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WWDriftwood last won the day on June 30

WWDriftwood had the most liked content!

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About WWDriftwood

  • Birthday April 10

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  1. Icon properties description, very bottom box where is says "Description:" default it says "Icon Desc"
  2. Some things will be 50 meters below ground. I tested the aerobatics bridge map single mission and some of my stuff like cranes was sunken so I did the above and it fixed it.
  3. So do you wear your suit every time you fly? Had to ask.
  4. So we have to fix all our Moscow maps, I tried this on a couple maps, fix seems to works fine... otherwise my stuff was underground. Sheez, I have quite a few moscow missions... Other improvements and fixes 61. The residual inertia in the first-person non-VR view of the gradual zoom at maximum zoom and maximum zooming speed option when not using a mouse for looking around has been addressed; 62. The contours of objects against a clouds background have been minimized by using special tech; 63. The lowest cloud quality setting still causes significant artifacts on the aircraft visible against a cloud at near distances, but no longer gives an unfair advantage in spotting a distant aircraft; 64. The double triggering of onKilled events in the mission script shouldn’t happen again; 65. New training missions added for Battle of Moscow in the spirit of the real initial training of a MiG-3 pilot (Missions – Battle of Moscow – Migalovo training); 66. The recently found error on the Moscow map (the landscape height above the sea level was 50m less than it should) has been fixed - check this link; In the version 4.008, we've fixed the incorrect value of the height for the entire BoM maps surface. It was brought to real values and increase by exactly 50 m. It really needed to be fixed. In this regard, we'd like to provide you with the fastest and easiest algorithm for adapting your missions and campaigns for BoM to this change. So, you'll need to take the following steps: 1) Back up all your BoM missions and campaigns. 2) Load your mission and check that all categories are displayed by clicking the Object Filter button. 3) Select everything that is in the mission by pressing Ctrl + A, then hold Shift and press PgUp five times. This will raise all objects where you can change the height (except cloud cover) by exactly 50 m. - this action affects even objects in closed groups; - don't worry about Vehicles, Trains, Artillery, Bridges and Blocks, they will automatically be put to the surface, as the change in their height is blocked; - you will need to check the height of all your effects (usually there are various smokes), they can rise 90 m instead of 50 (due to their special properties), you will need to manually set them to the surface by selecting them and pressing the Set on Ground button. 4) Since the height of all waypoints has increased by 50 m, you will need to check the height of the cloud layer and, if necessary, also raise it. If you indicated the altitude of the flight and clouds in briefings, then adjust your texts as necessary. This algorithm was applied to the official BoM campaign and showed its effectiveness and safety. We hope that you will not have any difficulties either.
  5. It's official, you win the flight sim nut of the year award... 🙂 be cool if you had a wrap around screen. You should empty the room, leave just the pit and paint the room to look like your in the sky, dim the room lights based on sim time of day... 😉
  6. Why we don't follow bombers, LOL
  7. Happy Birthday Zed, not sure Zeus is too happy about that candle, LOL... hope you had a great day...
  8. That was a lot of fun... thanks for flying the mission. Needs some performance tweaks, had quite a bit going on with 4 trains, 4 convoys, 6 ships moving about. Had some big FPS drops a few times... not sure how it was for others. I'm almost done with the meat and potatoes groups for some quick mission builds. So it's a bit more just pushing the pieces around the map for some different scenarios. Hoping to maintain the allied/axis player choice theme. Maybe with some tweaks to this map we could do a squad vs squad, alternate allied/axis, I know that's an issue with some squads. So I have some turbo trains, phantom fire at ground convoy actions, a couple ships run up on the shore, I knew about that one, was watching the tanks, they cross the turbo train track, LOL, some interesting action there and of course Mr. Wolfe our wild card human allied plane in the mix. 😉 Overall seemed to run well... short list of tweaks. Questions: Did it seem to have enough AI fighter/bombers for humans to shoot down in enemy territory? Did anyone have any performance problems? Was there anything that was completely confusing other than Wolfe flying allied? LMAO, sorry Wolfe, couldn't resist... that was fun. ~S~
  9. German Tanks in Allied Territory Tank position puts you in a nice spot to attack the factory, AAA, nearby tank platoon convoy, possible passing trains, possible passing transport convoy. Mini tank mission in the mission. 😉
  10. Updated mission - ready to go again - see first post in thread. Thanks. DW
  11. I think this is goober's baby photo.
  12. Thanks, have to fix a couple things but overall seemed to run well. Trains - moving into enemy territory and passing each other going opposite directions "really confused pilots" so I'll change that up. Then look at why the friendly fire on train cars. MC202's - were removed from the allied side and place in the axis plane pool. AAA - 20 min to repair after destroyed needs to be set to at least 1 hour or 999 min for dead is dead. I think dead is dead except for airfields. Then if I want more AAA to pop up, instead of a repair after 20 min, have the AAA spawn in a new so AAA can be cleared and stay cleared for bombers to have a clean run. Icons, objectives, and map references Trying to have it set so if you don't read the briefing 😉 simply looking at the map will be enough to know your objectives. At the beginning of the mission - each side looks a decluttered map - will only display friendly positions and enemy objectives. Once the mission starts and planes start to take off and enter any friendly or enemy area with AAA, convoys, tanks area, etc, (general defence) it pops up on the enemy's map as a target. This way each side can see where the activity is at the start of the mission only as well as each side can pick up enemy defense on the map when they fly into the area, bullets might tell you as well. Just need to make sure it's acceptable and makes sense to pilots. Then I'm not going to change it, it's built into my groups for the quick plop, plop, fizz, fizz, 4-6 hours later a mission it is! template... right now, I'm at plop, plop, fizz, fizzle, fizzle out, plop, fizz, plop, plop, plop, fizz, fizz, plop, fizzle smolder, flizz, plop...... I think I object linked the wrong parts of my brain to the behavior mcu... woops, need to force complete.
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