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PropNut

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Posts posted by PropNut

  1. The G-62 takes it off after only a very short rollout. It easily does all scale maneuvers and several not so scale, lol. But I have been flying with guys who seriously over power their planes so that was the comparison that I was making, lol. My 1/3rd scale is built light, at 34#.

  2. "Abused"? lol I get the feeling that you are not happy with anything unless it has the CH logo on it.

    Well, I think it is a good controller, over priced true, but a good controller. Believe it or not, most flight sim people want more realism in their games and controller, not less. CH makes a damn fine product, so does Saitek and Thrustmaster.

  3. I would argue against that Madfish, it is wonderful to toggle on and off the engine, gear, etc. The programing for the controller allows you to make macros and assign any keys or combination of keys to any of the toggles you want. And there are many many momentary (trigger type) buttons on both units as well as several momentary toggle switches.

  4. That sounds similar to what I devised for the wing rigging on my 1/3rd scale Sopwith Triplane. I did, however, build the top wing in one piece for peace of mind. Good thing I had a trailer that would fit the 103" wing!

  5. Well, if I were a Brit, I would give an opinion...but since the thread title precludes me from really engaging in discussion I will not. Although I do own this controller and I would say, if I could, that it is GREAT and would indeed be worth getting if possible. But I cannot give an opinion. :)

  6. Each mission on the server will end after two hours or if victory conditions are met by either side. So we should no longer have the flying in pitch dark issue anymore.

    There are four mission in rotation as of today, they are:

    Furball with AI in a rural setting (Created by A.P. Hill, thanks AP)

    As the name indicates, it is a big furball with plenty of AI on both sides to shoot at.

    Attacks of Autumn (Created by Gustang, thanks Gustang)

    Gustang has created a tactical bombing mission for pilots who want to fly for the Germans. Get into a bomber and take out assets that are being protected by Allied AI.

    You can join the Allies and fly but there are no German AI in this mission.

    River Fight (Borrowed from the Syndicate server)

    This mission allows you to join either the Allies or the Central powers and attack various ground targets as well as balloons and enemy AI.

    Battleground Albert-Bapaume- April 1918 v1.3 (Created by Bob Vanderstock of the Syndicate squadron {I think})

    This is a recon mission, each side has to photograph three important targets.

  7. Setting a rotation is possible, but I have not yet learned how to make on mission end and another start without a team point limit having been reached. I know it is possible, I just do not know how. Been way too many things going on in real life to set aside the time to do so, sorry. The other issue is the lack of missions available. Unless of course anyone wants to create some. Gustang and A.P.Hill have created the Dogfight missions that we do have and I created several Co-ops (but that is a pain to put into rotation for various reasons) so if anyone else wants to step up with a mission they found someplace or wants to create I will try to share the limited knowledge that I have.Happy New Year everyone! Hope this one is better than the last and the next is better still.

    David

    EDIT: Ok, it seems that I need to add a Mission End MCU on a timer...I will work on that today and see what happens. I also found a recon dogfight mission that I will add to the rotation as several members have expressed an interest in learning how to call in arty strikes and take recon photos, etc. I will look for more such missions to add.

    EDIT:EDIT:EDIT: Ok, I feel a little stupid this morning. It was very easy to add a mission end MCU....the current mission up is set to end after 2 hours. I will edit the other missions that we have to do the same.

    We still need some new missions. So if anyone has anything they have been working on, please step forward we can really use them.

  8. Hey Roger, there seems to be "updates were applied do you want to reboot?" messages very often. I never mess with that menu, just restart the server. And of course there are several issues with errors from the RoF master server but those are out of our control.

    I need to figure out how to edit the missions themselves to make them rotate, there are victory conditions that would do this but we do not have pilots enough using the missions to force this. I am sure the is a trigger someplace in the mission editor that would do a countdown but I have not spent the time searching for it.

    Sorry to those that have been inconvenienced by the server issues, I will try to be more diligent in the future.

    David

  9. Subtle changes but without painting "DangerDogz" down the side theres nothing much you can do to a modern jet, not like the old days like the red baron had a red plane lol

    Dan.

    Why? It is not like the USAF Inspector General is going to send us a strongly worded warning if we are flying A-10's with non-standard color schemes. Be creative, enjoy yourself...it is, after all, what flying with your buddies is all about. :laughing7:

    Now me? I want one with Tiger stripes.....Grrr Baby!

    David

    post-588-0-78223900-1320346105_thumb.jpg

  10. From the official website:

    We want to make sure we bring the roots of the MechWarrior® titles back to the surface and also incorporate the basic rules from the BattleTech® Universe. Players will be able to customize their BattleMechs with weapon and armor upgrades as well as customize their cosmetic appearance in the MechLab. This means players can look unique or fall in line with their Merc Corp colors and truly represent themselves in combat. The next part of Mech Warfare is controls/piloting a BattleMech. Since our key platform is the PC, it only makes sense to really bring the simulation control system back for seasoned players, with the option to have easy access configurations for newer players. When dealing with controls, we really want to bring skill back into combat rather than heavily assisted combat as seen in most modern day first person shooters. The interface between the MechWarrior® and the BattleMech is being revisited as well. A new 3D HUD system is being designed for the neurohelmet pilot information display. The view point of the game is from the pilot (MechWarrior®’s) point of view. Players will be able to look around their cockpit and even customize the interior to suit their tastes.

    Role Warfare:

    When it comes down to play style for any given player, we want to make sure that we have as many options as possible to cater to as many player types as possible. This is where things get really interesting. Everything from choosing a BattleMech to how a MechWarrior® is trained, will allow a player to truly customize their own personal game experience. What is a player’s preferred role when playing MechWarrior®? Scout? Attacker? Defender? Commander? Whatever it is, a player will be able to train their MechWarrior to specialize in their style of gameplay. Players are highly encouraged to participate in team based gameplay. The fast manoeuvrable scouts will be able to relay information back to the commander units who in turn relay that information to the attacker and defender units. As players advance their MechWarrior in a role, more skills and abilities related to their role will become available. Remember, a team who plays together will always win together.

    Community Warfare:

    MechWarrior® in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech® Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech® lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp’s player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards.

    Information Warfare:

    Evolving the MechWarrior® experience required a new layer of gameplay. Instead of large open expanses and circle strafing parties, we wanted to examine the core play experience of the previous MechWarrior® titles and see if we could bring a more tactical/strategic experience to MechWarrior® Online™. Relying more on line-of-sight and incorporating information technologies, we feel that information warfare will bring a new level of realism to the fight and help enforce the idea of team based multiplayer even more. Another aspect of Mech Warfare, something that we can do with new technology, is urban combat. The battlefield is no longer open areas with mile long sightlines. . Tactical manoeuvres will be required now more than ever and the key to success is using InfoTech alongside great team play. The newly implemented Battle Grid will give commanding units a bird’s eye view of the battlefield and scouts will be able to feed real time recon information to them. The battlefield commander will be able to call in air strikes, artillery strikes and other support unit requests.

  11. Ok, you can tell that I am something of a Battletech geek....after all, I played the board game since it came out in 86', I have over 1000 miniatures, all the novels, all the rule books etc. I have played, and still own the box for, every Mechwarrior PC game that has ever been released (yes, even the really old one on 5.25" floppies).

    So I am very excited that Piranha Games has announced that they will release a new Mechwarrior simulator (yes, they stress that it is a simulator, not an archade game) next year.

    Some of you might remember the announcement by Tinker and Smith two years ago of Mechwarrior 5 (Reboot), they then handed the idea off to Piranha were the game sat until legal issues were worked out...well it seems that those issues have been fixed and filed.

    Seems that the game will be a Free to Play based on the League of Legions model. Which, if I am reading it correctly, will not affect your ability to pilot powerful mechs, but will cost money to make cosmetic changes etc. Regardless, I would be happy to pay a monthly fee to get back into a mech cockpit again (boy that didn't sound right). :sheepsmile:

    Here is the official website with more information:

    http://mwomercs.com/

    David

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  12. I have the game, and I agree with Snacko, I would rather blow shit up than spend my time not remembering how to start the engines. Course...I dont know how to blow shit up either...but I will take the possibility of blowing shit up over the guaranteed frustration of trying to start an engine any day ;)

    I might join in and kibitz though.

    David

  13. If you have set up the mute game overlay (so the sound in game mutes while someone in TS is talking) Windows Mixer might have left the volume slider all the way down. I had to stop using this feature because of that.

    Start IL-2, ALT-TAB out of the game, right click on the sound icon (little speaker) in the lower right corner of your desktop, click on "open Volume Mixer" and see where the slider is for IL-2.

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