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If you can manage it I would like to work with you. If you can send me your mission file I can try several things to isolate the cause of the performance issue. I do not experience this so I cannot test at home. What I want to do is modify the mission into several different configurations to find out what works.

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Besides the issues noted - any feedback?

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Would be cool if I could attack enemy aerodromes and have them all scramble at me, maybe some of them are trying to land? Well too bad for them wink guaranteed method to get into some serious action and definitely something that will keep me busy, wreaking havoc among the enemy and giving a damn about my orders biggrin Nobody expects the German Strike Jasta! Join RvH`s strike Jasta today!

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I'd love to see some instant action option available..
With a mission description describing a certain situation like "at 2000 feet you encounter/are ambushed by, a flight of Camels/SE5s/Spads, 500 feet above/below you"

Or just the option to start in flight, because the patrols I've been flying have been very long.

Also, when you start out, the other people in your squadron always start with 0 sorties 0 victories, would be cool if you could just randomize some numbers for the ones that aren't rookies.

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The scramble thingie is one of the top priorities. At random aerodromes there will be aircraft waiting to go if the player flys over and triggers them. A caveate is that the performance can't be hurt too badly by the scrambled flights.

Randomising new squadron mates is also on the to-do list. I do not, however, want to bring in aces with any regularity. There is a fair bit of logic that can go into replacements and transfers but I do intend to get there.

As for quick action I will leave that to laser's QMB. He already does it pretty well and this code is not built for it.

As for mission length, I am of the opinion that time compression in RoF is not what it should be. I fly at x8 compression and it still takes me 10 minutes to go 50 KM. A little math tells me it should take about 3.

One thing that I could do is push the scout squadrons even closer to the front. I already made an effort to get all scout squadrons within 50KM of the front, but as noted above, that still makes for a long mission. Right now much of the flying time is consumed by getting there.

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Yeah, there's really something wrong with the time compression..
I flew a regular career mission today and noticed the difference instantly..

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Originally Posted By: PatrickAWilson
....As for mission length, I am of the opinion that time compression in RoF is not what it should be. I fly at x8 compression and it still takes me 10 minutes to go 50 KM. A little math tells me it should take about 3.


YES!!! That is exactly what I have encountered...acft proceeding at a snail's pace in spite of IAS/TAS...when running supposedly at 8X TC. I thought it was something wrong with my Rig since I have not seen much discussion of this TC 'flaw' on the Forums.

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Doolittle: Is time slow compression your performance issue or is it general flight. I got the impression that these missions cause a slide show on your computer. I experience very poor time compression but once I am in normal time the missions fly fine. If your problems go beyond TC then get in touch via PM. I want to figure out what is happening.

P.S. I am working to make the campaign more configurable.

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I have the same time compression issues too. It may be across the whole game though, rather than just your campaign.

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I am pretty sure that what seems to be incorrect compression happens across all missions. It is more noticeable in RoFCampaign because of the more realistic distances involved. RoFCampaign missions flown without compression would be about 1 - 2 hours long, or about what they really were. In game campaign missions are much shorter.

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I've noticed it sometimes, but not all the time..
When it happens the sound stops playing like it usually does when you use timecompression, but the plane is still in regular speed.. controls are still as sensitive as before and the plane basically flies like before..

It doesn't happen in career mode as often though..

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Download isn't working, can anyone post another link to try this please??

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Originally Posted By: 602RAF_Puff
Download isn't working, can anyone post another link to try this please??


It's working fine for me.

http://www.wingsofhonour.com/riseoffligh...RoFCampaign.zip

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This is amazing patrick, thanks for you ongoing hard work. Im going to give it a try today and cant wait! Thanks again

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Originally Posted By: PatrickAWilson
If you can manage it I would like to work with you. If you can send me your mission file I can try several things to isolate the cause of the performance issue. I do not experience this so I cannot test at home. What I want to do is modify the mission into several different configurations to find out what works.


Thanks for the offer of assistance. I've sentyou a PM with the Mission file(s).

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Had my first go on this last night and Im impressed! So much better than stock ROF. Now the air is actually populated by both freindly and enemy aircraft, and you just dont know what you will run into.

Couple of questions though.

Are you always the flight leader on the generated mission? I tryed lowering my rank but each time all my fellow flight members would do is follow me. I actually find it cool to try and keep formation with the AI. Is this an option?

I only played 2 missions, but i noticed that both times the wind was 0 knots. Which for february seemed a bit odd. Are winds disabeled?

I noticed that there wasnt much going on, on the ground, are ground units also generated or is it purely aircraft?

Anyway keep up the great work, ill be following this with interest.

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There is weather, although it is toned down at ground level. People were saying that the AI couldn't take off in 11 MPH winds. However, I have randomized the weather to be mostly clear but with varying degrees of clouds, precipitation, and turbulence.

Nothing on the ground in your version. Next version has MGs along the front.

The player will no longer necessarily be the flight leader in the next version.

Handling of rank is much more sophisticated in the next version. In the current version the player does not get promoted. In the next he will. Squad transfer handling is much more sophisticated.

The last item that I am working on is medals. Once that is in the next version will be done.

I expect to release the next version this weekend or ... more likely ... next.


...

Future plans include scrambles when you overfly an enemy airfield, balloons, ground targets.

After that in no particular order, historically accurate squad placement, squadron skins, aces, and others.

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Really looking forward to squadron skins, it's something I've been thinking about as well, and one of those things that will bring historical immersion to a new level smile
Because there are a lot of custom skins for various jastas out there right now..

Also, would it be possible along with historically accurate squad placement, to have a map where you can see where you will be stationed?

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Thanks for the update patrick. Im so excited about having manned front lines. Its something I feel has been missing from ROF since day 1.

I did another couple of missions last night. Brilliant! I was minding my business when my flight got bounced by 5 SE5a's. You really have to keep a look out as you just dont know when you can run into trouble.

I cant recommend this enough, and it looks like its going to grow into something even better.

Thanks again, eagerly looking forward to the next version smile

S!

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Quick question ...

Do you place the ROF CAMPAIGN folder in the main ROF folder or in the data/campaign folder ?



Thanks


vK ~

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