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Fair points you raise. The save game one I don't see happening. ED have made their save game feature, and it seems to have revealed that they're going with the same approach that other community contributors used as a workaround - as opposed to redeveloping from the ground up the ability to save the actual state of the game. I have seen some campaign designers 'cheat' by having a separate mission that is post a certain event. (ie, post-refueling, to allow those who can't air to air refuel the ability to proceed from a certain point). That's the only way I see at present or in the foreseeable future that a campaign creator could possibly get around this particular issue - have a starting position that is closer to the action. It is of course a work-around and adds to the content creators workload, but I can't see another way. For me, I find it lacking immersion. I think that really has to do with the 'flow on' effect from one to another. How well you do in one mission doesn't change/affect another. Heatblur may have helped bridge a gap here with the F4 - how you treat it on a previous session impacts how it will be the following one for instance. But overall - I think this is where I suspect a lot of people are hanging out for the dynamic campaign engine instead - so it's unique and more immersive. But this conversation does raise a thought. How epic would the dynamic campaign engine be, if it was an engine for campaign designers. ie - instead of just being a 'go and play' - it was like the mission editor where campaign creators could actually use it as a tool to create their campaign, but the end result would be something dynamic and 'living'.
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Dangerzone started following Why Campaigns (generally) aren't as fun as they could be
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cannot produce and mssing track file Impervious to SAM's
AeriaGloria replied to Convoy's topic in Bugs and Problems
Was this online? There’s been an online issue of this -
MIG-29A BVR - how to force enemy aircraft down low?
AeriaGloria replied to The Gryphon's topic in DCS: MiG-29A Fulcrum
They will be forced down when you blow them up! -
And have it auto-fill the correct ATC frequencies. This is for the Mig-19 but you get the idea. Hopefully the kneeboard will eventually display radio channel, airfield name & frequency.
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timop248 joined the community
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It's also fore and aft movement that I find a bit hard at times. A few weeks ago I tipped a Kiowa to the side, but that was due to an unexpected crosswind, though it certainly felt as if one skid was glued to the ground and served as a stationary pivot point. Flying and hovering: yes, 100% IMO. Very slowly raising the collective to the point where the helo is light on the skids, that's where both Gazelle and Kiowa feel weird to me. Good point! I think the important part is to pull collective through the light-on-the-skids phase until hover is established. At that point, all is good for me. It should work with the training missions. Or you can look for Saved Games\DCS\Tracks\LastMissionTrack.trk after a flight. MP isn't great for tracks; the time spent in slot selection, and all the stuff you need to do to in order to show what you want to show just drags on and makes tracks longer than they need to be, plus depending on the server people might be annoyed because you're not actually contributing anything to the scenario at hand. Just be aware there's no rewind in tracks. Anything you want to show, better show it within 2 minutes - it's super time consuming to watch a 35 minute track where the interesting stuff happens at minute 31... If your budget permits, go for it! So far I'm using my trusty TM Warthog throttle as collective and it serves me well. Some 2 years back I inverted the collective axis (now the max AB position is collective full down, and the idle stop is collective full up). There's no right or wrong here, feel free to experiment with an inverted throttle axis as well - but an actual collective should be much better. Oh, and there's always a risk of a double-bind or an axis conflict. If you have an Xbox controller or a brake pedal providing input, that will certainly mess up your flying! And if that's not the case, flying helicopters is still hard and it takes a lot of practice.
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Unsure. I doubt it though. Maybe someone is working on an updated one or maybe there is already one but I tried searching and had no luck in finding an updated one. But like Nythawk said you can always go into the jet's files and find the codes. If you want an updated kneeboard, might be best to make your own for now.
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cannot produce and mssing track file Impervious to SAM's
CTFRaven replied to Convoy's topic in Bugs and Problems
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Don't get me wrong I keep coming back to campaigns. I don't play multiplayer, and single missions don't satisfy that "I am a real combat pilot" feeling. But here are some of my criticisms-with some solutions that I think are feasible. I know there are a bunch of solutions that really boil down to "put more time and energy into the game" but sheeeesh I have spent more time learning this game than I spent with my kids (who are all in jail and addicted to various drugs due to my parental negligence-kidding they're pretty badass) 1. I don't know what the other pilots/FAC/AWAC are saying-I have figured out the F-18 generally, but when I drop into a campaign, and the FAC, AWACs are telling me stuff I don't get it- I LOVE the succinctness and specificity of military parlance-but many times (I'm talking to you Arctic Thunder) I don't understand what I am being tasked to do-esp if I have to fly off pre-planned flightplan-SOLUTION-put a dumb downed Text message next to the message texts with simple language; 2. I spend A LOT of time getting to the interesting part of the mission, screw it up then die. Then have to reload and (at minimum) watch the whole boring part at 3 x speed -which seems to take longer than just manually flying it. I absolutely want that "boring" part-it adds so much to the game and is fun ONCE (maybe twice) but I'm that terrible of a pilot and it can take 5-6 times to complete. Solution-Quick Save-Once per mission you should be able to do a Quick Save-then after failing the mission the game should give you an option to start at that point. 3. I LOVE DCS-and I love campaigns and will always buy and play them-but the fun is mitigated sometimes by the above.
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This is why I favore historic modules. The latests MiG or Su might get you arrested but if something's been retired for decades This is the first time I saw anyone comment on the laws in Romania. Is there anyone else flying an upgraded MIG-21 we might be able to get doccuments for? Also what is known about hte MiG-21-93? Frankly I'd rather see more AI assets
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Assuming that means ED is doing the rafale and not a 3rd party? Would love to see razbam come back and tackle the rafale with their previous Dassault, French ADA connections, and their knowledge in the delta wing. The M2000 is the best flying aircraft to this day in DCS in my opinion.
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I would have made the starting date summer 1943- just so WWII doesn't get ignored. Having said that I think the ED should have focused on building ecosystems around the modules. As I ahve said the past an eco system would be a map, at least two contemporary flyable modules, and the proper assets. I'm not giving up hope for a resolution with Razbam but I would like to see someone line up the Floggers, Fitters, and Fencer and cold war Flanker. We need the ability to build strike packages for both sides on as many maps as possible. With the MiG-29 we have a nice lineup for the Iran-Iraq war. The issue comes down to the documentation. I think an early model Flanker B is possible. in fact I think ED has state they have plans to do that. As for the Su-30, I don't know if there is enough information to do an early model Su-30 variant of some sort. If we can I'd like some multi-role variant with a good AI WSO. If they felt they had enough information for an official Su-30 and a kick starter I'd pre-order a copy right now.
- Today
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Civilian air traffic auto-generation feature
twistking replied to twistking's topic in DCS Core Wish List
Oh, that must be what's going on with the YAK-52 then -
Civilian air traffic auto-generation feature
Ornithopter replied to twistking's topic in DCS Core Wish List
Oh stop Rudel, and just go back to your Jazboom Mugage 2001D -
Any updates?
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Missile flyout not displayed on correct azimuth with multiple fox3
wilbur81 replied to Anubis_94's topic in Bugs and Problems
same... -
Well, three out of four ain't bad these days for them young developer folk. Seriously, is there really a "situation"? Seems a little hyperbolic right now. There certainly is no reason to think that yet. Well, at least we hope not
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Rosie started following A-29 Super Tucano
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Civilian air traffic auto-generation feature
Rudel_chw replied to twistking's topic in DCS Core Wish List
but the manufacturers license does not allow, for example, a truck to be anything less than brand new, that’s why you can’t damage it at all no matter how serious the accident. -
A pattern I've noticed on my end has been that the 109 and Anton seem to be opposite what they should be in terms of robustness. I can sink a lot of ammo into a 109, pop his radiators, and he will still somehow climb away from me with damage that would have seized the engine on a player. The Anton, which should be capable of taking a lot of hits (and indeed does when I'm flying as a player), always drops the left landing gear after getting hit with a burst of .50 and the pilot bails immediately.
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Hello, after discussing with some people on a server's discord, I think this might be related to an experience I had about two weeks ago. You're gonna have to bear with me as I may struggle to find the log, but I have a pretty strong recollection of the events leading up to it. If I find the log I'll post it [Bug Encounter] Working in the SP mission editor on a scenario, it is this one where a ground assault plays out and you're there assisting in your Mi-24. (Important note, while testing it during this session, i had not loaded up the Mi-24P, or any other module, it was purely a spectator session afaik) Inside the mission you have 12 red vehicles, 15 red artillary pieces, 12 blue bunkers, 8 100mm KS-19 flak cannons, and another 4 IFVs all expend their entire magazines by the end of the test run (they fire continuously for 20 minutes) After loading the scenario and testing it about a dozen times, I noticed the 125mm cannons on the T-72s doing no damage to bunkers, despite having the correct shells loaded. I jumped in to control it myself and indeed no damage had been done. after closing the mission my game proceeded to crash I think. once again, I'll have to check and see if I still have the log, but knowing how online servers are sorta operated on the mission side, I think it has something to do with the most likely either the quantity of projectiles or time elapses since session starts. From discussions once again it seems to affect only the machine hosting the server, and as soon as a player takes control of the vehicle, the object now being simulated on the local machine begins to register damage to the target again
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MIG-29A BVR - how to force enemy aircraft down low?
RyanR replied to The Gryphon's topic in DCS: MiG-29A Fulcrum
I feel like 50% of the time, AWACS isn't anywhere near as good as it is in that video. When you need it most, it's not there. -Ryan -
Misleading product description [NS430 & NS430 for Mig 29]
Ornithopter replied to Pougatchev's topic in DCS: NS 430
They should make the description a bit more accurate about what it does and doesn't do. Other than that, how was the rest of the play, Mrs. Lincoln? -
RyanR started following Sniperpod Crosshairs Disappearing in XR
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It's a shame about this whole situation. Honestly, the only way this unfortunate misunderstanding could be cleared up is if Aerges shared some pics of the Mirage F1M.