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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 11-14-2010, 07:28 PM
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Well, that rrr-timer problem is easily fixed, just have 10 min. flighttime from spawn to front
Closer to the front one can rrr.
That also leads to better care for ones plane!!!
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  #2  
Old 11-15-2010, 07:16 AM
Flanker35M Flanker35M is offline
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S!

Zuti works hard on MDS and I have not had any issues with it. This 90min problem can be avoided by making missions 90min as not many even have the patience to play any longer The furball of death forms within 5min of the start and stays there until end
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Old 11-15-2010, 09:29 AM
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I haven't experienced the synchronisation problem (probably just coincidence) but RRR is a big attraction where the base, 'fly from', fields are in the rear and there are forward fields for RRR. I wish that was used more

Historically for instance, RAF Manston was used as a forward fighter field but not much as a base field as the BoB wore on because it was too near the enemy and getting hammered. Still, probably getting a bit off-topic.
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Old 11-15-2010, 05:52 PM
|ZUTI| |ZUTI| is offline
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Hm, author of this topic is correct, actually. Such things can happen. The reason for this are spikes in network traffic. Won't go into details. But 1.2 is fine. All new solution.

Just a note about RRR: it is entirely mission builder decision. If he enables refly, well, even I would not do an RRR then. But I prefer missions that have refly disabled entirely. Forces people to think how they fly. Real tactics come alive on such servers/missions. Otherwise it's just: if I am out of ammo, I'll ram you. I can always refly. Fun, but hardly realistic (since must enthusiasts here strive to reach that).

Last edited by |ZUTI|; 11-15-2010 at 05:54 PM.
  #5  
Old 11-15-2010, 06:00 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by |ZUTI| View Post
Won't go into details. But 1.2 is fine. All new solution.

.
So this is the v4.10 official release version ?

I tested many versions of the MDS in beta form upto v1.1 v1.11 v1.12 v1.13 and the statement " is fine. All new solution" is one I have heard before, but incorrect.

I really hope this v1.2 is 100% fixed for v4.10.

Last edited by KG26_Alpha; 11-15-2010 at 06:03 PM.
  #6  
Old 11-15-2010, 07:12 PM
|ZUTI| |ZUTI| is offline
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I am sorry you have such bad experience with MDS. Honestly, I don't recall any issue reports from you. If I missed them, I apologize. :\ I also noticed that you are under the impression that RRR does not work with coops. It should. May I ask on how you tested this? Perhaps I can help.

As for official release, I'm not the one to disclose such things. I hope you understand.
  #7  
Old 11-15-2010, 07:24 PM
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Thank you so much , Zuti MDS is awesome.
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  #8  
Old 11-15-2010, 08:42 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by |ZUTI| View Post
I am sorry you have such bad experience with MDS. Honestly, I don't recall any issue reports from you. If I missed them, I apologize. :\ I also noticed that you are under the impression that RRR does not work with coops. It should. May I ask on how you tested this? Perhaps I can help.

As for official release, I'm not the one to disclose such things. I hope you understand.
Just
Tested v1.13 in Coop with small RRR bug sometimes forcing unchock spring back ( probally used for carrier re-arming ) otherwise its working ok

Originally
Testing was done at our end for server side compatibility, input was left at "you know where".

For me
As far as bad experiences I have none with MDS except the 90 minute sync one.

Keep up the great work Zuti.

Last edited by KG26_Alpha; 11-15-2010 at 10:45 PM.
  #9  
Old 11-16-2010, 08:11 AM
KaHzModAn KaHzModAn is offline
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Quote:
Originally Posted by |ZUTI| View Post
I am sorry you have such bad experience with MDS. Honestly, I don't recall any issue reports from you. If I missed them, I apologize. :\ I also noticed that you are under the impression that RRR does not work with coops. It should. May I ask on how you tested this? Perhaps I can help.
I can confirm RRR works well in coop mode, thats the way we (my squad and me) use it most, and I think it's the best way to use it...
Or, we do dogfights but with everybody in at the start, and a (very) limited number of lives per pilot

A good example was a mission were we took off in Bf109s, half of us had an empty load, we had to find a improvised landing field in the middle of the forest and mountains, land, load a bomb and ammo, and attack a train. While armed 109s were covering our asses.
Some of us failed on landing (it was a hard and short one), so they respawned at our first base, where they could only take stukas to go for a completely different mission of bombing tanks in another place...

It was great, nobody was bored because he died in the beginning and that made an awesome mission with not much combat but still a lot of interest !!!

So in these case we don't have 90min sync problems too

Anyway thank you for your mod Zuti, it's one that makes a real awesome advance in gameplay and it's pretty rare ! so keep up, 1.2 features look even better and better !
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