RT
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Naval assets wont stay afloat.
RT replied to RT's topic in Battlecruiser / Universal Combat (Legacy)
Funny that you mention it, I already tried with that scenario but didn't felt like it was of much importance to report it too. Anyway, I just double-checked, just to be sure, yes, the same behavior occurs in IA0211. -
Sorry, should have added it's a UC:CE issue in the thread title. I'm not sure to what version that issue is related, it doesn't appear in my UC:CE Direct2Drive vanilla version( v1.00.03.01) and I just noticed it when playing IA0003 (PS PILOT, NAVAL CARRIER DEFENSE) using version 1.00.10, however it is reproductible in any other Instant action, ROAM and ACM games. I can't find other, in-between patches, so I only tested with these two version (1.00.03.01 and 1.00.10). The Direct2Drive 1.00.10 version was downloaded and installed using the game updater. Some words used: ZOOM on <mzone/scene>: use the TACOPS 'zoom' button to zoom on the given scene from the indicated mission zone. Observe <planet>: using TACOPS, click on the indicated planet/moon and select 'observe' to bring you to the planet's map. V1.00.03.01 test: Install the D2D v1.00.03.01 game. No beta patch, nothing. Clean install. Run the game, go to the Instant Action page, select PS PILOT scenario IA003 NAVAL CARRIER DEFENSE and launch it. Your should start in a Starmonk Light fighter, on the deck of a Naval Carrier, in EART/TER-MIL/EARTH331[NBASE]/NBASE01. There are bandits inbound so you may want to activate the EMD jammer to survive long enough to check some things. From what you saw in the cockpit view, the naval carrier is floating well, as is supposed to. Switch to exterior view using F9 and look around a bit. Your altitude should be oscillating between 200 and 300 AGL, which is the expected behavior (yeah, the deck is high). Get back to cockpit view and target the naval carrier you're on using the TRS in GND mode. Now switch to target view and check the targets altitude, which should be oscillating between -20 and -80 MSL, nothing out of the ordinary. Look at other naval crafts, they should all be fine too. So far so good. Just to be sure, we'll check other scenes as well. Open tacops, click 'zoom', select 'TER/MIL' then select EARTH13[NBASE]. There are three naval bases in that mzone, check them all. If you know how to use tacops, you'll figure out all the crafts that are supposed to be floating...well, float. Also check TER-INS/EARTH17[NBASE]. There are several naval bases there too. All crafts are floating. Leave that game. Start a new ROAM game, you'll be an Terran Military Elite force pilot flying a shuttle MK1. At the MISCON page, select ROAM AND EXPLORE. Accept. You start in the Earth region, near GalcomHQ. Using TACOPS, we'll have a look at various naval bases again. Open TACOPS, bring up the EARTH map using the 'observe' command. ZOOM on the mission zones we checked earlier in the IA003 scenario (TER-MIL/EARTH331[NBASE], TER-MIL/EARTH13[NBASE], TER-INS/EARTH17[NBASE]). All of the naval crafts present in the scenes from these mzones float correctly. While you're at it, add a waypoint for SC1 near the naval carrier in TER-MIL/EARTH301/NBASE01. Leave TACOPS. Target EARTH using the NID, press 'shift'+'9' to jump to it, press 'Y' to accept planetfall. Once you're done with planetfall, switch the TRS to GND mode, target the naval carrier and land on it. From what you can tell, the carrier and the naval crafts surrounding it are floating. We'll also check another planet with oceans and naval bases. Leave the current game. Star a new ROAM AND EXPLORE game. This time, we'll be playing a gammulan Elite Force Pilot starting in gamma1, flying an MK1 shuttle. Launch the game. Bring up TACOPS, observe GAMMA1, ZOOM on GAM-TRA/GAMMA1107/NBASE01. Add a waypoint for SC1 in the vicinity of the naval carrier there. Leave TACOPS, target GAMMA1 using the NID, jump there using shift+9 and accept planetfall. once again, once the HJ and planetfall transition are over, descend to 2000ft, and fly around a bit. Of course, your goal is to check all crafts float fine, do so. Leave your game, close UC:CE. v1.00.10 test: Open the game updater, update your game to the 1.00.10 version. The process is quite straightforward, I'm not describing it in full details here. Make sure to accept and install the august 2008 DX update. Check everything was installed fine, then open UC:CE again. From what we gathered with the previous, 1.00.03.01, testing there shouldn't be anything wrong with naval crafts. They should be floating. Let's check. We started with the IA003 scenario, so we'll start with it again. Instant action -> IA003 PS PILOT NAVAL CARRIER DEFENSE-> Accept. Once the game is done loading, you'll notice that..well, you're lying on the seabed. Activate the EMD jammer using J to be safe. Switch to exterior view using F9 and monitor the surroundings. Your starmonk is indeed at the bottom of the ocean, as are all the naval craft that should be floating at water level. If you look closely, you'll notice all the naval craft are actually slowly going upwards. Target any of them using the TRS in GND mode, then switch to target view using F10. Monitor your target's 'altitude': it should be somewhere at -3000 MSL and increasing. It's going upwards. Now target the naval carrier and watch its behavior. It's going up way faster than any other craft and will eventually reach sea-level. however, once there, it will go up in the air up to around 1000 AGL. If youy're an experienced player, you should have already noticed that fighters can't touch water without triggering the SOS device, their status switching to 'floating' and most systems displaying 'MALFUNCTION'. Indeed, but the craft isn't considered yet as 'floating'. You're simply taxiing on the seabed as you can read on the FPA. You can, if you're patient, press F to get into VTOL mode and make your way up to the sea level, slowly, and eventually get up in the air and then get to FTOL mode (yes). As long as you're underwater, you cant get into FTOL mode yet. Also, if you ever press W, the game WILL detect that you're underwater and set your status to 'floating' and your MFDs to 'MALFUNCTION'. We'll now check and see if all naval assets in other naval scenes act the same. Bring up TACOPS and ZOOM on TER-INS/EARTH17[NBASE] (we checked these naval bases in the v1.00.03.01 test, and know for sure they should be floating). Monitor all the naval crafts in that mission zone. They are ALL underwater, be it on the sea-bed or slowly going up to the surface. Leave your game. We'll now check the behavior of naval bases in a ROAM game as we did with the v1.00.03.01 test. ROAM, TER/MIL Elite force pilot, shuttle MK1. Once again, you'll use TACOPS to monitor the mission zones we monitored earlier (TER-MIL/EARTH331[NBASE], TER-MIL/EARTH13[NBASE], TER-INS/EARTH17[NBASE]). Check all naval bases there. Yep, they're all underwater too. Add a waypoint for SC1 near the naval carrier in TER-MIL/EARTH301/NBASE01. Leave TACOPS. Jump to EARTH, establish planetfall. There should be no boat floating there. Check your TRS in GND mode, target any of the nearby ships and switch to target view. No, there's definitely something wrong there. Be carrefull not to descend below 2000 ft, you may bumb into the naval carrier that's behaving oddly, jumping out of the water 1000ft AGL high. Leave the game. Start a new ROAM game. You're a gammulan, military elite force pilot flying a shuttle MK1. You want to start at Gamma1. Then again, open TACOPS, Observe GAMMA1, ZOOM on GAM-TRA/GAMMA1107/NBASE01. Add a waypoint there, jump to GAMMA1, establish planetfall. Switch the TRS to GND mode and check your surroundings. Use TACOPS and target view. Yes, boats behave the same way here than on earth: they wont stay afloat.
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May I ask how you did that?
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LMFAO!! That first link made me spill coffee all over the screen. Really didn't see the end coming !
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[UCCE] Incorrect fp profile used after restore
RT replied to ouch's topic in Battlecruiser / Universal Combat (Legacy)
Eh, I guess I eventually got the hang of it by browsing that forum, sir. All right, that's definitely not important in my opinion either, I guess they teach you how to kill with the whole range of weapons yo'uve access to, so it shouldn't be a problem. However, is that file (FPGEAR.INI) mp5 protected? Some people may want to edit it so that the profile they want to play with is the first listed. -
[UCCE] Incorrect fp profile used after restore
RT replied to ouch's topic in Battlecruiser / Universal Combat (Legacy)
All right, I just finished some tests. That took me more than 2 hours to try and write down the report. I'm using UC:CE patched to the latest version. Some clarifiaction about some words used: -Create a new profile: Create a new ROAM game, enter a name but don't change anything except the player gear, which should be set to profile3. Before you press the 'accept' button,double check player gear. On the MISCON page, select ROAM AND EXPLORE scenario. Accept. -Delete profile: So that you don't mess up with all the profile you're likely to create for that test, once you're done with one, delete it. -Target Earth: using the NID, target planet Earth. -Land: whenever 'land' is mentioned, read 'establish planetfall to Earth and using TACOPS and waypoints land your craft at EARTH00[sBASE]/BASE_EARTH01'. -Leave <asset>: Get off the asset you're currently in. You'd better landing it before. -Check gear: read 'use the 2 key to cycle through primary weapons (that's how they are called in the appendix->FP gear, in the keyboard commands pdf(game_commands.pdf reads: "PRIMARY WEAPON / CYCLE ASSET TURRETS 2") and in the "start new game" screen) to check which you are actually using. For your information, only comandeer career profile 01 lets commanders carry a XN32 rifle and an RT41 shotgun at the same time. -Profile is # : you're using command career profile number #, see the UC appendix for more details. -"quit&save with restore" then restore: click command->system->quit&save with restore function in the TLM cluster (in FPS mode, use TACOPS to acces the very same function). Enter whatever description you want in the 1st slot, then click accept. Back at the game's main menu, use the 'restore' option, select the appropriate profile and load your game. ALl right, this is gonna be long and tedious. Test1 Create a new profile. Target Earth, land. Leave the CC, check gear. > you're using a FG45 RIFLE and HD4SG SHOTGUN, profile is commander career 03. Leave your game, delete profile. Test2 Create a new profile (triple check you choose profile 3). Target Earth, land. Leave the CC,do not check gear yet. "quit&save with restore" then restore. Check gear. > there again, you're still carrying the FG45 and HD4SG, nothing wrong so far, it's profile 03. Leave your game, delete profile. Test3 Create a new profile, target Earth, land. "Quit and save with restore" then restore. Leave the CC, check gear. > You're now using a XN32 RIFLE and RT41 SHOTGUN. Profile is commander career 01. double check (try Test3 again). Leave your game, delete profile. Test4 Create a new profile. Target Earth, land. Leave the CC, do NOT check gear yet. Board SHUTTLE MK1 near the comms building. Leave the shuttle, check gear. > profile is 03. Leave your game, delete profile. Test5 Create a new profile. Target Earth, land. Leave the CC, do NOT check gear yet. Board SHUTTLE MK1 near the comms building (it's one of the base's assets, not yours). "quit&save with restore" then restore. Leave the shuttle, check gear. > profile is 03. Leave your game, delete profile. Test6 Create a new profile. Target Earth, land. Send AE to SC1, launch SC1. Leave SC1, check gear. > profile is 03. Leave your game, delete profile. Test7 Create a new profile. Target Earth, land. Send AE to SC1, launch SC1. "quit&save with restore" then restore. Leave SC1, check gear. > profile switched to 01 (XN32 RIFLE and RT41 SHOTGUN). Leave your game, delete profile. Test8 Create a new profile. Target Earth, land. Send AE to SC1. Transfer AE from SC1 to OC1. Deploy OC1, leave OC1, check gear > profile is 03. Leave your game, delete profile. Test9 Create a new profile, target Earth, land. Send AE to SC1. Transfer AE from SC1 to OC1. Deploy OC1. "quit&save with restore" then restore. Leave OC1, check gear. > profile switched to 01. DOUBLE CHECK. Yes, it also works with OCs. Leave your game, delete profile. Test10 Create a new profile. Target Earth, land. Send AE to SC1, launch SC1. Dock back to CC. Leave CC, check gear. > profile is 03. Leave your game, delete profile. Test11 Create a new profile. Target Earth, land. Send AE to SC1, launch SC1. Dock back to CC. "quit&save with restore" then restore. Leave CC, check gear. > profile is 01. Leave your game, delete profile. Test12 Create a new profile. Target Earth, land. Send AE to FC1, launch FC1. Leave FC1, check gear. > profile is 03. Leave your game, delete profile. Test13 Create a new profile. Target Earth, land. Send AE to FC1, launch FC1. Dock back to CC, leave CC. Check gear. > profile is 03. Leave your game, delete profile. Test14 Create a new profile. Target Earth, land. Send AE to FC1, launch FC1. "Quit&save with restore" then restore. Leave FC1, check gear. > profile is 01. Leave your game, delete profile. Test15 Create a new profile. Target Earth, land. Send AE to FC1, launch FC1. Dock back to CC. "Quit&save with restore" then restore. Leave CC, check gear > profile is 01. Leave your game, delete profile. Now for a change: Test16 Create a new profile. "Quit&save with restore" then restore. Send AE to SC1, launch SC1. Target Earth, land SC1, leave SC1. check gear. > profile is 01. Leave your game, delete profile. Test17 Create a new profile. "Quit&save with restore" then restore. Send AE to transporter. Beam down on Earth (EARTH00[sBASE]/BASE_EARTH01). Check gear. > profile is 01. Same seems to happen with ACM mode. Basically, whenever you save&restore while in one of your craft (be it your CC, one of your SCs, FCs or OCs), your player gear switchs to profile 01. I haven't tried other careers yet. Saving and restoring in an NPC craft (read: none of the craft carried by the CC, nor the CC itself) doesn't seem to affect your player gear. -
[UCCE] Incorrect fp profile used after restore
RT replied to ouch's topic in Battlecruiser / Universal Combat (Legacy)
All right, first, you should be more precise in some parts of your step-by-step. First, which game are w talking about? I take it that's UC:CE, but you should make it clear. Then, "start a game". What kind of game? ROAM? ACM? IA? Then again, I'll suppose that's a basic ROAM game. Well, now to the issue itself, I can confirm it..to an extent. Actually, I tried all the above, but my profile2 switched back to profile1 when restoring, NOT profile3. Now, which patch version are you using? And did you try rolling back to a previous version to check ? -
Look SC, I don't mean to argue with you I know it's a waste of everybody's time. I take it that the EMD jammer isn't flawed and works as designed, but jammed missiles definitely don't act like they are the manual says they should ie, fly in a straight line. They DONT, they spin around helplessly flying at insanely high speeds. That's definitely contradicting the manual. Well, the case is closed for me, I'll try and learn to dodge missiles without using the jammer.
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All right then, point taken, the EMD works as designed, I was just worried to see such a difference from what the manual states and what actually happens in game.
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Okay, that's something I've noticed for a long, long time, be it in BCM, UC, UC:AWA, UC:SE and UC:CE, but never reported. So, let's say it's mainly a UC:CE post. Well, on page 15 of the UC:CE manual, you can read (about the EMD jammer): All right, I have some issues, as in I'm not getting the expected results. Let's read again and comment this time. Okay, pretty obvious. No problem. There again, no problem. Actaully I could nitpick and say the EMD jammer breaks your missile's lock (which then switchs back to SCAN mode) I must admit I never noticed my EMD jammer getting damaged but that's because I usually have better things to do in the heat of a fight, so I'll assume this to be true. Well, this is the real problem. The EMD jammer (when at 100% integrity) NEVER FAILS at jamming a missile using CTL, ATL, ATL/V, VSL and even ASL guindance. This is the second problem. Jammed missiles wont simply fly in a straight line with broken lock as long as the jammer is on. They will instead spin around like hell at insane speeds, in a matter of seconds the missile will be like several hundred thousand klicks away, another second later it will be back 7000km away, then again it will cross the whole planetary system in a few seconds. That behavior is definitely not the behavior described in the manual. So, to sum it up, two issues here: EMD jammer makes you 100% missile-proof (at 100% integrity at least. I don't know about damaged EMD yet) AND jammed missiles don't go in a straight line as they should according to the manual. This has ruined my fun with missiles for really, really long now since missiles aren't as dangerous as they should (who seriously cares about missiles? They are barely an annoyance, whenever you hear mother scream "missile launch detected", just press the jammer key for a second and your problems are gone. Of course, when flying a gunship, a transport or driving a ground vehicle and get a missile launch warning you're in real trouble). Now here's how to recreate the 'issue' (under UC:CE). -Launch IA0201 -Fly to 'To Pluto' so that ennemy fighters don't jump to you while you're still under the protection of Galcom HQ PTAs. -Order Friendly01 and 02 to RTB, you don't want the ennemy fighters to shoot them instead of you ! -Fly around a bit, they'll soon send you a couple missiles. When you get a launch warning, get your speed down to 0 (so that you're an easy target ) press U to target the nearest hostile missile. It should be directed at you. Watch closely the range closing, then press J to jam the missile. Range will soon skyrocket, going up to 30 000 in no time. And of course there's no such thing as 'straight trajectory'. You can witness the same behavior with ATA and SAM missiles when planet-side. Of course the odds are way higher that the missile will hit the ground when buzzing all around before it can get that far, but I managed to get some nice results: http://img150.imageshack.us/my.php?image=photo028vs8.png Notice the altitude and the speed of that ATA Seeker (high speed for such a missile is 3.5km/s).
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As far as I know, the planetary engine of UC uses procedural generation to create the landscape since there are whole planets to build. UC would really be huge if every terrain feature of every planets in the game were stored. Btw, don't confuse random and procedural.
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Glad it helped you. And yes, as far as I remember, reactor upgrade reduce fuel consumption rate. Granted, by the time you get your hands on a Trellis buying fuel isn't as much of a problem as it is in early games, but at least you don't have to really think about refueling anymore.
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Aliens Coming on Oct 14 to reveal themselves to the world
RT replied to Serondal's topic in Politics, Religion & Legal etc
I'm really curious as to whether or not they'll finally tell us about the galaxian probe. -
Some said that. And then they died (flushed off the airlock). I've also had some fun playing the demo version of Evocron renegades. The most interesting part was newtonian physics, that's not something common in space games. Elite, Starshatter, Iwar, jumpgate, terminus..Orbiter, the upcoming Infinity:TQFE..and that's all. Nice to have it. I haven't played the demo long enough to consider really buying the full version though. I might think deeper about it in some time, when the purse recovers from my recent UC:CE order.
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Well, the legacy games come as bonus with the boxed DVD, which I haven't since I ordered the Direct2Drive version. That's not a problem, I've had my share of struggling with BC v2.09 trying to run it on XP, I don't want it on my hard drive anymore As for sending Resnig down, I'm not sure that a good idea, I'm sure he'd lower the whole away team AI.Believe me, your marines don't need to get any dumber than they already are. Don't forget they're armed and dangerous (yes, that includes dangerous for you too).
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All right, I bought UCCE yesterday (D2D version), and must say I'm really pleased with it. My motivation for buying it was (in order): -more stable multiplayer -all the campaigns -LOADS of instant action scenarios -working DJPs -dynamic weather fix -better performances So far the game lives up to my expectations, though I didn't have a chance to try mp yet. I have enough campaigns and scenarios to last me a couple years at least, quick escape in ennemy bases using DJPs is fixed at last, weather doesn't stay stuck on 'boiling 99m' anymore (CLOUDS! THEY GLOW!!!) and last but not least, I've seen a drastic FPS increase in the naval carrier defense scenario. Well, actually I'm still getting 20fps (geforce 8800 gts640) when the screen gets clustered with target informations (that can be easily fixed using radar modes, stt mode or RTM filters) but the action stays smooth. I don't know how you managed that SC, but it's really awesome. That scenario was my favorite one but it was also the one strassing my computer the most. Now it's perfect! Well, I'm off for some planet-side action, I plan on making some AAR later this week, stay tuned!
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well if using IE6, this link may be useful -> http://gsaauctions.gov/brow_details/IE6instr.htm You should do the same for local intranet I guess. Now IE should prompt for your approval each time you fire up the upgrade and launchbases pages If using FireFox, there's a javascript checkbox under tools -> options.
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I strongly suggest you try the ES demo. It's really nice and all, and almost challenging.
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Concerning your issue, it looks like a javascript issue to me. You have to enable javascript for these dropdown menus to work (I just checked). If you don't know how to do so, I can help you with that. Which browser are you using?
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Very nice indeed! Have you any precise idea of what's next and what it should cover exactly?
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I thought I was nut sometimes...but this guys is really weird. http://www.youtube.com/watch?v=GYW2WoELmWI
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CERN to Start Up the Large Hadron Collider
RT replied to Supreme Cmdr's topic in Science, Technology & Health
I'm interested about the worst case scenarios. What could happen? -
As the SC said, you should give UC:CE a try. Basically, it's UC with far better graphics, far more stable (oh well, I said it!), and most of all, with ALL compaigns and scenarios any BC and UC game ever featured. That's it, nothing less. UC:CE is basically the best BC/UC game, as SC said, it would be a waste of time to try the other titles.
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Funny enough I've already heard such things before, and it wasn't 'Infinity'. Oh, wait, IIRC, the name had 3000ad in it. Same with EVE. And I see you're also as categoric with Elite4. I hope you have quite a lot of experience in game development to back up your claim.
