#3941785 - 04/19/14 09:21 PM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Dec 2010
Posts: 2,654
trindade
Mach2 Club
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Mach2 Club
Senior Member
Joined: Dec 2010
Posts: 2,654
Portugal
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Any chance we can get you on Ts3 Trinidad? Not this weekend but yeah, sure. Some orientation would be great, I'll try to join you guys on TS next time, thanks.
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#3942414 - 04/21/14 02:51 PM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Jan 2010
Posts: 8,700
Peally
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Joined: Jan 2010
Posts: 8,700
Wisconsin, USA
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This might be a stupid question but I saw some folks on the SimHQ TS in a TARS channel, but SimHQ's server doesn't support the version of TS that TARS works with. Is that just so people know what they're up to on another server? Can you even have two versions of TS running at once?
Scully: Victim died of multiple stab wounds. Mulder: *throws her a file* Ever heard of the knife alien?
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#3942587 - 04/21/14 07:36 PM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Nov 2007
Posts: 3,674
EinsteinEP
Just a Noob
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Just a Noob
Senior Member
Joined: Nov 2007
Posts: 3,674
Tucson, AZ
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The TARS subchannel in the DCS World channel of the SimHQ TS3 server was created sometime ago when the server and TARS worked together. As TARS and TeamSpeak 3 devolved along their separate timelines, the TARS channel was not removed in hopes that functionality would shortly return.
The TARS subchannel still works like a normal channel - you can have regular TS3 conversations in there. I may remove it, however, to remove any confusion about TARS support.
Last edited by EinsteinEP; 04/21/14 08:40 PM. Reason: typso
Shoot to Kill. Play to Have Fun.
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#3942612 - 04/21/14 08:42 PM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Nov 2007
Posts: 3,674
EinsteinEP
Just a Noob
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Just a Noob
Senior Member
Joined: Nov 2007
Posts: 3,674
Tucson, AZ
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The TARS-using community is currently pretty light here on SimHQ. We've used the Firehouse TS3 server, which I believe is still fully TARS compatible. Personally, I'd love to see more folks using it, but it is a much different culture than the informal chatty experience we've come to love on the Firehouse and Hollo Pointe.
Shoot to Kill. Play to Have Fun.
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#3942633 - 04/21/14 09:36 PM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Nov 2004
Posts: 17,632
SkateZilla
Skate Zilla Graphics
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Skate Zilla Graphics
Veteran
Joined: Nov 2004
Posts: 17,632
Virginia Beach, VA
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other than channels that are linked to frequencies on the panel in DCS and Signal Simulation, what else does TARs Do?
Last edited by SkateZilla; 04/21/14 09:38 PM.
HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro, Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133, 2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ., 3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
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#3942650 - 04/21/14 09:55 PM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Nov 2007
Posts: 3,674
EinsteinEP
Just a Noob
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Just a Noob
Senior Member
Joined: Nov 2007
Posts: 3,674
Tucson, AZ
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Not only do the in-game radios have to be tuned to the right frequency, they have to be powered on and undamaged to be able to transmit/receive. The radio selector dial has to have the right radio(s) selected as well. This adds a bit of learning curve on top of the "just push da button" for normal TS3, but the ability to compartmentalize flights and still have an in-game way to talk with anybody on a radio is huge, especially with large coordinated flights. This feature alone makes it worth the effort, IMHO.
I couldn't find an official list of features, but TARS also adds a "radio filter" to voices, and models loss-of-comms due to curvature of Earth. It does NOT model loss-of-comms due to terrain objects: mountains, buildings, etc.
TARS also supports for FC3 and Combined Arms players, although the effective radio channels must be set outside of game and cannot be changed while playing.
Shoot to Kill. Play to Have Fun.
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#3943145 - 04/23/14 01:41 AM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Mar 2007
Posts: 5,111
Wrecking Crew
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Smooth Operator
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Colorado
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the bug is repeating... Some day I'll finish this most excellent mission. WC
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#3943153 - 04/23/14 02:06 AM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Mar 2007
Posts: 5,111
Wrecking Crew
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Smooth Operator
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Colorado
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Ah ha! Squashed you now you little bugger!
'RDR Z07B4 House #001'
This ^^^ had a #001 after its Unit Name.
So this script didn't recognize the [-u] unit and activated the stenken zone prematurely: mist.flagFunc.units_in_zones{ units = {'[red][vehicle]','[-u]RDR Z07B4 House','Mi-8T 81','Mi-8T 82','Mi-8T 83','Mi-8T 84'}, zones = {'RDR Z07B4 Zone'}, flag = 90747, zone_type = 'cylinder', toggle = true }
WC
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#3944223 - 04/25/14 02:10 AM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Mar 2007
Posts: 5,111
Wrecking Crew
Smooth Operator
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Smooth Operator
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Joined: Mar 2007
Posts: 5,111
Colorado
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Almost done... ... ..... .... ..... ..... ...... ........... ....... .. .. ............ .. . .. ..... WC
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#3944735 - 04/26/14 03:57 AM
Re: Crew's Hollo Pointe server lounge
[Re: eno75]
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Joined: Mar 2007
Posts: 5,111
Wrecking Crew
Smooth Operator
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Smooth Operator
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Joined: Mar 2007
Posts: 5,111
Colorado
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I want to fly my F-15 I want to fly it where I like! ... ... .. ..... .
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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