possible to deselect it as an option in setup? I usually leave it switched off in the difficulty settings to save a few precious cpu cycles, but it seems to be trapped in the ON position when I play one of your campaign missions.

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#2915633 - 12/07/09 04:03 PM Re: ROF Campaign Released [Re: ziher]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
Originally Posted By: ziher
I have a small problem with Jasta 8 mission generation, sometimes i get waypoints outside of map. Also noticed with Jasta 56 lots of machine guns get deployed around airfield slowing down the game.


Hi Ziher: The MG algorithm places MGs along your mission route. A route that encompasses a good section of front can generate lots og mGs. You can use RoFCampaign.config to adjust MGs or turn them off altogether.

UseMGs = 1; Set to 0 to not use AAA MGs at the front
MGSpacing = 2500; Space in meters between MG emplacements

I will look into Jasta 8.

Thanks.

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#2915637 - 12/07/09 04:04 PM Re: ROF Campaign Released [Re: Feathered_IV]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
Originally Posted By: Feathered_IV
I appreciate the difficulties and complications regarding wind in the mission coding. I wonder though, is it possible to deselect it as an option in setup? I usually leave it switched off in the difficulty settings to save a few precious cpu cycles, but it seems to be trapped in the ON position when I play one of your campaign missions.


Hi Feathered: I was not aware that the mission file affected your difficulty settings. The parameters will always be there, but if you have weather turned off I would think that should do the job.

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#2915641 - 12/07/09 04:09 PM Re: ROF Campaign Released [Re: PatrickAWilson]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
Hi Whiskey:

Yes, orientation is based on hangar position. If I ignore it I have almost no hope of getting planes positioned for takeoff. If anything I would alter the bottom wind layer based on orientation and leave the upper wind layers (> 500 meters) alone. I would prefer to just decrease wind speed on the bottom layer.

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#2916423 - 12/08/09 08:29 PM Re: ROF Campaign Released [Re: PatrickAWilson]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
The next version will contain support for custom skins. Both squadron skins and individual skins for your squadron and pilot are supported. It works like this:

For the player's squadron:
Check for <plane>\<Squadron Name>.dds
If the skin exists: \data\graphics\skins\<plane>\<Squadron Name>.dds ... use it
Check for <plane>\<Pilot Name>.dds
If the skin exists: \data\graphics\skins\<plane>\<Pilot Name>.dds ... use it

For other squadrons only the squadron name is used. When I get around to aces their individual skins will be supported too.

Skins will not be shipped with the RoFCampaign download due to sheer size. I want to collect skins and create a separate download. This will allow me to continue to work on the software without forcing users to get the skins every time.

Anybody up for some skinning?

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#2916488 - 12/09/09 01:26 AM Re: ROF Campaign Released [Re: PatrickAWilson]
J.j. Offline
Junior Member

Registered: 02/18/06
Posts: 20
Loc: Paris (France)
Don't know if it have some interest for you:
http://simhq.com/forum/ubbthreads.php/topics/2888677/Re_Need_testers_for_Alpha_vers.html#Post2888677
Generic skins for USAS Spads
I'm currently working on British SPAD XIII of No 19 and No 23 Squadron, I can make some generics too if you're interested.

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