Hehe, some time when flying formation, you can see your wingman following you... as your wingman see you following him. Well, that's an extreme case, but it happens from time to time.
Anyway, keep the good work on !
Alexis
AndersG wrote:I think $FG_ROOT/Nasal/mp_broadcast.nas
yourgod wrote:When you start talking about multiplayer, a lot of security issues come into play. You need to make sure you take into account that there are bad apples that will exploit this system. Imagine someone logging in with a plane that flys 3 times the speed of an SR-71, is immune to damage, and fires 20Megaton nukes at a rate of 30000 rounds per minute.. I've seen it. You won't get much flying done with them around. If you leave the protocol open to that attack vector, it's just a matter of time until someone exploits it and renders the whole multiplayer combat experience useless.
aok1 wrote:Time for some feedback. I have been enjoying myself thoroughly with this, so thanks very much! This is a great addition!
Some issues I am having:
* All damage-smoke stays black, there is no fire/coloured smoke (as i saw in the screenshot)
aok1 wrote: * The planes do not go down when damaged and/or destroyed, they stay at altitude. No matter what value
I give to "damagedAltitudeChangeMaxRate_meterspersecond :" it seems to make no difference.
aok1 wrote:Terrain avoidance does seem to be damaged: at low alt they will crash into mountain/hills.
* I have only seen planes going down, e.g. alt=0 (this is very abrupt! -no downward slope), with the seahawk:
it turns out that its bullets register impact as droptank.
That's a pretty cool video!If I can help testing things, just let me know.
This is what it currently looks like on my end: http://www.youtube.com/watch?v=r5Sz0uzu ... annel_page
lqiyun wrote:Oh, and, is it possible to make the Fokker Dr. I Triplane "bombable" as well? The Triplane's one of my fav WWI "guys"
yourgod wrote:I'm very interested in this, and I'll give it a try here in the next few weeks. Might I interject that you take into account that people have the source code to this, and with a small bit of code could automatically knock down every person who has this option turned on.
When you start talking about multiplayer, a lot of security issues come into play. You need to make sure you take into account that there are bad apples that will exploit this system. Imagine someone logging in with a plane that flys 3 times the speed of an SR-71, is immune to damage, and fires 20Megaton nukes at a rate of 30000 rounds per minute.. I've seen it. You won't get much flying done with them around. If you leave the protocol open to that attack vector, it's just a matter of time until someone exploits it and renders the whole multiplayer combat experience useless.
flug wrote:By the way, the S.P.A.D. VII is a great choice for hunting the Sopwith Camels. The S.P.A.D is just a little faster than the Camels, making it a little easier to catch up with them.
(S.P.A.D VII is in the current CVS version.)
lqiyun wrote:just asking, are the guns and etc in the sopwith camel available in the CVS version? or do I have to download them and edit it myself?..
2011futuremarine wrote:flug wrote:By the way, the S.P.A.D. VII is a great choice for hunting the Sopwith Camels. The S.P.A.D is just a little faster than the Camels, making it a little easier to catch up with them.
(S.P.A.D VII is in the current CVS version.)
Is there any place that the SPAD is downloadable for v1.9.1? thanks
flug wrote:Now at least you can sort of imagine that they've just lost their engines.
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