Jump to content
NEW DISCORD SERVER DETAILS - SIGN UP NOW - Dogz Members Only Private Thread ×
DangerDogz Forum

FoolTrottel

1. DDz Quorum
  • Posts

    7,253
  • Joined

  • Last visited

  • Days Won

    371

Everything posted by FoolTrottel

  1. Ah, you mean swordpigs? or 'Tune in next week, when you can hear Dr.Bob say...'
  2. "Duxford, Virginia 2013" does sound good, doesn't it?
  3. Happy Birthday Brando!
  4. Well, in the end... we never met any bandits. We hit the bridge, but did not kill it. Most of us got home. 't Was only me who did not make it due to a fuel leak... ditched in the ocean, made it to friendly territory though. Over the base two 110's attacked, night fighters, as it had gotten dark... search lights and stuff. Fenrir got one, and t the other one as I had spawned in a Spitfire at the B25's base. Crash got lost a bit, but he was talked back in. Good fun all in all...
  5. Good show all, thanks for joining and enjoying this one! It shows that it certainly has potential... Have looked at the track, and it simply looks like it all was due to timing issues .... There were plenty of enemy fighters on the map, in the general area... just not there where we were at the time that they were there... So, I will take look at them new stuff 'cap' waypoints, and make sure that next time, some 120 enemy fighters will bounce us from 12000m.... just to keep the Spits happy! Attached is the track, starts at some 15 minutes into the mission... Lessons learned: 1. You need fuel to get home 2. We got a fine group here! 3. This concept works! 4. We need everyone up to the same patch level... Thanks again you gits! B25Moerdijk.zip
  6. Great to have you back here Kelly!
  7. Ah, well that clears it up that I can't find anything about those.. .lol.... Thanks Kev!
  8. Using a trigger like that is a very cool idea... but, do we have someone in here that really knows what those triggers can do? How they work?Hm, will start looking for some documentation... readme 4.11 me thinks?
  9. Indeed, spawn points are airspawn only. A light in the sky at the spawn point might work, you mean so the party that is en route can call out that the waypoint is in sight?Hm. Would be a weird thing though. Maybe a balloon? This may not at all be an issue, if the difficulty settings are with own aircraft map icon. Then again, that would take away the challenge of navigating ... What other markers are there? Hm, a light might indeed be the most suitable one...
  10. Good idea, that could be very useful.Dunno how them trigger thingies work though ....
  11. FoolTrottel

    man2.jpg

    Nice selection of pictures Sweper, thanks!
  12. Sorry, I get them ideas just sitting at the computer, browsing Google Earth, enjoying the wide screen view....
  13. Mick, this is just scary! You are making sense twice in a row.... Me thinks its time thee wife returns to base soon!Good thinkin'!
  14. Me likes! I like the way you weathered it...
  15. Every now and then, it's nice to a long mission, with some adjusted difficulty settings... just for the fun. (Well, I simply just love those) We've got two modes of multiplay: (note that pro's and con's are listed and judged as specifically relevant for a long mission, and listed as the most relevant on top of the list) Long mission: Up to and over 2hrs.... 1.The Dogfight Pro's - Possibility to join the mission after it has started. - Possibility to rejoin the fight, after a mishap. Con's - Rinse repeat effect - No multi crew aircraft 2. The Coop Pro's - One target to fly to, head on in, do battle, return home. (ie. Historical) - Multi crew aircraft Con's - Being Late is being dead. You can't join if you're a bit late. - Dead is dead. On a long coop, yeah, too bad, sit it out as a spectater. Now this got me thinking. Let's try and get best of both, or well, kinda get close to that... What if a long mission was being programmed, basically as a Coop, so with a series of waypoints to the target, and back home. But then, dead=dead, and being late=dead. Now here's the idea: What if along the waypoints, a set of homebases are being programmed, spawpoints in the air. Run the coop as a dogfight. A deaded pilot will have to wait, until the group (be it bombers or escorts or whatever) have got close to the next spawnpoint along the route. Once the group is closed, the deaded pilots spawns, and rejoins the party. Same goes for late comers. Sure, there's some issues, especially if navigation is full real, and the party gets lost. The pre-set spawnpoints will be kinda useless. And there's the number of human pilots vs. AI pilots, a Coop will take care of that by itself, this setup will need to be tweeked to the correct numbers just before the start.. So, we got the Pro's of being late/dead and still be able to (re)join the fun, and the one-way-in-battle-and-out-to-home-route. Too bad no Multi Crew, but... Oh well... So, question is, would this work? Is this a feasable concept? What do you think?
  16. Hey, let's all just keep this thread up 'til next week Wednesday... and call this Brando Week!
  17. Happy Birthday Brando! (We're a week early, but who cares!)
  18. These guys arrived today: They should enable me to get the L2 / LS326 crewed up with modern airmen.... With a bit of luck and skill... I might have some spare ones to crowd my 110, or the Sturmovik... Oops... backside of the box looks different... Gibson ran away I guess? Feel a bit silly though... as the Swordfish model cost me 65 Euro's, and the crew... in total... 53,30 Euro's ... Oh well...
  19. Welcome Partless!
  20. Finally, some progress ...
  21. Yep, 21000 was down again. Good to know it works! Thanks again! Now your joystick just stopped working? Oh my... USB issue, or just stick issue?
  22. Many thanks Rog! Oops ... lol... I had put the 21000 stuff in the port mappings, had forgotten the 21001 's ... Sry... could you please try the 21001 again?
×
×
  • Create New...