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Rouge

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  1. Hello Guys Sorry that you disponibility don't allow you to participate to the 27th of april TE with us. Be sure that we will be ready to engage you as soon as you will wish it. We are here http://72.55.143.5/forums/index.php if you want to take contact with our squadron. Hope to see you soon Check six :)
  2. Hello Sorry to come back again but the events is now in 7 days. So ... the ball is in your foot :) Don't hesitate. It is just good time. Regards.
  3. Hello I have to plan the schedule of my squadron for the next weeks. Could you confirm your engagement on the 27th of april ? Thanks in advance. Regards.
  4. .... but I have to aware you that nobody has kick our ass nevertheless!!! So nobody will do it this time too. But it if nobody has kick your ass... il will not be a problem, after this meeting, to accept the little friendly challenge we already proposed you... http://www.escuadron69.net/v20/foro/index....showtopic=31132 isn't it ? Ok waiting forward to have news ... Regards
  5. Hello a) You can use the payload which is already loaded in the tac file, or request for another one (realistic or not, its depends of the spirit of you squadron, you choose). Just give me the payload you wish a few days before the meeting. We will play with an OF Basic version (a just installed one with no patch, addon, etc.) - So nothing to install if you already flight with this basic version. c) More precise brief. If think that you have enought details in the pdf and in the tac file to prepare the mission with a sort of liberty of action : like this, you are allowed to plan your own tactic. If I do a more precise one, it would impose you to respect it... and it's not the spirit of the game. Here you are not obliged to exactly follow the waypoint, TOS, etc. The only important thing is to respect the take off time and the missions of the different packages. d) ROE : you have the destroy the nuclear power station and we have to deny you to do it. As simple as this. We can not cross the border and shoot you if you stay south of it. Follow the spirit of the general situation and of the task order which give you the global mission and leave you free for the way you will accomplish it. Regards
  6. Hello If you are interested by the TE, we propose you to flight it on the 27th of April. One among us speak and write spanish and he's going to follow that post with me. So you can reply either in english or in spanish (as rapace operation officier, I would prefer in english to continue to be implicated, but if it can help communication beetwen us, let's choose spanish ) Regards
  7. Hello You seem a little bit hesitant to engage us in BVR. We still wish this meeting. But we will be also happy to invite you to play a TE with 14 pilotes from your side, opposed to 8 of ours. To have this number of pilots from France flying together was never a problem, and we hope that it will be the same with you there, even if you are not so close. We propose to schedule this meeting at the end of April or in May. If you want to have a large opposition, we have to fly the TE on Monday. The scenario places you in the Blue camp with an offensive role, in the domains of the air superiority as those of Sead and Strike, Rapaces being only employed as Redair in your profit. So it is not exactly an event. The spirit is not "Escuadron 69 vs Rapaces" but a sort of commun training, but in Hvs H. So the aim is not to prevent Blue team to destroy the target, but the objective to be destroyed with correct proportioning of difficulties. Two phases will be flight (thus 2 takeoff by pilot for the evening), the success of the decentralized missions the 1st phase having an effect on the centralized mission of the 2nd phase. To keep the scenario a high rhythm and allow us to go to bed "early", the distances of penetrations are reduced. Blue side can engage up to 14 pilots. It is not possible/advised to engage less than 8 pilots. So, it is also a chance which is offered to you to test the capacity of mobilization of your squadron. In case you could not reach the number of wished pilots, we can strengthen you. At the moment the TE is made with a basic OF 4.5 version, within the theater of Korea. We can also play it with a 4.7 version, but in that case, you will be obliged to flight with block 52+. We guarantee you a stable wide band connection via a dedicated server which authorizes the flight of 25 players and more. As far as you arrived with a correctly configured Falcon and TS by having respecting the instructions and as far as you made your pilots' affectations on the missions prior to J-day, we also guarantee you that you will be in your cockpit at the latest 30 min after your arrival in TS. To put all the chances to have a success evening, it is wished that the connection is made through the Rapace Launcher (also named OF launcher) that you can download, in its last version, at the following address: http://72.55.143.5/RL/RL_OF.zip. It is however not an obligation, but, among others, it would allow you, from the days before, to verify your configuration on the server to be sure to be completely ready at J-Day. I'm not allowed to join a file here. So you can DL a Zip file called "TERapace" at this adresse : http://72.55.143.5/telechargement.php. Like this, you will be able to have a look on the challenge, and to reply us with full knowledge of the facts. It contains : - Mainly, the general situation (it is important to acquaint with it to anticipate the opposite reaction) and the task order for your squadron in the pdf format. - The file TAC of the mission and the corresponding INI file to see what is waiting you. Naturally, the totality of the opponents ot the secound stage is not revealed to you there. To have an look about it, take care of placing the 2 files in the campagn / save directory of your Falcon directory. - The config file named TErapace.txt for RapaceLauncher. - The file FalconBMS.cfg which you have to place in your directory Falcon4 if you do not use the Rapace Launcher(not already adapted to 4.7, so don't use it for now). But really rapace launcher is the better way - One file text named TSVeaf giving you the password and the address of the TS server onto which we shall welcome you on Monday at 8:55 pm GMT + 1. Your reply and all your questions are welcome below or here: http://72.55.143.5/forums/index.php
  8. Hello We are already in march. As you I think, we have to plan our activities for this month. So I come back to you. At the moment, we are available every wednesday or Thursday (P1) except on the 12th of march. Possibly on Monday except the 16th of march. So ? Best regards
  9. Hello I uploaded the FalconBMS.cfg you want us to use tomorrow friday the 20th. I 'm not sure you use "host all units" on you server. So, some words which could be useful. Regards. Hi Guys, this is Bad Boy, member of the VEAF ("01.235 Rapaces" Fighter pilot). I just seen that you don't use the "Hosts all units" patch. Some time ago, i made a lot of tests, i just make a copy here of my result for you. Before, i must say that since more 10 months ago, the VEAF always use "the Hosts all units" patch enabled, with a powerfull server and 100Mbit bandwidth => we made a lot of campaign engagement at more than 20 pilots without any problem. Why ???? Because : "Host all units OFF" vs "Host all units ON" => CONCLUSION Hi all Here are some infos about the MP code after a lot of tests done with the "camp labels" activated You will see that the Host all units code is better that we thought since always here is the summary of how i have understood the MP code (thanks to my friend Judy to help me for the translation in english) : I will not deal with MP position info because they're always peer-to-peer and the necessary bandwidth is about (25kbs/s for upload) and (25kbs/s x number of clients for download), for each connected player. ------------------------------------------------------------------------------------------------------ First and foremost, a few definitions about AI management after Deagg : When a battalion/flight is deagg by a player, it's controlled according to 2 different statuses "Owner" and "SimOwner" for himself and for all MP players. Owner => control of a unit (complete battalion/flight => controlled as unique objects (2D combat control : not much impact on CPU usage and even less impact on bandwidth usage) SimOwner => control of all vehicles (tank SAM launcher, infantry, truck, F16, MiG-29, etc.) part of a unit "battalion/flight" => tens of vehicles controlled (3D combat management, for each individual vehicle : large impact on CPU usage and direct impact on bandwidth usage) Local => controlled Remote => not controlled Examples : "Owner:local SimOwner:local" => seen from an individual player, it means that this battalion/flight is controlled as a unique object, BUT ALSO that each vehicle in this battalion/flight is controlled by the same individual player "Owner:remote SimOwner:remote" => seen from an individual player, it means that this battalion/flight isn't controlled as a unique object AND that each vehicle of this battalion/flight isn't controlled by the same individual player "Owner:local SimOwner:remote" => seen from an individual player, it means that this battalion/flight is controlled as a unique object, BUT each vehicle in this battalion/flight is not controlled by the same individual player "Owner:remote SimOwner:local" => seen from an individual player, it means that this battalion/flight isn't controlled as a unique object BUT each vehicle of this battalion/flight IS controlled by the same individual player ------------------------------------------------------------------------------------------------------ I won't go too deep into details, but after the tests I've done in order to understand how agg/deagg works, here are my conclusions : both MP codes are - with "Host all units" patch OFF (=> the code we've always used) - with "Host all units" patch ON Host all units OFF This code is supposed to be used with : - not a particularly powerful host in terms of CPU and large upload bandwidth - for clients who must have a reasonably or very powerful CPU and a very stable upload bandwidth of at least 512 kb/s - this, with or without a 2D or 3D server How does this code work ? - whatever the situation, the host is the computer that starts the TE/campaign, even if he's not the first one to enter the cockpit, even if he stays in the 2D world, even if he enters the cockpit (3D) before going back to 2D, etc. => as long as he stays in the TE/campaign, he will remain the host (I don't want to explain what happens to the clients if the host CTDs or loses his connection, tests are still under way. We already have some results, but it would be too long to explain here. - if the host deaggs a battalion/flight : from his point of view, he will see it as "Owner:local SimOwner:local" and the other connected players (clients) will see it as "Owner:remote SimOwner:remote" - if a client deaggs a battalion/flight : he will see it as "Owner:remote SimOwner:local", all the other clients will see it as "Owner:remote SimOwner:remote" and the host will see it as "Owner:local SimOwner:remote" This means : - the host always controls the battalions/flights as unique objects ("owner" will always be "local" for the host) -> very little impact on the CPU and bandwidth usage. - therefore, the clients never control the battalions/flights as unique objects ("owner" is always "remote" for the clients) - On the contrary, if a player (host or client) deaggs one or several battalions/flights, he will have to control each vehicle in this battalion/flight (=> SimOwner:local) for all other connected players, which has a direct impact on this player's CPU and bandwidth usage, whether he is host or client. It depends on the number of battalions/flights he has deagged and on the number of vehicles in these battalions/flight. This means he might have to control tens of objects, all tracers shot, all missiles trajectories => try to imagine a client with a small CPU and bandwidth who has to host all this for all other players ... some data will certainly be lost in MP known bugs in this code : - random loss of synchro in some MP games, problem source still undefined Host all units ON This code is supposed to be used with : - a host with a very powerful CPU and very large upload bandwidth (about 10 Mb/s guaranteed upload and download) - clients with modest CPU and bandwidth (upload of 128kb/s is more than enough) - recommendation => server in 2D How does this code work : - just like Host all units OFF : whatever the situation, the host is the computer that starts the TE/campaign, even if he's not the first one to enter the cockpit, even if he stays in the 2D world, even if he enters the cockpit (3D) before going back to 2D, etc. => as long as he stays in the TE/campaign, he will remain the host (ideally, the host should stay in 2D, because there's a huge bug if he enters the 3D world - the battalions/flights deagged by any client will always be "Owner:remote SimOwner:remote" for the clients - therefore, these battalions deagged by these clients will always be "Owner:local SimOwner:local" for the host this means: - it's always the host who'll control all battalions/flights deagged by the clients : therefore, he will always be "Owner:local SimOwner:local" => huge impact on the CPU and bandwidth usage, especially upload. - the clients don't control anything, even if they are the ones who deagg the battalions/flights => very low CPU and upload bandwidth usage. But, they must have a stable and large download bandwidth to receive all data sent by the host Known bugs in this code : - if the host enters the 3D world (cockpit) : the battalions deagged by clients located at more than 80 Nm from the host will never fire upon these clients : no tracer, no SAM is fired. Therefore, without some prior bug fixing in the .exe => WITH THE PATCH "HOST ALL UNITS" ACTIVE, NEVER LET THE HOST ENTER THE 3D WORLD, HE MUST STAY AS A 2D SERVER - if the host stays in 2D, there's a bug that has no impact on gameplay : the SAM missiles visually appear (smoke and missile) when they are 15 Nm from a player's position (further than 15 Nm, the missile and its smoke are invisible). But let me assure you that in order to see this bug, you need to activate the labels. Nevertheless, I'm sure it's guided and you really have the corresponding launch alert or guiding spike => I repeat, this bug has no impact on MP gameplay. (=> i'll post a video to show this issue ASAP) Very important benefits of active Host all Units patch for the gameplay : - the battalions and fighters seem 10x more aggressive with the Host all units patch active => they don't hesitate to multi-launch onto you (especially SAMs, but also the SAM vehicles of HQ battalions, etc.). It's really wonderful to finally be in a really dangerous environment. - smoother vehicles control, also of all missile trajectories, etc. because the host correctly controls everything. Of course, the host must have a very powerful CPU and a large bandwidth The Host all Units MP code is only active for the host, i.e. the computer that starts the TE/campaign, whether the patch is on or off for the clients There you go, you now know everything Cheers, BB
  10. Hello guys As far as I can understand you using an translator soft and as far as honesty is concerned there's nothing to worry about: - we accept without problème to flight without the Veaf Radar Mod. If you are not used to play with, we perfectly understand that you prefer to leave it out. - the Rapace air superiority cell normally uses Block 30 for its job. So it's a sort a challenge to flight it for an MP event, even if we perfectly know that some other Blocks are poweful. We can almost say that it is a chance for your team :) - the only aim of the boundary on both sides is to avoid a hide-and-seek game. You can notice that the area is around 50x100nm. It's sufficient to use all the tactics you want excepted avoiding fight or to start fire behind the other team :) We take note that you prefer to wait March. I will contact you again in 5 or 7 days to set a date. See you soon in flight.
  11. Hello I think you are too suspicious. Not enought time but I will reply this evening. Regards.
  12. Hello. Sorry if I am a lite bit insistent, but could you please tell us as soon as possible if the 26th is convenient or if you prefer to play the BVR fight on march (do you need more training )? If you choose march, we prefer to flight on Thursday (P1) or Wednesday (P2) because the server is completely free. We can not engage on Friday, Saturday, Sunday because we don't want more than one divorce every month :). We already have an appointement on the 12th. So, if march : 5 , 19 ? Best regards.
  13. anyway no problem with the ejection seat. You seem to have interest for the engagement, so here are the rules : you can read that ejection is forbidden. Rules of engagement. - The Theatre is Korea, VEAF Radar mod is active. - You will fly on the Red sides, Rapaces will fly on the Blue side. - Both side start airborne. - The mission (TE) and all the necessary file (config, cfg, etc.) are included in the zip file you can DL at : http://72.55.143.5/fichier.php?ID=215 (I can't join it here). - 3 successive engagements will be played. If required, a 4th can be played if we get an equal score (in case of mutual kill) as result of one engagement. - Teams have to stay on the scheduled flyplan (it’s not a hid and seek game :) ) up to contact. And, during the fight, must remain in the box drawn on the HSD. - Ejecting is forbidden : pilots must crash when planes are damaged (to prevent some F4 bugs) - As soon as a team is destroyed, the team leader have to inform by TS the other team taht everbody can go out. That means that both team leaders need to configure a key to be able to talk to each other. - When a game is over everybody go back to Windows desktop. Players then reconnect to the server when authorized by Rapaces team. - If a pilot suffer a soft or hardware problem probleme, the current game can be relaunched to the first radar contact. Ater that, that will be unfortunately a 3vs4 fight.
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