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Friar

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Everything posted by Friar

  1. Here is the thread on the forum https://forum.il2sturmovik.com/topic/30966-ground-units-disappearing-in-vr/page/2/
  2. Hi Sid, It may not be a problem with AI tanks. I will try and check today. Ref the tanks. In the Panzer IV G you view outside the turret from the commanders position, not the gunner, like in the III. You do not have fire or turret control. Perhaps tonight I will ask FT to put a dogfight map up with tanks before we go to P38's to quickly check. We both spawn in tanks of the same make and I will put myself behind you, behind the 10 - 2 arch. If you then try to turn your head round (not the tank or turret) to see me we can see what happens. It may be that TIR is ok after all ands it's just VR.
  3. Salute, During testing tonight with FT (thank you sir for your assistance) we uncovered something which could be VERY bad for the event if you are using VR or possibly Track IR as well. We found that any tank (friendly or enemy) which was outside of a 10 o'clock to 2 o'clock cone of vision would disappear from view when for example viewed from the Commanders / Gunners seat (either from inside the turret if you have viewing slots or from being standing up with the hatch open. The difference between an object appearing and disappearing could be as small as 1 degree of movement. This could mean an enemy tank in a clear firing position will be invisible to you, but he can still kill you. After urgent trolling through the IL2 forums I found a post that suggested using the "T" command (default for take control of gun/turret) made the objects appear. We tested this in the Panzer III L and the IV G but do not think it is limited to German tanks. The forums seem to mention something about image culling (the screen by default only showing what is in your field of view (to improve performance) with the mouse (obviously VR and TrackIR go way beyond this) When testing using the Panzer III L and taking the gunner position, then opening hatch to be standing above the gun, by default I could control the gun with my joystick, fire and see the ballistics but turning to look to my 4'oclock to look at FT, he was not there. I hit "T" The gun rotated back to a central position, I no longer had control but I could see FT now. If I then dropped down from the hatch to the gun sight view I could control it as normal. When I swang the gun round to 4 o'clock I could see FT's tank as normal. When in the IV G with the hatch closed there are 4 little windows at 12, 3, 6 and 9 o'clock. FT was directly behind me. I could not see him. I hit "T" I could now see him behind me. I have ended up having to add a new button to send "T" after taking the Commanders seat. So I am effectively sending the default key sequence of Right Shift + 2 (Assume second firing position, Commander) and then hitting another key to send "T". This then enables me look all around in VR and be able to see tanks at any angle. Hopefully I will not forget to hit this extra key in the heat of battle when changing from seat to seat! I tried using the key mappings software to send Right Shift+2 + T to my X52 but that did not work. I also tried adding it as a macro but that also did not work. FT tried to set up his Track IR and believe he found the same issue. I don't think it will be an issue when in gunsight mode but that is not where you have the best situational awareness. Regards Friar.
  4. Translated: Hello, since the advent of tobruk I still can't get to your "Bob" server. the reason: "Tobruk.100 not present". Do you have an explanation for that? It's not always and I don't have "Tobruk" but just "Blitz". Thank you
  5. I have just added Repair, Rearm and Refuel at the airfields for the planes to save you having to re-spawn.
  6. Salute Video that explains about the range finding in the German Gun Sight. Jump to 2:40 to get the detail if you want.
  7. It was also what made me change my mind about the way forward for our event..
  8. @Delta - I did not want the pilots saying they are spending too long away from the action. So I am going to pack the airfields with high intensity AAA and also protect their route into the area. We could also say No Vulching! The aim of this mission is for the tanks to capture the flag. If you are camped over an airfield you are not helping your ground forces achieve this goal. I will think about about adding other airfields if the pilots think that is the right thing to do.
  9. Did think of thank but I am going with this map now, thanks Crash.
  10. Salute, Having been speaking to a few people I have slightly been taken by surprise as to how many people were looking forward to driving a tank in this event. This had me worried that I had not planned enough in the mission for them to do. To this end after many hours previously working on the scenario I have today come up with a new scenario which I think will work really well (cough, "we will be the judge of that Friar". Signed DDz). I have created a completely new scenario by building the map myself rather than using the Syn_Vander generated mission. We have now moved to the town of Veghel on the Rhineland map. The scenario will be "Capture the flag". We will run it for a maximum of 90 minutes (unless by popular demand people want to keep going or shorter if people have had enough!). The flag (which is quite clever in that when a player is within the required range of 75 meters will change to the applicable country and then raise up the flag pole.) Should the "occupier" be killed and his place taken by the opposition the flag will come down and go back up with their colours. Slight issue. There is only 1 bridge that leads to the area you need to be in to "capture the flag". (Don't be fooled by the map, I have removed the other bridge which could have been used ) Tanks will spawn to the north west and north east respectively of the town and will have to fight their way across it to get to the bridge. The flag location is shown by the yellow dot. Pilots and those who do not wish to drive a tank. Don't think I have forgotten you. There are two air fields where you will start on the runway with engines running. Flight time for both sides is approximately 2 minutes. You will have a part to play in assisting to spot the ground movements through the town and also to try and take the enemy out. But beware. I have added an available fighter to each side as well. Can you gain air superiority to assist your ground forces in getting to the flag? There are no AI planes or tanks in this scenario but I may add some static targets to keep you on your toes and perhaps some light AAA as well. Friar.
  11. Play it loud and tell me it did not give you a warm fuzzy feeling in side..... Excellent work again Chris, many thanks.
  12. Hay TBone - check out he video which shows what you can expect tonight...
  13. Your Welcome. There are plenty of guys that are willing to help you with different areas of expertise. Fly which ever way is best for you. We also probably need to get you up to speed with the mods that we use (but that can come when the current information overload has settled down a bit!) Cheers Friar
  14. I will release some more intelligence of targets etc nearer the actual event.
  15. @Arthur - There are no specific tank objectives. I imagine them targeting (or defending) the ones generated by the mission. I am thinking about adding extra targets for the tanks should the ones on the map be taken out. There are no AI moving tanks. There is artillery and anti aircraft. As to where they are, that is for the tanks to find or be directed in from the air to assist?
  16. Tank Spawn Points as stated in the previous post.
  17. I said this morning that I would put a picture up of the map to help with the scenario. The attached is seen from the allies side. If I had picked an Axis plane the same would have been visible but Defend / Objectives reversed. As you can see the objectives for the Allies are to attack a transport column, to attack an ammo dump and to attack armour. For the Axis it is to attack an ammo dump, a train and a bridge. I have placed the tanks with spawn points for both sides to both attack and defend one of their objectives (if they so wish), the Axis the armour and the Allies the bridge. I am going to say put up as many planes as you want, at the moment is 10 v 11, (remember that you will be expected to fly back to your base at least once as you would be expected be covering your objectives remember. (I have not added in the air starts yet) These objectives are what they are, I will not be changing them fro this scenario, so this is what we will be going with. NOTE: I have this evening removed all AI flights so there will be no AI bombers or patrols, it will be just down to hoomans to take out and defend the objectives. Regards Friar EDIT: Just noticed that the Allies second tank spawn point is not included in this screen grab. I will add another picture. 00
  18. Remember that this scenario is based on a Syn_Vander Mission Generator for planes and sometimes flight times are not short hops. There are also AI bombers for both sides that will attempt to attack the objectives as well as AI air patrols. The 3 objectives required to win the map are defined by the generation, I have modified it to add the tanks in. I have placed the tank spawn points so that both sides could use their tanks offensively to either have a go at attacking an objective (and blowing stuff up) or at least weaken the defences for the air attack and defensively to help protect one of the objectives, so tactics could be important, but also with game play in mind as I am sure the tank drivers will want to encounter other tanks. I think it will help if I publish a picture of the map and location of the airfields and objectives. I am writing this in bed with a cuppa so will add later. I would like to think that we as group will fly the scenario in an honourable way, eg not throwing away your plane after attacking an objective and making the trip home, also no camping at tank spawn points should a side gain an advantage. I am also adding air start spawn points which I am going to say can be used only after you have made it home from a mission at least once. As this is the first time we have done anything like this together I don't want to make it too complicated, but acknowledge there does need to be some ground rules / guide lines for the engagement but hope to learn from the outcomes if I get it wrong and take forward what actually worked. Above all, the aim, as always with the Dogz is to have fun.
  19. ok done sir
  20. Salute, Should I set limited plane and tank numbers so that there is a consequence for getting shot down / destroyed? As well as the Repair Rearm and Refuel points that the mission generator puts in I have added an Ambulance at the airfields and a tank repair station. If the consensus is yes, then how many should we set and from the available plane sets does each side want to nominate a smaller set of aircraft to pick from? Say a fighter(s), a fighter/bomber and a bomber. We then set the stock available, say 10 of each? (My opening suggestion, arrived at by wetting my finger and sticking it in the air) Really happy to take suggestions so we get the best experience. Friar
  21. You didn't strafe the traffic as you went past!
  22. The P38 campaign is an auto generated scenario using Pat Wilsons' Mission Generator. Once the campaign has been started we do not know what we will be getting until the mission is generated. Recently we have had both fighter patrol and ground attack. The system can then track the results and advance the front lines etc. You will also have a persona to protect. The idea is to keep you pilot alive rather than go gun-ho into a furball like we do in usual co-ops. It may sound funny but it does make you fly differently. You are more careful in where and what you do. Keeping with a wingman becomes even more important as if you shoot an enemy plane down, unless someone else can verify it visually, you do not get the kill. If your persona is killed, don't worry you arrive back at the squadron with a new name but having lost all your previous kills etc. We have a some pilots that have flown all the missions with the same ID (we are up about 14 now I think.
  23. A few of us also fly in VR so if you have any questions I am sure we will be able to help.
  24. The guy has hardly joined and already we are taking over his hard drive. Be warned, once we get under your skin, you will never leave. Lots of us have clocked up best part of 10 years with the group!
  25. I thought I would pass on the info related to me by Sid. By default you use the mouse to control your gun. With the latest release it is now possible to use your joystick. To do this; 1. Within the Input Devices section of the game select Turret Control and change the option from Mouse to Joystick. Once done, go into your key mappings and under the Turret Horizontal and Vertical (direct) map your joystick. Works a treat. Salute Friar
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