Translations for our friends around the world.

Recent Posts

Pages: [1] 2 3 ... 10
1
Tornado / Re: Modding Tornado
« Last post by Frankie on Today at 07:13:23 AM »
Hi Danjuro

Welcome to my world. Won't you come on in? Miracles, I guess. Still happen now and then.

For an overview of DI's Tornado, go here: http://www.tornado2.com.
For everything DI's Tornado, go to: http://www.moodurian.com/tornado.
For more in-depth Tornado, you are welcome to join the Tornado Discord server here: https://discord.gg/c7uCDBG
The Discord server also has a PDF version of the full 332-paged user manual.
Make yourself at home and I am happy to meet another Tornado retro-gamer.  ;)

Regards
Frankie Kam
2
Tornado / Re: Modding Tornado
« Last post by Asid on Today at 01:20:43 AM »
 :Welcome to the forum Danjuro

Frankie has done an incredible amount of work with Tornado. He is very passionate about it  :thumbsup
3
Tornado / Re: Modding Tornado
« Last post by Danjuro on Today at 01:04:09 AM »
Greetings,

I am new to Tornado. I wasn't blessed with a PC back in those days and I am busy catching up all the wonderful flight sims of yore. Your site made Tornado one of the three I have been dedicating my energy too and led me here. I have yet to learn a lot of the ropes (identifying targets properly is so hard!), but I am astounded by all the work you put in this modification project.

Cheers and best wishes!
4
FSX/P3D/X-Plane / Re: Milviz Prepar3d V4.4 Compatibility
« Last post by wilso845 on Yesterday at 10:28:25 PM »
I’m glad I never moved to V4 I hear where your coming from Beef it’s a kick in the teeth and they are happy to take our money every time. I’ve been stung so many time with sims in the past P3D, SB, DCS to name a few, they promise use the earth show us fancy videos and slides and we get shit.
5
FSX/P3D/X-Plane / Re: Milviz Prepar3d V4.4 Compatibility
« Last post by Beef on Yesterday at 05:15:43 PM »
"The F-4 E and F-4 J/S base models will not be updated for v4.4."

This is why I sort of regret investing my money in P3D v4 and the expensive 3rd Party addons; there seemingly is no coordination or cooperation between LM and 3rd Party devs.

P3D is not, has not ever been, and doubtfully ever will be focused on the general consumer (i.e., me). I knew that going into my transition from FSX to P3D. What frustrates me is the 3rd Party developers that either don't update their add-on or charge you more money to update their mod to the latest version of P3D.

6
Games Discussion / Re: Bargains / Sale
« Last post by Asid on Yesterday at 05:13:06 PM »


Baldur's Gate Pack

-80%   £29.98   £5.99


https://www.fanatical.com/en/bundle/baldurs-gate-pack



At the BEST EVER price for just 24 hours - It's time to experience a duo of strategy RPGs that have raised the bar when it comes to classic Dungeons & Dragons style gaming.

The Baldur's Gate Pack features enhanced editions of both games, with a huge array of exciting quests.

BALDUR'S GATE: ENHANCED EDITION
Explore the Sword Coast in all its entirety, as well as the Tales of the Sword Coast expansion pack, and never-before-seen content including a new adventure and three new party members - Calishite monk Rasaad yn Bashir, Neera the wild mage, and Dorn Il-Khan the evil blackguard.

Choose from 25 player companions and enjoy both single-player and online multiplayer adventures.

BALDUR'S GATE II: ENHANCED EDITION
Explore the tactical depth of high-level Dungeons & Dragons combat in this 'Very Positive' Steam rated fantasy RPG. Turn your captors against each other while you dodge traps and battle for your life against Demi-Liches, Mind Flayers, and the legendary Githyanki.

Revamped and including both single-player and online co-op, Baldur's Gate II: Enhanced Edition features hundreds of improvements and features that bring the game to life. Travel to Tethyr in this thrilling conclusion to the Bhaalspawn saga, and delve into the treasure-filled halls of Watcher’s Keep!
7
Games Discussion / Re: Military Operations
« Last post by Asid on Yesterday at 05:08:51 PM »
MilOps Blog: Unit Orders
15 DECEMBER   - GRECCO


Next to handling support issues and gathering ever more research data we have been working hard on the unit behavior framework to make units behave more like units instead of a bunch of individuals and stay in formation properly.

We have also been working on how to expose this behavior to the player as orders. The result of that work is the topic of this blog post. Please note that development is still in progress so nothing is final and we welcome your feedback.



The unit order menu is shown when clicking on a unit icon in the 3D environment. It consists of 8 “slots”, the contents of which depends on the role of the unit and what it is currently doing. Let’s start with an overview of the various orders you as the player will be able to give:


MOVE


ATTACK


BOMBARD


DEFEND
 

REST/RESUPPLY


HALT


DISMISS
 

MOVE is available to all units (except those not under your command), this order tells a unit to move to a destination as quickly as possible and not to expect any enemies along the way. The unit will form up in a march column before setting off on its journey and hold this formation on its arrival. It is possible to define a route by inserting waypoints using SHIFT+Left Mouse Button (this is possible for any order that causes a unit to move).

A unit executing a move order is usually deployed in a formation unsuitable for attack or defense and very vulnerable when attacked by an enemy.

ATTACK is available only to units in a combat, reconnaissance or engineer role. This order tells a unit to form up in attack formation and move to the destination expecting to encounter enemy resistance. If enemies are encountered, the unit will attempt to defeat them in order to reach its objective.

The attack order causes a unit to move a lot slower than when using the MOVE order, but since it is ready to fight it is much less vulnerable

BOMBARD is available only to units in a fire support role. This order tells the unit to bombard a specific area. If the target area is out of range, the unit will first MOVE to a location that puts the area within firing range, deploy its indirect fire weapons and execute the bombardment.

DEFEND is available only to units in a combat, reconnaissance, engineer or fire support role. This order tells a unit to form up in a deployed defensive formation and move to the destination expecting to encounter enemy resistance. When encountering enemies, the unit will act defensively and leave the initiative to attack to the enemy.

The defend order causes a unit to move in deployed defensive formation making its movement a little slower than when using the ATTACK order, but since it is ready to defend it should be able to stand its ground when attacked.

REST/RESUPPLY is available to all units and this button allows for 2 different orders to be given depending on the target specified.

To REST a unit and replenish supplies from its internal stores, click this button and then on a destination on the terrain. The unit will first MOVE towards that location as if a move order was given and then rest.

To pick up supplies at a supply source (a unit with a supply role), finish the order by clicking on a unit that will act as a supply source. The ordered unit will then MOVE towards the supply source and resupply.

HALT is available to all units that are on the move and orders them to halt their movement.

DISMISS is available to all units NOT currently attached to their “official” parent unit and reverts them to their official command.

This particular order is needed due to how the chain of command works. Since a player represents an actual commander in the field, he can order his direct subordinates but not their subordinates without assuming “direct command” of those units. This means that if the player orders a unit which is not a direct subordinate unit, then the unit receiving the order will be detached from its “official” parent unit and “attached” to the player’s unit. The following image shows how the unit hierarchy changes due to a player order.



If the player no longer wants to exercise direct control, a simple DISMISS will reverse the change and the unit will fall under the command of their “official” parent again.

Except for HALT and DISMISS, all orders follow the same pattern regarding unit behavior:

1.   In the forming up phase, the unit will form up in a suitable formation
2.   In the movement phase, the unit will move, along the route, to its destination
3.   At its destination the unit will either remain stationary in its current formation (move, attack, defend) or perform the action ordered (bombard, rest, resupply)

This means a unit might take a while to form up before moving, in general: the bigger the unit, the longer it takes. Off course, keep in mind the units in MilOps aren’t automatons. They can and will react to changing conditions as they occur so expect that column of tanks moving along a road to rapidly deploy for action if enemies are spotted or if it is fired upon.

Unit Roles

Here is a quick overview of the various roles mentioned in this blog and what they mean in MilOps:

•   combat – their job is fighting in the front line
•   reconnaissance – used primarily for gathering intelligence
•   engineer – specialized fighting troops
•   fire support – these units generally have indirect fire weapons and are located some distance behind the front-line
•   supply – supply carriers responsible for keeping other units “topped up” with fuel, ammunition and other supplies
•   headquarters – the command element of a unit

We will be talking in more detail about unit roles and what they mean in the future.

Comments and reactions to this blog entry can be made on the official steam forum. https://steamcommunity.com/app/821680/discussions/2/
8
Life Is Feudal / LIF:MMO (Dev News #134) Tis the Season for Optimization
« Last post by Asid on Yesterday at 04:48:03 PM »
(Dev News #134) Tis the Season for Optimization
14 December - Saxxon   



Hey, feudalists!

This week we focused on optimizing the game using the valuable performance data that we’ve gathered during our series of PvP stress-test events, thanks to all of you who participated! We discovered that our current performance bottleneck is in some of our network protocols and the amount of data we transmit during gameplay.

So in this week’s patch, we have implemented seven (7) different network protocol optimizations that should significantly boost the performance and smoothness of gameplay during massive open world PvP engagement. We had another stress test event yesterday in order to check if these optimizations were helpful or not, so now we are analyzing data received yesterday, in order to find what worked well, what we missed and what needs work. Thanks to all the participants!

We have also tweaked stamina use a bit in this patch. A lot of you have been asking about this, and we are happy to hear your feedback, so hit us up and let us know if you liked it. In case you missed our patch notes, you can check them out here.

Here are the poll results of the latest Avalon poll:



Thanks to everyone who voted, we will take the results into consideration!

The Winter holidays are right around the corner, and while you’re placing the finishing touches on the tree, wrestling with wrapping paper and guzzling mulled wine, we’re working super hard on the new features - not that we’re jealous or anything! Bobik and Amtech, our Lead Environmental and Level Artist (who’s also working with Alexander Maznev (missing from photo) on a super secret project!), are still smiling, though.



Happy weekend, everyone!

— The team
9
FSX/P3D/X-Plane / Milviz Prepar3d V4.4 Compatibility
« Last post by Asid on Yesterday at 03:34:35 PM »
Milviz Prepar3d V4.4 Compatibility
11 December 2018



News released by the dev:

All our aircraft that were compatible with P3D v4.3, are now compatible with P3D v4.4 with the exceptions of the F-4E and F-4J/S base models.

The F-4 E and F-4 J/S base models will not be updated for v4.4. However, discounted TP+ADV packages will be made available over the next few days that will allow your F-4 to work under v4.4 and subsequent iterations of P3D v4.

Please note that plugins that do not yet support V4.4 will cause our aircraft to crash to the desktop.
REX WX: For some craft you may disable the wx via the MVAMS, in others you may have to disable the wx via the P3D dll.xml (more information via the support forum).
For Tacpack, please set TP to 'ask' before launching rather than letting it automatically run.
10
ArmA / SITREP #00230
« Last post by Asid on Yesterday at 03:20:32 PM »
SITREP #00230
11 December - Rob "Homesick"   
FROM: High Command
TO: Arma 3 Users
INFO: 2018 Highlights, Warlords Update, Community Activity
PRECEDENCE: Flash



SITUATION

We've entered the holiday season, but before our team gets ready for their yearly R&R, we're happy to deliver one last SITREP in 2018. In this report, we'll briefly review some of Arma 3's milestones this year, discuss last week's deployment of the Warlords Update, talk about the current status of the Linux/Mac Experimental Ports, and share some of the recent community activity that came up on our radar.

Full SITREP: https://dev.arma3.com/post/sitrep-00230
Pages: [1] 2 3 ... 10