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#3374451 - 08/25/11 04:03 AM Re: ROF Campaign Released ***** [Re: PatrickAWilson]
Bandy Offline
Member

Registered: 07/26/10
Posts: 1206
Loc: Wishing I was in the La Cloche
Many thanks Patrick!
cheers
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#3374574 - 08/25/11 07:51 AM Re: ROF Campaign Released [Re: PatrickAWilson]
Tederino Offline
Junior Member

Registered: 04/21/11
Posts: 3
Loc: AZ
Patrick,

First of all, thank you for your great campaign generator! We are really having a grreat time with it. What I do is generate a mission, open it in the editor, change it to cooperative, move it to the correct directory, and then we fly it.

One of the challenges is all that editing, and it doesn't seem to update correctly.

Have you ever given any thought to having a setting for your application to generate coop campaigns from the get go? Something that you and a few friends could enjoy and that would maintain the careers of each of us?

thanks again

Ted


Edited by Tederino (08/25/11 07:53 AM)
Edit Reason: spelling

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#3374622 - 08/25/11 08:44 AM Re: ROF Campaign Released [Re: PatrickAWilson]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
I can but I have never generated a cooperative mission. Very willing to work with you to get it done. Sending you a PM.

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#3376108 - 08/27/11 07:04 AM Re: ROF Campaign Released [Re: PatrickAWilson]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
Version 10.0 is in the works. This version will be all about performance. The idea will be to combine the best of the flight pathing with the ability to spawn.

Instead of having all flights in progress with you, I will calculate earliest possible point of contact (or the first action waypoint, whichever comes first) for each flight and trigger the flight at that point. If I can do it I will make it more sophisticated by having the timer trigger a proximity MCU, such that flights that are nowhere near you simply do not spawn. From your PoV you shouldn't notice a thing since the spawn point is exactly where the planes would be when they would be there if they flew the entire mission.

Further, I am going to attach proximity triggers on all ground units. Why have an MG taking up valuable CPU cycles if you are nowhere near it?

The biggest goal of this is to make time compression more useful during ingress. Hopefully it will have a further effect of improving performance throughout the mission.

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#3376132 - 08/27/11 07:54 AM Re: ROF Campaign Released [Re: PatrickAWilson]
elephant Online   content
Member

Registered: 02/14/05
Posts: 732
Loc: Patras-Greece
Wow, sounds like an epic update, Pat!

May I add a tiny little request, if possible?
I have noticed, in the Official Career, the Flight Leader waving when reaching a waypoint and is about to change course.
I found that totally immersive! Could this feature be implemented to RoF Capmaign as well?
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#3377435 - 08/29/11 10:05 AM Re: ROF Campaign Released [Re: PatrickAWilson]
dutch Offline
Member

Registered: 09/09/07
Posts: 367
Yep, Pat keep on, please.

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#3383544 - 09/06/11 04:39 AM Re: ROF Campaign Released [Re: PatrickAWilson]
RoFfan Offline
Member

Registered: 06/20/10
Posts: 372
Wow, that would be great!

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#3385381 - 09/08/11 03:33 AM Re: ROF Campaign Released [Re: PatrickAWilson]
jerryboy Offline
Member

Registered: 07/20/10
Posts: 108
Finally got it to work but I seem to have a bit of a problem which may have been dicussed somwhere in the 98 pages, I'm getting problems with the sound and a very slow rate of fire when in the cockpit, when outside the sound is OK but the rate of fire is still slow. Any answers? thanks. PS this is in offline mode.


Edited by jerryboy (09/08/11 03:35 AM)

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#3385862 - 09/08/11 04:41 PM Re: ROF Campaign Released [Re: jerryboy]
Bandy Offline
Member

Registered: 07/26/10
Posts: 1206
Loc: Wishing I was in the La Cloche
Originally Posted By: jerryboy
...I seem to have a bit of a problem ... I'm getting problems with the sound and a very slow rate of fire when in the cockpit

Yes, it is somewhere in the 98 pages... I didn't know about this either until I experienced it, but if your system is computationally over-taxed with too many aircraft in the air or ground objects, then RoF will play at half speed until something resolves it (i.e a flight lands). What are your system specs, marginal to low? I'd characterize mine as middlesies...

The only way to correct is to tweak the mission generator to lower the number of flights and/or lower the number of ground objects. Poke around in the options, you'll see the variables. Lower number of opposing flights and/or number of aircraft per flight for both sides by just 1 or 2 a little at a time. It will resolve eventually.
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4x2.66 GHz Xeons, XFX 4870 1 GB, 11 GB DDR2 RAM, Win7 Pro x64, 120 GB OCZ Vertex2 (MLC, Sandforce)
26" VIZIO 1920x1200, Logitech FF 3D Pro, CH pedals, Track IR4

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#3385975 - 09/08/11 07:45 PM Re: ROF Campaign Released [Re: PatrickAWilson]
PatrickAWilson Offline
Member

Registered: 01/19/07
Posts: 656
Loc: Tx
Also, turn off ground unit generation - i.e. MGs, and airfield AAA.

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