![]() |
#291
|
||||
|
||||
![]()
Currently 25-30 pilots online on Syndicate #2! Come join us!
|
#292
|
|||
|
|||
![]()
and Where Are The Ghost now..!?
-just been in a couple of miss. and couldnt find any "ghost-dots" where they used to be..!-) Hope its something You guys done here.. ![]() ~S~ ![]()
__________________
W7U64sp1-6gb ram:Corsair Dominator DHX+ DDR3 1866MHz-AMD PhenomIIx4 965-CrosshairIIIFormula-Asus6950 2GB-Acer p243w- Western Digital VelociRaptor® 150GB10000RPM SATA-Corsair HX 850W PSU-X52pro with+pedals-keyb.G15-TIR4.. |
#293
|
|||
|
|||
![]()
Well there's still some occasional ghost dots, but I have no idea why
![]() But I've found a way to avoid them. A couple things: Make sure you have your chat window (the customizable one) to include the "voice" option. That will make all radar announcements appear as text and with the mission there will be plenty of announcements as there are plenty of bombers flying around ![]() I've found that the radar only pickups moving planes (aka real ones!). The other thing is if you approaching a group head on and they don't appear to move across the sky, then they are more than likely a ghost dot. Lets just say, I've yet to see a ghost dot move. They are usually suspended in the air for w/e reason. But definitely turn the radar part on in your chat window. And for the sound issue make sure your voices/speech tab under the audio controls is unchecked/muted. |
#294
|
|||
|
|||
![]()
Was a very much improved environment I have to say. Ran smoothly with little or no stuttering. Guess the ghost planes we just have to avoid right now. Great to see some population though....really helps to make things exciting!
|
#295
|
|||
|
|||
![]()
Holy cow! I actually fixed something
![]() No more ghosting / disappearing planes! All stupid ship errors that were causing the stuttering are fixed as well. There are never ending flights of bombers bombing targets of opportunity and their escorts for both sides everywhere. There are over 75 various different bomber sub-missions that take around 10 hours to complete before the 1st sub-mission is loaded again. All missions have different bomber groups with varying level of difficulty going to different targets. It should never look repetitive. Some of the bomber groups will have very aggressive escorts attached to them. If you go attacking their bombers you better have a wingman or 2 or they will knock you out of the sky. For those that like COOPs, this is a never ending war where you don't even need another person on the server to have endless amounts of action. Remember to have your radar turned on (the option "voice" set in your chatbar if you have voices/speech muted) as your radar will be calling out contacts left and right. And when you spawn and have AAA going off, make sure to look up as your airfield might be in the middle of being carpet bombed ![]() |
#296
|
|||
|
|||
![]()
Superb stuff m8!!!
Well done...I know you have spent weeks trying to get this goin right....happy days! www.syndicatesquadron.com |
#297
|
|||
|
|||
![]()
I just had a go on your server to try some online action.
I couldn't find any Spit Mk II's available. A quick search of this thread found that it had been removed back in April for 'balancing reasons'. Could you elaborate a little? The Spit Mk I and Ia are currently under modelled imo; the top speed seems very low and only one of the two prop pitch positions works properly. I didn't really fancy taking on the might of the Luftwaffe in a Hurricane and don't really want to play as Luftwaffe so the choice was a bit limiting for me. Anyway. I picked a Spit I and the plane kept drifting/sliding off to the left when it spawned parked up. After firing up the engine and warming it up, I couldn't turn right (even when applying the differential brakes) when taxiing. At that point I gave up and quit out. I didn't come on your thread to diss you and rubbish your server. Just wanted to give a bit of feedback and ask about the Spit II. Maybe it's a problem at my end (taxiing) but the mission you've set up looks really good so I thought I'd better post my experiences so far. |
#298
|
|||
|
|||
![]()
The Spit Mk.II is currently the only fighter that seems to be getting it's real life performance. All other fighters (not just luftwaffe ones) are somewhat on the slow side, so the Mk.II is usually removed so that the server doesn't end up with a bunch of people flying them in the red team with nobody to shoot at in the blue team or nobody flying the Mk.Is and hurricanes
![]() As for the drifting during taxi, i've seen it reported before but haven't experienced it. Not flying online yet (i spend most of my time testing various things in single player) i can't be sure if its a multiplayer-specific bug, but i've seen various plausible explanations. The most prominent ones: 1) There's a crosswind involved in the mission and tail-dragger aircraft turn into the wind. Some people report that hangars don't block wind and the effect is noticeable in hangars as well. 2) Incorrect setup/usage of the wheelbrake controls. 3) A combination of both, making it hard to correct the crosswind effect. I've posted this a million times on various threads so i'll just give you the cliff notes. In short, the sim models brakes the way they are in the real aircraft. For RAF warbirds, this means a single brake lever for both brakes and a differential pneumatic valve operated by the rudders, instead of two completely independent braking systems for each wheel. To turn left for example, one needs to press the brakes lever (whatever control you mapped to it) and push the left rudder pedal. Pushing the brakes key feeds pneumatic pressure down the line, the position of the rudder pedals determines how that pressure is distributed to each wheelbrake and as a result, how much each wheel brakes. If the rudder is centered the pressure is distributed equally and both wheels brake the same, if you start pushing the pedals one way then the wheel on that side of the aircraft will brake more and you will turn to that direction. In other words, if you have a rudder pedal controller with differential toe brakes plugged into your PC and mapped as such, your toe brakes won't work because the aircraft doesn't have such a system. It's like giving a prop pitch change command in a tiger moth with its fixed pitch propeller, or pressing the "open bomb bay" keys in a fighter: nothing happens because they don't have such a system installed. You will need to press the brakes key and deflect your rudder pedal (just like you would do while airborne) to get differential braking instead. Last edited by Blackdog_kt; 07-20-2011 at 01:01 AM. |
#299
|
|||
|
|||
![]()
Thanks for getting back to me on the Spit II. Shame it's out of the picture for the moment, although if it was in line with the other planes performance, I still don't think most pilots would choose the Mk I over it
![]() I shall have to put in some time in the Hurri/Spit I and see if I can do anything useful with them instead. As for the braking, I was fully aware about using the brake key in conjunction with the rudder pedals. I do have the toe pedals mapped for the times I've been flying 109's etc though. Your explanation was very detailed and I'm sure someone will get some use out of it ![]() Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online. |
#300
|
|||
|
|||
![]()
Yes it is wind settings usually.
|
![]() |
|
|