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Showing content with the highest reputation on 05/04/24 in all areas
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There should be a mental fitness test prior to purchase for pre-order. Do people really not know themselves well enough to be able to predict the self induced anguish any perceived or real delay in release will cause them? Consider pre-order money just as you would cash thrown out the window of a moving car and all your mental torment will cease.9 points
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I totally agree.....But why anyone would 'stress' over this is beyond me....As a retired Fireman maybe I am wired differently to most,nothing these days phases me,least of all waiting for a favourite module to be released,lol.....It's a computer game guys,it ain't for real,wake up and smell the coffee,go for a bike ride,go fishing,take your Mrs out to dinner but most of all get out there and have fun8 points
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After spending around 6 hours: The area that the map covers is fantastic, both IRL and in DCS. From middle Finland/Sweden and east through the whole Kola peninsula, it's somewhat flat. Westwards from Finland/Sweden and to Norwegian cost, it's all mountians. They are generally in the range of 50m - 600m. In other words, this isn't Caucasus. Still, quite unique to the scenery, are fjords with sea entering every valley there is. The type of nature, and formation of mountains is very different indeed. If one observes closely, the main difference between e.g. Scandinavia and Caucasus, is that while the Scandinavian Peninsula has relatively low mountains, they are incredibly steep. That makes the whole terrain look just completely different to what other regions have. The topographics are splendid, and geography, really good. The coastlines themselves are amazing, and infrastructure (air ports, cities, etc..) technically very well made. Fascinating thing about this map is that the architecture seems different between what's found in Russia, vs. what's found in Finland/Sweden/Norway. Even the cities look different, with different models/size of populaton/etc... This is similar to (Israel vs. surrounding arab countries on Syria/Sinai maps). It's really fantastic, and one notices it. Visually, the map is stunning, albeit many areas aren't finished nor even begun. East of Murmansk is mostly clean (not started yet). However, those areas that are even semi-finished... oh dear... Piece of art! I can honestly say that flying with e.g. the Ka-50 from "Kola bay" (in the north) and following it south all the way through river "Reka Tuloma" to "Verkhnetulomsky", is the most beautiful place on any map in DCS. It's stunning. This, especially in VR. There is something about a wide bay/river which has infrastructure ftom tip to toe along it's length. Shipyards, cities, bridges, generally low terrain (grants view to the horizon)... It's amazing. Also, the map is huge, as in enormous. Comparison-wise, while South Atlantic is some 3100km from east to west, Kola is approximately 1420km. With that said, Kola is 1420km of pure land, and incredibly long from north to south, whilst South Atlantic, great as it is, is rather small in land (in comparison). Performance-wise, the map runs great for what it is. It's complicated in many technical aspects, thus it's not surprising that it takes some power to run. I am nowhere near maxed out, graphics-wise (closer to medium - VR), and it runs pretty well. With that said, having tried it maxed (lower fps), it is breathtaking in VR (G2). Personally, I truly enjoy all the terrains in DCS, they are all unique in visuals/conditions/architecture/etc... However Kola, has literally become my number one along with Caucasus. The areas are interesting, the mission scenarios are endless, and the quality is overall up top. With issues/requests adressed over time, this will remain among the top maps. I can also mention, that this map is different in person, than watching a video of it. I can not recommend it enough. That, with the understanding that it's a early access release, a very early access release.8 points
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Maybe 2-3 days a year someone of the RB team shows up here, but the majority of the time we are all on our own here. Isn't this forum meant to be the place where we can seek help or support from the devs? Maybe even getting a small update on one or another topic? Iirc every couple of years the disappointment here boils up to apoint where yet another Grand Forum Drama ensues with ED firefighting, promises of changes for the better, new community liason people pushed into this mess ... and a couple of years have already passed. Again. So, what will happen with this forum? Will RB continue to not support their product(s) here? Will something change - and if, what will the timeline be? PS: please do NOT suggest using the RB Discord. Discord is a bunch of ... chat rooms. Not even remotely suitable as you only get a small snapshot of all the communication. We have threads here with open issues that are _several_ years old. How would you handle that in Discord? If I am mean, I would be inclined to think that this is even seen as a feature by some. Once a topic is older than a couple of hours or days, nobody will remember it, let alone ever find it again ...7 points
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7 points
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This. They seem to have no concept of how to properly manage expectations of their customers (or themselves) or create reasonable estimates for completion times. Let's go back to July 2022 where they said Early F-14A by the end of the summer. And then pretty much exactly a year ago in May of 2023 we get told the A-6E AI model would be released during the summer. And that's not even all the times they said the F-4 was still scheduled for 2022 all the way into October of 2022(8 months after the war in Ukraine started, they would known they couldn't make it)! Silence till late January 2023 where they finally admitted they missed 2022. Then it was coming in 2023, but they allowed feature creep due to the delays with the F-15E which caused the F-4 to be delayed even further. Finally we start seeing videos and a preorder is dropped in October. Having previously been told the F-4 would have one of the shortest preorder periods of a DCS module, we were given a winter 2023-24 release window which did not adhere to the accepted standard definition of winter and which was subsequently missed. Then we get told release in April, worst scenario May. Then it becomes no later than May 31st or Cobra gets hit by a meteor. So by Heatblur's own set definition, we are now in the worst case scenario for the F-4 release. If they fail to make May... we'll still probably all buy it and nothing will change because their isn't anything to compete with DCS, they basically have a monopoly on this niche part of the flight sim community. There's no alternative. They can say that all they want but until they put their releases where their mouth is, I'll remain increasingly skeptical.7 points
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Posting some screenshots from a simple show-off mission made in approx. 10 minutes. It shows just a few simple scenarios. The gamma is set up for VR, so don't worry about the impression of colors:7 points
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7 points
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In other words, you are accusing Heatblur of lying to us. Why on earth would Heatblur do that. It's in their interest to release the module as soon as possible. But to be honest, I don't quite understand all the fuss about it. The module is late, annoying, but that's all. There are people here who act as if the world is coming to an end. Very childish behavior. Nobody is negatively affected in any way because a simulated airplane in a game is delayed. But of course you can get artificially upset and produce drama just because you can.7 points
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Thank you so much ... great Changelog for such a short time period: Changelog: Flight model improvements: reduced skid friction increased groundeffect improved moments of inertia minor fixes New features: A lot of new keybindings Axis control for searchlight Axis control for throttle Night vision googles (thx to Gator and Tanuki) Flashlight Sunvisor (thx to Tanuki) UN and Spanish Amarda liveries by Neo Bugfixes: Missing tailrotor at cold start No grenades in Weapons Training Salvo length settings in Weapons Training Missing default keys in startup training Duplicate cyclic base Magnetic compass: normals flipped Added missing truck in Precision Smokegrenades Mission Trim inputs stay after respawn Missing: Force cursor to show, toggle 'View briefing on/off' bind is missing6 points
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What's the version number in the briefing of mission 1? should be v.20240501 OH damn, I just checked, they didn't push the updated files...I'll get in touch with ED6 points
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6 points
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OH-58D Kiowa Enviado desde mi CPH2197 mediante Tapatalk5 points
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5 points
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Also ich habe gestern Abend meine erste Proberunde auf der neuen Map geflogen. Mir hat es gut gefallen. Sicher, man findet noch einige Grafikfehler (Schattenbildung / Übergänge zwischen verschiedenen Gewässern), aber es waren nicht sehr viele und ich hoffe im Lauf der Zeit werden diese noch behoben. Die Performance in VR ist m.E. OK, könnte etwas besser sein, aber es ist ja auch noch EA. Ich würde sagen die Karte performt ähnlich wie die Mariana-Map. Auf der Mariana-Map habe ich sogar noch leicht stärker FSP-Drops als auf der Kola-Map. Der Platzbedarf ist enorm mit 150GB und das wird ja auch noch bissl mehr, wenn weitere Regionen "verfeinert" werden. By the Way, über der Afgahnitan-Map wird auch schon spekuliert, dass der Platzbedarf ebenfalls bei rund 140 bis 150 GB liegt. (Man muss die folgenden Screenshots "anklicken", erst dann sind die vielen schönen Details der Landschaft gut zu erkennen)5 points
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I also sing House of the Rising Sun when I pre-order something. Mothers, tell your children.. not to dooooo what I have doooone.5 points
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In COMPLETE fairness to Orbx, they said AD sites and other military bases will come later in EA... so I'm holding my breath... plus, I know someone on the test team who has given them all of the sites for the Soviets who is as obsessed with SAM Site Rivet Counting as I am... hell... he helped me create my Google Earth KMZ with the entire Soviet IADS (and now a few other IADS) on it, just to see what it looks like IRL. It's nuts by the way.5 points
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Works perfectly here. I need to correct the landing spots if I can work out how to do it - it's landing on the wrong side of the flight deck. !! Give these spawn/landing points for Albion It was hard to find many pictures with helicopters on the deck. And while I initially matched one of the pictures I had to adjust the spacing for the larger helicopters because the the way they take off and land. I tested with the stock/ED CH-47 and one of the Merlin mods. Spawn/landing height looked good with the CH-47 but I had to adjust the gear height of the Merlin to make it spawn correctly. So there maybe issues depending on the mod(s) you try. Landing spot seems to depend on the mod as well. The CH-47s landed in the same spots they took off from but the Merlin's swapped take off and landing spots Back up your ship lua and then replace these lines of code GT.RunWays = { -- landing strip definition (first in table) -- VppStartPoint; azimuth (degree} Length_Vpp; Width_Vpp; {{-40.0, deck_level_f, -11.25}, 0.0, 5.0, 14.0, -- alsArgument, lowGlidePath, slightlyLowGlidePath, onLowerGlidePath, onUpperGlidePath, slightlyHighGlidePath, highGlidePath 0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5 }, -- runways {{-40.0, deck_level_f, -11.25}, 0.0, 5.0, 14.0, 0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5}, {{-74.75, deck_level_r, -11.25}, 0.0, 5.0, 14.0, 0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5}, --{{-74.75, deck_level_r, 11.25}, 0.0, 5.0, 14.0, 0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5}, }; GT.RunWays.RunwaysNumber = #GT.RunWays GT.TaxiRoutes = { -- taxi routes and parking spots -- {x, y, z}, direction } GT.TaxiRoutes.RoutesNumber = #GT.TaxiRoutes GT.HelicopterSpawnTerminal = { -- taxi routes and parking spots in LCS -- {x, y, z}, direction { TerminalIdx = 1, Points = { -- 1 spawn spot {{-42.5, deck_level_f, -7.00}, 0.0}, } }, { TerminalIdx = 2, Points = { -- 2 spawn spot {{-75.5, deck_level_r, -7.00}, 0.0}, } }, } GT.HelicopterSpawnTerminal.TerminalNumber = #GT.HelicopterSpawnTerminal5 points
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Thank you. It's a shame if that's the case. Without conifers, the north is not quite northern.5 points
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5 points
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Your buddy (me LOL) agrees. My second attempt at lift off below with a quicker pull on the collective seems to work better than the slow methodical approach. She is ready to go quick. Landing still needs some work. Trying to iron if trim is needed (having trouble with the trim) or just finding the sweet spot between rudder authority and back stick pressure when landing. The slightest release of back stick coming into land and she wants to roll forward. The second landing below was better than the first, so improvement there. Side door gunner in VR is awesome. I added the ROE to my collective trigger to tell him to engage, pinky switch toggles his rate of fire, and the hat will switch between grenades. Hopefully soon me and gents will be able to conduct a Hunter/Killer mission where one or two of us fly the OV-10s until the Cobra is out while the other fly's low and fast with the OH-6 and paints with smoke. We will post the video here for sure when we do.5 points
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DCS: Kola is now available in Early Access on Orbx Direct, in the Eagle Dynamics E-Shop, and on Steam. The far reaches of northern Europe are generally described as a world of raw beauty and quiet grandeur, where rolling hills meet dramatic fjords, and myriad lakes reflect dense forests and the tranquil sky (whoever wrote this sentence is an incurable romantic). However, these same landscapes are also host to conflict-laden topics such as past and present geopolitical tensions and alliances, access to ice-free ports and Arctic waters, extensive mineral resources, nuclear weapons and storage, national and regional defense strategies, and military exercises and winter training (now we are talking!). Orbx proudly presents the DCS: Kola map, which covers northern Norway, Sweden, Finland, and the Russian Murmansk Oblast and parts of the Karelia region. The map also includes large areas of the Barents Sea and Norwegian Sea to the north and west, ideal for aircraft carrier operations. The Orbx DCS: Kola map is represented in its current-day state, with some allowance for late-Cold War military features and functionality. Normally priced at USD 69.99, the early release of Kola will be offered at a 20% discount, reducing the price to USD 55.99 (excluding all applicable taxes). The purchase price may also increase as the map evolves with further content. These FAQs are meant to answer the most common questions and will be updated and expanded over time. Who is Orbx? Orbx is an Australian owned developer and publisher of add-ons and expansions for flight simulation software and known for creating high-quality scenery enhancements, aircraft, and other add-ons for popular platforms like Microsoft Flight Simulator, Prepar3D, and X-Plane. Our products can be found here: orbxdirect.com With the release of DCS: Kola map we are very excited to join a number of prestigious third-party developers creating high-quality content for DCS. How much hard drive space is required for DCS: Kola? At the time of launch the map requires approx. 150GB of free hard drive space. With more content planned in the future, especially a full set of winter textures, this will likely increase further. That being said, with additional optimisation being worked on in parallel with new content, we hope to not increase the overall map file size much more. What is included in DCS: Kola at the launch of early access? The Kola map spans about 1,400 km east-west by 1,000 km north-south, with more than 575,000 sq km of land and a total coverage area of ~1,350,000 sq km. Its southern boundary roughly aligns with 65 degrees latitude, meaning most of the map area falls within the Arctic Circle. Right from the beginning of its early-access phase, DCS: Kola includes its entire coverage area, with detailed terrain, summer ground textures, shorelines, thousands of lakes, most rivers, and the main transportation network already in place; more than half a million sq km for you to explore! In regards to high-detail areas and military installations, this initial release focuses on an area spanning the Finland/Russia border, encompassing central Finland and the western parts of the Murmansk and Karelia regions of Russia. The map below highlights the focus area, in green, while also indicating the additional airports in Norway and Sweden. Key Features of the Early Access Release ● Complete base terrain for the entire map area, with highly detailed topography, summer ground textures, shorelines, and lakes and rivers. ● An initial focus area spans the Finland/Russia border and encompasses central Finland and the western parts of the Murmansk and Karelia regions of Russia (see map). ● Four high-detail areas, focusing on two airports in Finland (EFRO, EFKE) and five in Russia (XLMV, ULAK, RU-1110, RU-4464, ULMM), and their urban and rural surroundings and infrastructure. ● Two road runways in Finland, near Rovaniemi and Sodankylä, respectively. ● Two additional airports in Norway (ENBO, ENNA) and three in Sweden (ESNQ, ESNJ, ESUK) are functional but not fully detailed at early-access release. ● Significant civilian POIs include bridges, vertical obstructions, monuments, hydro dams, power stations, port facilities, landmark buildings, open-pit mines, towns and small villages, and industrial sites. ● Improved night lighting for cities and towns. ● Main road and railroad network, with bridges and tunnels, which is connected across the map that allows long-distance AI routing. ● Natural landmarks and geographic features, like Norwegian fjords, detailed coastlines, snowfields, forests and wetlands, tens of thousands of lakes, and large river systems. ● Map features represent the current era but includes allowances for the late-Cold War era – e.g., operational road runways and fully functioning Russian air bases – to enhance mission options. ● The Orbx team is collaborating with experienced DCS campaign creators Baltic Dragon and Reflected Simulations to create engaging campaigns. What is the roadmap for DCS: Kola in terms of content and frequency of updates? Orbx is committed to frequent updates of the map, delivering bug fixes, new content and enhancements. The first major update is already planned for release in June 2024 and smaller updates will follow the general update cycle of DCS World. Given that most of the map area lies within the Arctic Circle, a full set of winter textures will be one of our first priorities. Our plan is to deliver updates within geographic subareas, given the large distances involved, rather than widely dispersed features. The map below shows our current planning for and within these areas. Each area update will include several detailed airports, military installations, training areas, as well as towns and villages and their key infrastructure and POIs. The pink rectangles indicate the respective high-detail areas. Note that the map only shows airports and road runways and not the many additional military sites, towns, and landmarks that will also receive updates. Specific airbases already in development or planning include Andoya, Bardufoss, Evenes, Vidsel, Kilpyavr, Alakkurti, and others, as well as more naval bases, training ranges, border guard stations, garrisons, radar/EWR stations, civilian airports, and important landmarks like large bridges, vertical obstructions, and the Esrange Space Center. Please note though that “no plan survives contact with the enemy” ;-) and thus update content and timing can and will change. Obviously, we’ll also gather requests and feedback from the user community (see below), which may further influence our planning of updates. Last but certainly not least, with each update we will further improve on terrain detail and features, add more high-resolution aerial orthoimagery, detailed cities and towns, custom POIs and vertical obstructions, as well as significant industrial sites. Where can I provide feedback on the current and future features for the map? We have created a specific page where you can lodge your wishes! Register here to post and vote: https://kola.orbxdirect.com/ Where can I receive technical support regarding the Kola map? We provide Technical Support via the following channels: ● Submit an online Support Ticket: https://orbxdirect.com/support ● Orbx Discord Channel -> Support What about the campaigns by Baltic Dragon and Reflected Simulations? ‘Baltic’ and ‘Reflected’ both have extensive portfolios of popular missions and campaigns for DCS World and are hard at work on their respective campaigns that will take place in the Finland/Russia boundary area of the Kola map. Their respective YouTube channels can be found [here] and [here]. They may still be looking for help with mission voice-overs so keep an eye out for their requests. Will there be an Asset Pack specific to the Kola map region? While we don’t have an asset pack of our own, we are aware of their value, and also of existing and planned assets by 3D artists suitable for missions in the Kola map area. We are looking into options of collecting and sharing these with the community. Will there be (dynamic) Northern Lights? We do hope so, as the aurora borealis certainly is a well-known and spectacular feature of the high latitudes. It is, however, something for Eagle Dynamics to implement. All we can say at this point is that ED acknowledges that it is frequently requested and they are considering adding it at some point in the future. Is there a possibility that the map will be expanded in the future? Our primary focus will be on adding content and improving detail and accuracy within the existing map boundaries. There are a lot (!) of features of interest to military enthusiasts that can and will be added in subsequent updates. Moreover, the DCS World game engine does have limitations regarding the overall size and content of single terrain maps, but we will be working closely with Eagle Dynamics to optimise sizes and quality over the next few months. However, if we have the community support as well as the technical means, we will definitely consider expansions to the south as well as the industrial areas along the White Sea shores. Can I use Volanta with DCS World? Volanta is Orbx’s smart flight tracker application, available [here]. Volanta is an easy-to-use flight tracker that integrates all your flight data across all major simulators, including DCS World. DCS World integrates with Volanta to automatically track your flight data. Once you have DCS and Volanta set up, your flight information will be captured by Volanta, allowing you to view and analyze your DCS flights alongside those from other supported simulators. Note: There have been reports of minor compatibility issues between DCS and Volanta. While Volanta can track DCS flights, some users have experienced glitches like incorrect aircraft data being recorded. Additional Websites and Resources for the Kola map (By no means a complete collection! Let us know if you are aware of additional relevant links) https://rusi.org/explore-our-research/publications/commentary/new-arctic-geopolitics https://www.thearcticinstitute.org/return-great-power-competition-arctic/ https://natolibguides.info/arcticsecurity/reports https://www.thearcticinstitute.org/swedens-strategic-shift-navigating-nato-membership-path-forward/ https://www.barentsinfo.org/barents-region/ https://en.wikipedia.org/wiki/Bas_90 https://en.wikipedia.org/wiki/Bas_604 points
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4 points
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Because it's what they have done in the past. It may be less so lying rather than not keeping your word/promise. Remember the early 14A? 14 out of EA by 2023? A-6 AI this summer? List goes on.4 points
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It sounds like there is no correction for relative targeting, and the 30 second figure is a "maximum GPS acquisition time", the bomb attempts to acquire GPS 3 seconds after launch. Please reference these 3 papers and they should be fairly illuminating on the errors that are being discussed here, and the things that the JDAM does to resolve these errors. The third paper also references a 5 meter CEP for JDAM when target location error is removed (if you input perfect coordinates) the 13 meter CEP often referenced includes an arbitrary target location error that is not related to the bombs ability to guide. If the bomb has perfect coordinates and acquires GPS, it should guide to within 5 meters, not 13. All three of these papers are publicly available and approved for public release. https://trace.tennessee.edu/cgi/viewcontent.cgi?article=6123&context=utk_gradthes https://trace.tennessee.edu/cgi/viewcontent.cgi?article=3487&context=utk_gradthes https://apps.dtic.mil/sti/tr/pdf/ADA389516.pdf4 points
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если бы была стим версия - просил бы вернуть деньги. а так, пожалуй, удалю пока карту. смысла держать убитыми 145 ггб на диске- я не вижу. больше походит на то, что сделали перепады высот, вытянули возвышенности, сделали острова, скалы, местами натянули леса и расставили домки. но, это только местами, да и то, больше касается не территории РФ. а так, карта пустая. я говорю не о городах, деревнях, дорогах, а о наполнении местности теми же деревьями, кустами, травой. видно всюду "проплешены" БЕЗ какого либо наполнения. ладно там скалы, горы, но низины- это выглядит ужасно скучно. личное мнение, никого ни в чём не убеждаю. пожалуй, даже при анонсе миг29 не куплю сразу, посмотрю на обзоры, отзывы, тогда буду принимать решение.4 points
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1) That has been answered already even before the Early Access launch: Yes the map is getting lots more updates, textures, cities, airports etc. 2) The Green bubble on the picture from ORBX, basically the border area between Finland and Russia. 3) For any aircraft in particular? It's pretty normal, in EA for maps. Don't worry, it takes 5 minutes max to place an aircraft of your liking on the map in the Mission Editor. If you have no prior experience with the Mission Editor, search for "DCS Mission Editor tutorial" on YouTube, or if you prefer reading, the DCS manual (Program Files/Eagle Dynamics/DVS World/Doc ). Mission Editor is covered in the second half(!). Hope I could help.4 points
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4 points
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Hi, currenthill First of all i am very thankfull for your job! Your assets are amazing quality and i even would buy them as addons assets for DCS. I want to ask you one thing. As ex Russian navy seaman, i see one think that is wrong. And am talking about flag on your ships. Russian navy uses st andrew flag, but not a state flag. would you be so kind to replace them on a next update? Thank you! nullhttps://www.google.com/search?sca_esv=7fcdb3edaabbf89a&sxsrf=ADLYWII4J68QR4OjL8sHMAXQoZIUuEtpfw:1714807906839&q=Андреевский+флаг&uds=ADvngMiUNXQsFHJUZjuV-IqgVATc-9Qi48LIzYwFmVbbA6R0MGW7owtNjmHbQsdenltijR0E9H6BlVhsgw252g-r8grIlsZd6tHLdfSgGOvXm8SnDtTwoUPYSLwjreq4dUkOHXjN1ZCyqDjvAabygDR-CvmtZzfmTKalDZBNGrA-zw6vw_0IFU27XsHlyKz7fYIU-cEggbvar9uivsWUmIB2HW5cmfqzANFjY3ZG6poZdg8VAyXkgy47cGUMdUMXLNPyfCKBy_dtE6NJx7OiRwDzEDHtu3gIy3wjbF1fBDURdn9fnAt3hJjU-hqDXNEDzfiLBTIibdfjMdcDGC5DM-eemViZa31wSbuN_ken-NaFaoySJAJLbEs&udm=2&prmd=ivnmbtz&sa=X&ved=2ahUKEwinrJShvfOFAxXNFRAIHa6_N_AQtKgLegQICxAB&cshid=1714807951037478&biw=2560&bih=1258&dpr=14 points
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Agree with all this. RAZBAM barely even post in their own discord these days. Chat in the F15E channel is dominated by the same handful of people, generally moaning about the same topics.4 points
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Так должен выглядеть минимум бесплатный Кавказ, но не это за 50 доляров4 points
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Какой-то глобал вектор времен фсикс. Береговые линии ужас полный для новой карты. Хотя, когда было сказано, кто будет девелопить эту карту, надежд особо не было, прокаченный кавказ с дополнениями ничем не хуже, ну может по текстуркам холмов и горок, да, уступает. А что атлантика, что эта - одна фигня, только на скринах продажных сплошное великолепие. А под горку присядь куда-нибудь и ужаснись, как это в той же атлантике, где реки вертикальные в гору текут, да и здесь на скринах видны артефакты точно такие же, как были в их сценах еще с препара, где перепад высот есть.4 points
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Just echoing what was already said, Syria is a fairly large map and covers southern Türkiye, all of Lebanon, most of Syria, northern Israel and even a little bit of Jordan. It includes many beautiful and unique buildings and landmarks in various places. The map goes from green-ish vegetation in Türkiye and along the northern Mediterranean coast to more desert-like landscapes in most of Syria. Then there's Cyprus, including the UN posts along the divided island, also beautifully modelled. One recent update gave roads "give way" signs that add a lot to the immersion when flying down low in helicopters. Syria is by far my favorite map in DCS right now and I highly recommend getting it. Kola is just fresh out the door and a lot of content is yet to come. If you like the fascinating landscapes and fjords of Europe's northern tip, this map is certainly also a big recommendation, but as of today, I simply haven't spent nearly enough time on this map to give a good summary. It certainly adds more diversity to DCS, which is a big bonus in any case.4 points
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I personally don't use Discord. It is a horrible way to follow and find information as well as have a discussion. It works nicely for real time communications with a few people, but as a public discussion platform it is terrible. Discord also has a million pop ups, noises, and notification settings that I can never fully disable. The program is bloated and quite bad. Developers who use Discord for information is something I don't understand and never follow.4 points
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Syria is probably the best and most refined map. You get your money's worth and more (especially on sale). It's seen lots of updates and improvements. it's an excellent map in every way. Try the free version for two-weeks. Kola is brand new and early access. Many improvements yet to come. And you can buy it right this very second if you want.4 points
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The northern nature is dominated by coniferous forests. Mostly pine, spruce and birch trees grow.4 points
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Introduced a new terrain module: DCS: Kola Map by Orbx DCS World Fixed crash on wsZone::load_from_state MP. In multiplayer after hooking/unhooking a cargo any other cargo can't be selected - fixed AI ground. The infantry can't complete the task Embarking in some case - fixed AI ground. Incorrect behaviour of a unit if embarking limit is exceeded - fixed Linked zone - crash on host respawn fixed Campaigns DCS: F/A-18C Rising Squall Campaign by INVERTED Reset the M00 opening animation to address the issue of not being able to take off directly. (If you encounter this problem, it is recommended to press the radio menu: Ground Crew - Salute) Fixed the issue in M07 where there is no further storyline after shooting down all enemy. Fixed missing Chinese images and translations of some dialogues in M10. Fixed spelling text errors in some MIZ. Fixed missing custom labels for some MIZ. "Hit SA-11 CP" has been removed and "Hit all SA-11 LNs" has been added from the final mission objective in Tutorial - HARM. Changed the activation time of some images in Tutorial - ACM. Fixed the invincibility of some units to correct mission stuck in Tutorial - HMD. Changed the type of IR missile to fixed the mission stuck in Tutorial - CMD IR. Changed some flag to fixed the mission stuck in Tutorial - CMD CF. Reduce the starting altitude to facilitate players in reducing bombing errors in Tutorial - CCRP. P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations BBC is available on channel C DCS: F-14A Zone 5 Campaign by Reflected Simulations New interactive checklists DCS: F-14A Fear the Bones Campaign by Reflected Simulations New interactive checklists Comms issue possible workaround (C-17 voice transmitter shouldn't rtb) DCS: F-14 Speed & Angels Campaign by Reflected Simulations New interactive checklists Skippable briefings4 points
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Look, i'm a professionally trained photographer and worked many years explicitly doing color stuff (soft proofing etc.). It's an absolutely moot point, if we perceive colours differently. This is about reproduction. In reproduction objective truth should theoretically (or ideally) be possible, even for someone who is colorblind. Be assured that i know about the pitfalls of photography though. That's why i would generally not use photos as reference in such a discussion. Some of the photos you posted are grossly oversaturated and look in a way less natural than the screenshots. Your first and fourth image on the other hand look natural while demonstrating my point: The greens have a different tint. It's a warmer (and slightly less vibrant) green. Quite the opposite to the poison green from parts of the screenshots. But let's ignore the photos. We both know how deceitful those can be. Take the last picture i posted (the screenshot with the Work-In-Progress-Watermark). Look at it on a well calibrated monitor. Ask yourself if it looks natural to you and what features give away that it's CGI. Then open it in a graphic processing program like photoshop. Try slightly desaturating the green channel and/or pulling the hue slightly towards a warmer green. Make very small (!) modifications only. You'll end up with a more natural looking image. You could make the argument that DCS does not try to be 100% naturalistic, but that it goes for a hyper-realistic look or whatever. Fair enough. I'd still think that the poison greens are not intentional but some sort of oversight and/or a quirk of the DCS engine. Again, some other maps also show this. The opposite example would be the Caucasus in DCS. Ingame it looks really muted. The whole map is green, but it's not overly saturated. It's also not the greatest map (visually). That's not the point.4 points
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cfrag’s EXPANSION V1.80 - 20250715 -- Mandatory Update A DCS dynamic Mission and Sandbox Download - ED User Files First, a warning: whatever you do, DO *NOT* USE DCS' "SAVE MISSION" FEATURE. THAT WILL FUBAR THIS MISSION. ABOUT EXPANSION In Expansion, you are part of Blue’s ongoing battle to conquer the region. You are free to choose your own aircraft and mission (be it close air support, CSAR, strike, SEAD/DEAD, combat patrol, troop insertion, ferry or similar), and if you choose to help your side with the current tactical and strategical goals, that can help a lot to change the strategic landscape. Blue’s goal is to capture all strategic airfields of the region, while Red do their best to achieve the same. When in doubt what to do, command authority “Dragon Ledge” always tells you what the current strategic and tactical objectives are, so you can focus on helping to fulfil that goal. Blue’s AI is in command of all blue non-player-controlled units. Underlying the mission are some simple economic rules: capturing and holding strategic locations gains funds for your side and denies them to the other. Likewise, destroying enemy units adds funds to your side. Players can use funds to strengthen locations or order supporting flights, strikes, and even capture missions. The mission starts with Blue side owning one airfield: Nalchik. Holding Red Forces off from capturing Nalchik is likely and routinely accomplished by Blue's AI without your or other player’s help. Expanding Blue's reach to hold half of the map requires moderate player skills. Turning the tables on Red and holding three airfields requires focus and dedication. Winning the scenario is possible, and a true achievement. Expect a full play-through to take some 15 to 20 hours (1-2 players), usually a lot more - this is a dynamic mission after all, and the opposing side will become increasingly aggressive when it loses. Expansion supports "persistence" (see notes) to save and resume your campaign later. Expansion supports (actually: thrives) as multiplayer, so bring your friends (with 4 players, Expansion can be won in 5 hours). Since it’s a Sandbox dynamic mission, you can leave it running on a server for anyone to join on their own time. Be advised that if you leave Expansion unattended, Red tends to try and take advantage and recapture some locations You can win Expansion in single-player, and it is a lot more fun in multiplayer. STRATEGIC GOAL Expansion's strategic objective is to capture all four airfields of the region: Nalchik Beslan Mozdok Mineralnye Vody The mission starts with BLUE side holding only one airfield: Nalchik. Blue’s AI Command Authority “Dragon Ledge” assigns tactical objectives as it sees fit and always informs the players of the shifting priorities. The battle progresses around you in real-time and responds to your actions. Both sides’ AI Admirals task their units dynamically and according to their tactical needs - so plan your own flights with this in mind. And yes, Red WILL try and re-capture any strategic location that you took. And it will succeed if you don't help. HELPING YOUR SIDE The overall battle is controlled by AI Admirals for BLUE (“Dragon Ledge”) and RED that task their troops. They will direct their forces and assign primary and secondary objectives. Initially, you should focus on supporting your side’s secondary objectives, as they help your side to expand control over the battlefield, and allow your side to secure a steady income that you (the players) then can spend on tactical support. INCOME When your side captures strategic locations (for example: the "Gigawatts Power Plant" south of Nalchik), these generate income for your side. The more locations that your side holds, the greater your income. Another source of income is direct enemy attrition: for every enemy unit that a player destroys, your side gains some income - provided that the pilot can land their plane at a player-controlled airfield or FARP. A third source of income is rescuing downed pilots and returning them to a player-controlled airbase or FARP. A fourth is successfully inserting troops into enemy locations to capture them. Your side's income is regularly gathered and added to your side's available funds. Funds are available to all players on the same side. And funds are meant to be spent - "funds are only valuable as long as they are used". Use them wisely. SPENDING FUNDS Players spend side funds in various ways: directly repair and/or upgrade a location's defences. For this you must land inside that location and come to a full stop. At that point you can access the menu to repair or upgrade local defences. Note that all defences must be repaired before you can upgrade. The cost for upgrades and repairs vary by location. order strategic upgrades / repairs. This transfers funds to your control authority and the AI decides where these funds are invested. The drawback is that you don't know where the funds will be invested. The advantage is that you don't have to be on location. order support in the form of SEAD, CAP or CAS flights for a region. order a strategic insertion force to attempt taking an enemy-held (or neutral) location. Which location to take is a decision made by your command authority. order a missile strike on one of the four strategic targets. Note that these missiles (Tomahawk cruise missiles) have to traverse significant distance to arrive at their target, expect 15-20 minutes. order reconnaissance and targeting drones over tactical positions AVAILABILITY OF AIRCRAFT Blue aircraft are only available on airfields that belong to BLUE. You cannot ‘slot’ into an aircraft that sits on an airfield or FARP that doesn’t belong to BLUE. This is intentional: one key aspect of Expansion is to capture more FARPs and airfields to extend your reach. Note: this feature is also available in single-player mode. Expansion supports DCS’ “dynamic aircraft” system to allow any player-controllable aircraft to be available at any owned airfield. Note that this feature currently requires that Expansion be run as multiplayer, even if you plan to fight alone. In single-player mode, you only have access to the aircraft that I placed on the tarmac (or that you added yourself in Mission Editor). HOT AND COLD STARTUP There are two versions of Expansion available: HOT (default) in which all player aircraft are hot (fully started up) when you enter the cockpit. The alternate version is “Expansion COLD”, in which all player aircraft are cold and dark when a player enters the cockpit. CAPTURING STRATEGIC LOCATIONS You win Expansion by capturing strategic locations that increase your income, and then by using that income in smart ways to further your campaign. So make capturing locations all over the map your goal. The first step is to wear down defences: SEAD and CAS the location until it's next to helpless. Be wary that enemy AI can (and will) order repairs and reinforcements, so if possible, loiter near a defenceless location until it's really captured. Once captured, spend funds to beef it up. If you have helicopter pilots among your players, the easiest way to capture a location is to make sure that there are no enemy units inside the area (check the F10 map), and then place your own units inside the zone. Some Helicopters (Hind, Hip, Huey, Hook) can spawn and transport troops (check Other->Airlift Troops). If you don't have anyone who can chopper your chopper over a shed, you'll have to tough it out: see which tactical objective the AI is working at, support it, and occasionally transfer funds to order a capture attempt. Eventually the attempt succeeds, and you own that asset as well HELICOPTER TROOP TRANSPORT Pilots that control a helicopter capable of troop-transport (Huey, Hip, Hind, Hook) can quickly move infantry to tactical positions to capture or defend, or to provide laser-targeting of enemy ground forces. This can also be used to rescue downed friendly pilots (see “Rescuing downed Pilots”, later) At airfields and FARPs (usually at, or close to, the spawning locations of player helicopters), players can request (“spawn in”) infantry that they then can transport to other locations on the map. REQUESTING INFANTRY To request infantry, move the troop-transport capable helicopter close to the infantry spawn location of the airfield/FARP (usually close to the player-controlled helicopter spawn location), and choose Communication->Other->Airlift Troops... and then choose one of the available “Request <xxx>” options available there to spawn a squad of that type. If there are no troops to request, you are too far away from an infantry request point. Note: Be sure to choose “Airlift Troops” from the “Other” menu tree. Note that this option is only available for helicopters that can transport troops. Once you have requested a squad, it appears and is ready to embark on your helicopter. LOADING INFANTRY INTO YOUR HELICOPTER Player-controlled troop transport-capable helicopters can load and deploy infantry anywhere on the map. To do so, players land the helicopter close to the infantry, and choose Communications->Other->Airlift Troops... and choose the option “Load <group name>”. The group embarks on the player’s helicopter. Note that the player does not have to be in special embarkation zones; players can pick up friendly infantry anywhere on the map, and drop them anywhere on the map. Again, this is only available for player-controlled troop-transport helicopters. Note that options are available for players to automatically load and deploy troops when the helicopter touches down to greatly simplify and accelerate the process of embarking and disembarking infantry. DEPLOYING/DISEMBARKING TROOPS When a player-controlled helicopter is transporting infantry, they can land anywhere and have the troops disembark. To have the troops disembark, the player chooses Communication->Other->Airlift Troops... and chooses “Deploy Team <name>”. The latter can come in very handy when attacking enemy convoys. To transport infantry, players request a squad at the heliport of any airfield or FARP and then load them into the helicopter using the communications->Other->Airlift Troops menu... . They can then fly to any point on the map, land, and deploy the troops they have on board. Note that players can pick up infantry and deploy them at anytime, anywhere on the map. RESCUING DOWNED PILOTS Soon after the mission starts, the map is littered with pilots requesting extraction. Some player-controlled helicopters (Hip, Huey, Hind, Hook, Gazelle and Kiowa) are equipped for CSAR missions – missions to rescue downed pilots. Doing so is simple: Find evacuees: Expansion provides a convenient list of all evacuees requesting extraction for you, complete with their status and frequencies (should you want to home in on their signal). Go to communications->Other->CSAR Missions... and choose “List active CSAR requests” to get a list of the ten (at most) closest downed pilots that request extraction. The bearing and distance is always to your aircraft, and take note of their status (e.g. ‘alive’): evacuees succumb to their injuries after some three hours unless they are picked up and stabilized by a player helicopter. To perform an evacuation, land your CSAR-capable helicopter next to a downed pilot (or hover close to them) to pick them up. Once picked up, return the evacuee to one of your airbases/FARPs medevac zones by landing close to the medevac tents. Medevac zones are always marked by blue or orange smoke, and are visible from far away. They usually are also adorned by some tents that house the medical staff. In case you don’t know where to deliver your evacuee(s) (you can carry more than one evacuee in your helicopter), simply go to communication->Other->CSAR Missions... and choose ‘Direction to nearest safe zone’ Rescuing downed pilots gives a substantial boost to your side’s available funds. Warning: Downed pilots are on the clock! They are injured and must be rescued lest they succumb to their injuries. Players have some three hours from the time that a pilot ejects until the evacuee succumbs. You can get an evacuee’s status from the CSAR mission board. LONG RANGE FLIGHTS (“SWABBIES”) Due to popular demand, CVN 73 “George Washington” is cruising up and down the Caucasus coast, with F/A-18 and F-15B standing at the ready for people wo really dig long ingress (and, should you survive, egress). These aircraft also have access to a special “Request New Tanker” radio menu (available under “Other…”) that spawns a new tanker whenever chosen. The tanker spawns north of Honi (roughly between Senaki and Kutaisi) and heads northwest on a racetrack pattern towards Sukhumi-Babushara. The tanker’s TACAN is 11X and can be contacted at 255 MHz. CONTROLLING GROUND FORCES Expansion supports the Combined Arms module, allowing up to three players to control ground forces. Unlike aircraft, any score accumulated while occupying a ground unit is added immediately to their faction. Using the CA module, players can also task AI air units. FREQUENCIES (optional, easy communications are enabled) FARP April – 132.5 MHz “London”, 14X FARP May – 137.5 MHZ “Dallas”, 15X FARP June – 142 MHZ “Paris”, 16X FARP October – 145 MHz “Berlin”, 20X FARP December – 155.5 MHz “Rome”, 22X AWACS – 251 MHZ “Overlord” George Washington – 254.5 MHz, TACAN 73X, ICLS 1, Link 331 Shell – 255 MHz, 11X A NOTE ON ENEMY AI Initially, enemy strategy AI is almost docile - it is content with holding most of the territory and killing you in a vaguely unfriendly way. This changes with the number of strategic locations that you capture. Once you start closing in on it, Red AI becomes aggressive, and at some point, positively vicious. So, enjoy the time when it just tries to crush you. Enemy AI is moderated by the ‘difficulty’ attribute: setting difficulty to less than 1 makes the enemies more manageable, while setting it to 2 or above gives them an additional edge. A NOTE ON PERSISTENCE (SAVING THE MISSION) Expansion automatically saves the state of the mission every 5 minutes, so should you wish to end and later continue the mission, the maximum you lose are 5 minutes. All typical restrictions to DCS mission saving apply: your (server's) DCS installation must be 'de-sanitized' upon reload, the day's time is reset to mission starting time (08:00 local) ground units reset to full health all airborne units are wiped all currently open missions reset To enable persistence, you must 'de-sanitize' DCS. Edit "\Scripts\MissionScripting.lua" in your main DCS installation folder: Look for: do sanitizeModule('os') sanitizeModule('io') sanitizeModule('lfs') _G['require'] = nil _G['loadlib'] = nil _G['package'] = nil end and change it to: do sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') _G['require'] = nil _G['loadlib'] = nil _G['package'] = nil end (put double dashes in front of the two that contain "sanitizeModule('io')" and "sanitizeModule('lfs')"), then save the file. If you are ham-fisted like me, make a backup first. From that point on, Expansion saves its current state every 5 minutes into a folder called "Expansion (data)" that resides inside your DCS missions folder. STARTING A NEW MISSION (with persistence active) If you want Expansion to start from the beginning, delete the folder "Expansion (data)" before starting Expansion. NOTES FOR SINGLE PLAYER CHANGE NOTICE: Earlier versions of Expansion did not support single-player slot blocking. As of Expansion Version 1.2, single-player and multi-player slot blocking is supported. NOTES FOR MULTI-PLAYER CHANGE NOTICE: Earlier versions of Expansion required "SSB" be installed on the server to support dynamic slot blocking. As of version 1.2 of Expansion, this is merely recommended for a better user experience. If SSB is not running on the server, Expansion now supplies its own lightweight mission-based (instead of server-based) SSB-service. CUSTOMIZATION / PERFORMANCE NOTES -- Requires Mission Editor ADDING YOUR OWN PLAYER AIRCRAFT Expansion supports all DCS aircraft, yet it comes pre-configured with only a limited set. If “your” aircraft isn't amongst them, simply add them in Mission Editor. Make sure to remember to add them to all airfields. DO NOT add them onto a numbered parking slot, place them with "FROM GROUND" instead (hot or cold, your call). EYE CANDY Expansion comes pre-configured to use 'StopGap', a little utility that fills empty player slots with static stand-ins. This makes airfields look much cooler and contributes little else but using up performance close to these airfields. See below how to enable / disable this feature should it crush your PC’s performance. DIFFICULTY Expansion runs on difficulty 1 (“Normal”) by default. You can change it to other values to better fit your requirements, and be advised that this value can be a fraction (e.g. “1.5”). Ramping up difficulty means that your side starts with fewer funds, and RED is allowed to more might to crush you. I’m a wuss, and I prefer difficulty 1. HOW DIFFICULTY AFFECTS THE MISSION Note that a value of 1 is Expansion’s default, I designed it for this difficulty because I’m a wuss. General difficulty settings: The ‘difficulty’ value affects the likelihood of enemy flights, convoys and capture attempts appearing on the map. Red AI becomes less reluctant to throw their pilots at blue, and has more funds to waste on blue, the higher the difficulty value. Likewise, blue starts with less funds the higher the difficulty. Difficulty values beyond 3 have diminishing returns. Other factors: If difficulty is lower than 1, enemy pilots are much less capable than normally, and red no longer performs repairs to their installations. If difficulty is larger than 1, enemy pilots can be more capable than normally. Blue starts with less funds If difficulty is 2 or larger, red can perform multiple repairs at the same time. Blue starts with nearly zero funds AUTO-SCALING DIFFICULTY Expansion's enemy AI Admiral's aggression scales with the number of players. The more players participate, the more enemies Red can throw against Blue. HOW TO CUSTOMIZE EXPANSION Everything in Expansion is controlled with trigger zone attributes, there is not a single line of code to change. The first step to customize Expansion is always this: click on the "view trigger zone list" (three interlocking rings). Then find the trigger zone described below. Changing Difficulty Open the trigger zone "expansionConfig". Look for the name 'difficulty' and change its value. Default is 1. Turning Eye Candy ("StopGap") on/off Open the trigger zone "stopGapConfig". Look for the value "onStart". Change it to "yes" or "no". Default is "yes" (eye candy is enabled) WARNING: stopGap for multiplayer requires that the server (and only server) has the small 'stopGapGUI' script running to work around a DCS bug and facilitate client synchronization. If your planes crash down to the ground when you enter their cockpit, your server needs to install stopGapGUI. Changing time limits on CSAR missions CSAR missions are automatically limited to 3 hours, after which the pilot expires. You can change this with the csarManagerConfig zone: Look for the attribute named “timeLimit”. It’s set to 180, meaning 180 minutes until a pilot dies after ejecting. You can either delete the attribute entirely (by clicking on the trash can), which disables time limits entirely, or set it to a ridiculous value like ‘99999’ (which some 70 days playing time) Changing helicopter CSAR types By default the Hip, Huey, Hind, Gazelle, Hook and Kiowa can perform CSAR missions. This is controlled with the ‘troopCarriers’ entry in the csarManagerConfig zone (see above). The value defaults to Mi-8MT, UH*, Mi-24P, SA342*, CH*, OH* meaning that the Mi-8MT, Mi-24P, any helicopter type starting with UH, CH or OH and any helicopter type starting with SA342 can perform CSAR missions. Note that this, by default, also includes the UH-60 (if such a mod is added to Expansion) or OH-6 (these are currently not standard DCS modules, but should you add them to the mission, they are automatically supported as CSAR-capable). You can change this value to anything that you like. For example, adding Ka* will also allow the Black Shark (all variants) to perform CSAR missions Turning off Reaper Drone Support To some players (especially those who are envious of the A-10C’s APWKS and Laser Mavs), the availability of drones that are lasing targets makes Expansion too easy (for others). The entire reaper drone mechanics can be disabled by a simple switch in the reaperDroneConfig zone: change the value from “yes” to “no” (or “false”), and the UI to interface with drones disappears from the game. Players can no longer launch drones and use their lasers for easy fodder. Hot/Cold starting Expansion comes in two versions: with most aircraft set to HOT START. Some people prefer cold starts (especially more seasoned players, who find some of the more unusual “hot”-started settings questionable). For them there is now the “COLD” version of Expansion, provided by DCS Web Editor (https://www.patreon.com/DcsWebEditor) automatic conversion ability Adding the Blackhawk If you want to add the Blackhawk helicopter (a player-controlled MOD) the mission automatically supports its use in CSAR missions. Simply add it to wherever you prefer with Mission Editor. Expansion recognizes it for CSAR and Troop Transport missions. MODIFY, BUT PLEASE DO NOT PUBLISH You are free to modify Expansion to your heart’s content. I ask you to not, however, post your version of Expansion (modified or otherwise) on-line. Running your own version of Expansion as a mission on a multiplayer server is fine, though – and decidedly encouraged by me – I’d love to see how and what you make of Expansion. ACKNOWLEDGEMENTS Expansion would have been impossible without the kind support and deep bow to: "Expansion" is inspired by @Dzsekeb phenomenal "Foothold" and "Pretense" missions. Expansion represents my re-imagination of Dzsekeb’s game ideas, and I’m humbled by his implementation. My thanks to the kind people at 61st Griffins and @bitboy for stress-testing Expansion Voice Acting by Elevenlabs Mission created with DML COLD version by DCS Web Editor (https://www.patreon.com/DcsWebEditor) FEEDBACK WANTED Expansion wouldn’t be what it is today without all the feedback that I’ve received. Keep it coming, and please keep it constructive. Naming your first-born after me is entirely optional. Please add your feedback in this thread. Enjoy, -ch3 points
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3 points
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After having flown around a bit, I wonder if that is not a missed opportunity for good publicity. Even in EA (maybe especially in EA), I think it would be useful for a map designer to provide a few missions from the get go. So as to focus players' attention on the high-detailed areas, and flying the types of missions that show off a map in the best possible light, both literally and figuratively speaking. It's basic marketing, so to speak. And I don't think much complexity is needed there, at most a couple of hours in the mission editor for a few airframes (the free ones of course, maybe a couple of popular ones, like the F/A-18C ? Make it a Finnish one), and mostly for sightseeing. Selecting the right combo of time of day, weather effects, locations to explore, etc. And of course, have Wags deliver the usual "This is a Free Flight mission to explore the map. You can follow the planned course or explore as you will. There are no threats."3 points
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Ok, so my inner monk was restless. Got the damage stuff working. Its still suboptimal but works.3 points
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3 points
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The Saab Global Eye has been released! First post to begin surveillance of the Kola map!3 points
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3 points
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Да ладно дифирамбы петь, сотни долларов были потрачены в свое время на их тру эарты и аэропорты. Были и зачетные экземпляры, но и шлак там не меньше половины. Даррингтон просто конфетка, лэйк тахо полный отстой, сделан на коленке. И так по списку. Даже по скринам если судить, игловская древняя невада выглядит в разы интереснее. С фотиками они ездят, где? В Североморске? Сделали три фототекстуры и на всех скринах их пихают, посмотри чуть поближе на эту "красоту", там мыло голимое даже с 500 метров. Как и на синае, три дэ там у них то же, ага. Присядь на горочку.3 points
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Кстати, карта то очень даже ничего Кому как , а мне понравилась. На скриншотах она кажется хуже. Но в динамике гораздо интереснее. Так что вполне неплохо. Уютненько даже. Есть конечно косячки, но не так чтобы в глаза бросаться. И хвойные деревья немного имеются. Не жалею, что купил. Еле дождался пока закачается.3 points
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I can't speak for anybody but myself. But there's a nontrivial amount of work required to incorporate code or script changes, even moreso when they are provided by a third party. Software QA, testing, repo maintenance, etc. I can only speculate they don't have the resources to spare, and this is one more little thing that is not a high priority compared to, say, shipping the F-4.3 points
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You're not investing in their business you're pre-ordering a product? They didn't ask you either - you as a consumer opted into it. There's multiple screenshots from HB reiterating the deadline to be no later than 31/05 after explaining in good detail why they had to push it back. I'm sure we'll all be very pleased with the product as and when it comes. On a personal note, and not excusing anything, but I have yet to know of a 3rd party flight sim product of any platform that wasn't delayed in some capacity unless they withheld the release date and dropped it on people's laps out of nowhere. In my teen years I would stupidly scrape around the forums nearly every day to see if there was a glimmer of an update or some piece of information which meant I would daily wait for a product that was 3-4 years out and get annoyed about it for no reason. Including other 3rd party products for FSX/P3D that in the end after 4 years of development never actually released in the end; which sucked because I dumped so much hype into it. I eventually realised that I was more interested in having the toy rather than playing with what I have already. There's tons of stuff in DCS already and I absolutely reject the notion that anyone has completed DCS and extracted all possible fun gameplay from it, in which the only way to breathe new life into it is with another plane. It's best to try and put it to the back of your head and enjoy what DCS offers as is. I would also recommend staying away from all the online drama stuff. There's been a big hyping up from some negative people in the DCS community. I assure you many of these characters spend far more time on forums and Discords complaining about the game rather than actually playing the game itself. If you hang around a lot of these negative communities, you could end up focussing on really negative stuff(at the expense of everything else) and tarnishing your own experience of just enjoying the game. I made that mistake a few years ago, and it was only when I got out of these complaining communities I stopped caring about release, or every comment a dev or community manager made and engaging in festering conspiracies, and shockingly I started playing DCS more and experimenting with the fun stuff(and would you believe it - the game is a lot more fun now). DCS as a game feels a lot more pleasant to me to play now. No point complaining too much about things we can't control, and for what we can control make the best of it.3 points
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