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Showing content with the highest reputation on 01/14/25 in all areas
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Dear all, Sven of Polychop has made a statement on this, which you have all seen and I will share once again. There is nothing to discuss here on this subject, it is internal and private. This is a support forum for our products and that is all that we need to discuss on this. If something new comes up and Sven thinks it's important for all of you to hear it, it will be announced on their Discord I am sure. But for now, let's please not turn this into something it is not, let's not play to the handful of people who are looking for DCS to fail, and let them sort all this out. All other discussions on this topic will be removed unless, as I said above there is something important to discuss. Thank you NineLine/Norm14 points
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Edited title Folks Polychop have not gone, please don't make things worse by repeating the drama it isnt helpful, I have already had to moderate some people in this thread for being rude and insulting. I will reopen the thread but I will warn you now please read the rules and treat everyone with respect. If you are here to spread false accusations and drama you will be moderated by me. thank you11 points
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Calling it baseless is uninformed. And I have not seen anybody denying/contradicting the bullet points.9 points
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I could say the same about the whole WWII aspect. Complete waste of time and resources for me personally, I have no interest in FF red air either, oh and the Caucasus is geographically irrelevant to 90% of the modules we have, so why waste time and effort on that? However I appreciate I am not the only ED customer and different people want different things. NTTR is probably my most used map, and as much as I would like a refresh or expansion, ED have stated time and time again that it is 'feature complete' so it seems doubtful.9 points
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*sigh* @BIGNEWY, you're damned good at your job, it's not one I'd wish on my worst enemy, and I get there's nothing more you can say...but it's not our collective first rodeo either. There is space for yet another of these little moments of excitement to flare up because of poor communication, not because of poor information. Same as every time you have to firefight the latest drama. Most of us work for private companies. It's how we pay for ED and 3rdP products. We get it. We haven't forgotten, it's just irrelevant to the real issue behind all this stuff every time it happens. It's not the money. It's not the product. It's not even the crisis-of-the-moment. It's the information management. Every time. You could say it's not ED's problem, but these discussions keep happening on ED's turf, and keep impacting their bottom line. Polychop's inability to keep a team together is Polychop's problem, true... ...and it's an ED problem... ...and (because of emotional more than financial investment in their products) it's a me problem. So here I am, engaging as best I can; here's ED with the good ole "nothing to see here" and a contractor with a textbook "everything's fine". Competitor companies do better than this.8 points
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7 points
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you know where it came from, he likes to create drama, its not a site we will discuss here. thank you7 points
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7 points
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7 points
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Casmo who has always been reliable has just posted on his FB page the entire Polychop team resigned.... whats going on ?? https://www.facebook.com/photo?fbid=1622081085406254&set=a.10126336896843336 points
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Im trying to find the stone tablets that decree every 3rd party developer will be a solvent business in a niche market and will be around for the next 1000 years to support their modules but I seem to have misplaced them....6 points
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The YAK-38 is going thru refinements and fixes it will be online once that is completed.6 points
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Sven has already released a statement. Released modules will continue to work. I think some people forget these are not public companies or teams, what happens internally is and should be private. thank you6 points
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That's how I started, but this approach doesn't scale very well. The amount of overhead you create when maintaining every asset individually is crazy. You have to remember that I'm just one guy, and I'm currently developing new assets while maintaining almost 250 assets. With every DCS update there is something I need to fix to one, several or all assets, to keep them working as intended. If I had an incremental updater I would actually prefer to have all my assets in one pack. This would be very beneficial for both maintenance and development as I could consolidate code, textures and models more efficiently.6 points
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6 points
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I think Casmo is just invested in the Kiowa for several reasons and therefore felt the need to forward the news (even if unchecked at that point). I don't know the guy personally obviously, but from his public appearences he didn't strike me as a somebody who is interested in drama.5 points
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as its internal company business he doesnt need to tell us anything. You dont tell us everything that happens where you work. same same. If I buy a bottle of coke, I dont have the right to hear about all the bs Karen from HR spews. its none of my business. nor is this. Sven has released an official statement, anything else is between him and the employees.5 points
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Unfortunately Sven failed to address the "speculation" regarding all of his staff leaving his little business at once5 points
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Расскажу историю на эту тему. Не летал в авиасимы вообще с 2017-го где-то по 2023-ий, то есть 6 лет. Первые обещания динамической кампании были еще в 2017-ом. Как и переработка ATC, к слову. В 23-ем купил новый комп, новое оборудование и все-все. Начал летать снова в DCS. Спустя пару месяцев бросил. И потом наскоками. 2 месяца назад вернулся в Falcon BMS спустя 7 лет. Летаю почти каждый вечер. Энтузиазма и удовольствия полные штаны. Почему? Потому что есть геймплей. Есть погружение(например у РП больше 2-х фраз). Есть смысл тренироваться делать ночные и ILS заходы(не все миссии днем в прекрасную видимость для пострелушек в онлайне), ловить радиалы и арки, соблюдать паттерны(любителям онлайна привет). Бот не катапультируется через 30 минут полета. Есть смысл учиться работать с Bullseye, Link16 и так далее. Учиться разговаривать в онлайне. К чему это все. Скоро будет 8 лет как я помню что ED обещали ДК и РП. Уже устал ждать. И большее всего я боюсь что ДК от ЕД будет просто генератором миссий, сохраняющим позиции юнитов после нажатия на "Выход". С неуверенностью жду "2025 and beyond". Потому что проблема кмк более комплексная, это ДК, боты и ATC для наличия геймплея в оффлайне как минимум. DCS Liberation движок уже есть для генерации ДК, и что-то стандартом для оффлайна это не стало.5 points
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Извлечение прибыли это цель любой коммерческой организации в любой точке мира с начала мироздания. Мы постоянно мониторим отзывы и пожеланиях пользователей. Множество фичей в DCS пришло именно из пожеланий пользователей. По плану первая реализация должна появится в этом году.5 points
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Oh this is not great news at all. I saw the post last night over on the site that shall not be named here. I read through the content which included what appeared to be a screen grab of @Kinkkujuustovoileipä comment from a discord site saying he found himself with a "bunch of unplanned free time" pondering what to do next. I won't post that image, but anyone who wants to see it can find it pretty easily. Now I arrive back here this morning to find a post from "Polychop Sven", who I presume is Polychop's Managing Director. His statement tries to calm the herd. Yet I can't help but notice the strikingly similar rhetoric to the other situation we all know about. Says his modules are not "gone" or "dead". Well of course not. They are released. We have them. They clearly aren't gone or dead. Its what he doesn't say that's concerning. If he's indeed lost the bulk of his talent, it will be extremely difficult to maintain and upgrade his modules. Lastly, in this day and age, I recognize everything can be faked/spoofed. Do I 100% trust the authenticity of screen grabs from other sites? No, I don't. But I don't 100% disbelieve, either. Time will tell. I HOPE ED releases some sort of official statement (possibly jointly) so we can hear it directly from ED's "source of truth".5 points
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https://www.mediafire.com/file/hqmbef1c17exb00/The_Two_Week_War_Version_2.7z/file This is an upgrade of a mission pack for the F-14 I released several years back when I was first learning the mission editor. This time around the missions include custom images, kneeboard cards, voice files, more realistic procedures, better briefings, and other little bells and whistles I didn't know how to do back when. (One example is Jester targeting the lantirn pod for you in a couple scenarios) The missions are available in a single zip file from the link up top, but not in the user files section because they don't comply with the prohibitions on profanity. (There is some salty language here and there). The custom voice files are AI generated, created using a paid version of speechify, which I then ran through audacity to 'radio-ize' them before converting them to .ogg files the game can use. The sound engineering involved was approximately one third to one half the effort in the creation of each mission. Sadly, I don't have a stable of folks on hand to do voice acting for me. After playing several paid campaigns which are heavily scripted, I've been seeking to find a balance between scripted events and player agency, as in letting the player determine his own fate rather than trying to railroad a specific outcome. A lot of time and effort went into these missions, so it seemed like a waste of effort not to release them to the community to try out. This pack was originally going to be 15 missions, but I stopped at 14. All missions are hot starts on the cat or the ramp. I know some people can't stand not doing the startup and checklists every. freakin. time. I am not one of those people. I fly for a living, so I don' relish the 'grind' of doing checklists on the ground. Most of the missions aren't too long, and AAR is available but not required. Perhaps not the most realistic scenarios, but they are fun to play. Sometimes a game needs to be a game. These missions are freeware. Others are welcome to modify them as they please, turn them into multiplayer missions or cold starts, whatever. Using them to make money is prohibited. If you release altered versions of them, please credit me as the original mission creator. Also, feedback in this thread is highly valued if you try them out. To install, place the mission files in your Saved Games DCS missions folder. Happy flying! Below is the original description from the original version of the missions: This is a pack of 14 single player missions for the F-14B Tomcat, set in the Persian Gulf in February of 2005, depicting a brief fictional conflict with Iran. Given the available units in DCS, the makeup of the various naval groups and the air wing is also entirely fictional, with no correlation to ships and squadrons actively deployed to the Gulf during that real-life timeframe. The missions commence as the CSG is preparing to transit the Strait of Hormuz and begin a regular deployment. The first six missions are relatively uneventful, and useful as training scenarios. Starting around Mission 7 is where the shooting really begins. The player will experience A/A and A/G combat, along with day and night CV operations, along with a couple of opportunities to relish the scenery on the PG map. The action starts off light, then builds in intensity.4 points
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Did a little Police chase with the OH-6 @Eight Ball Are the dinosaurs coming soon so that I could make a Jurassic Park mission? (I won't shoot them! I promise! )4 points
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LOL he doesn't have a team mate, they all resigned due to his leadership, it's stated in that release some devs will continue to work on the modules, a skeleton crew is in place. By calling the source of information pretty much a shyt stirrer/drama merchant is piss poor in my view, ED used him as one of their SME's for the Apache, making personal disparaging remarks about him isn't a good look for you.. And after all the drama with RB, and their CEO's comments, which half the camp didn't believe, and ED themselves had an issue with, why should we believe what Polychop CEO Sven has to say? It's dissapointing from a customer point of view, you need to understand that...4 points
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Yes please. Every time I open this thread hoping for someone sharing interesting details on either IRL bird or DCS news, and its just a picture, day after day...4 points
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Ich halte die 5000er-Serie von Nvidia für zu schwach. Nvidia bewirbt die neuen Grafikkarten mit riesigen Leistungszuwächsen, die jedoch alle auf dem (größtenteils unnötigen) KI-Gedöns basieren, welches nur bei einigen ausgesuchten Spielen ordentlich funktionieren wird. Für mich zählt allein die Raster- bzw. Rohleistungssteigerung über die neue Hardware, die eine neue Grafikarte gegenüber der Vorgängerkarte leistet, weil nur das etwas bei allen Simulationen bringt und besonders in VR einen nutzen hat. Und da sehen die 5000er Karten bisher erbärmlich aus! Im nachfolgenden Vidoe hat sich jemand die Mühe gemacht, die TeraFLOPS der jeweiligen Grafikkarten zu berchenen und zwar im Vergleich zwischen der 4000er und 5000er Generation, um deren Leistung abschätzen zu können. Das Ergebnis der Berechnung ist hier in der Tabelle in Zeile 3 (Shader Performance) ablesbar, und zwar wird die Mehrleistung der 5000er-Serie (gegenüber der 4000er-Serie) in % angegeben: ...zwischen 0% und 27% mehr TeraFLOPS leistet die Hardware der 5000er Serie mehr, als die der 4000er Generation ! Das sind natürlich nur theoretische Werte. In der Praxis, beim Zocken, dürfte sogar noch der ein oder andere Prozentpunkt verloren gehen . Und dann noch etwas zu den Fake-FPS-Zahlen über DLSS4 in der Präsentation von Nvidia. Dort wurde ein FPS-Zugewinn bei den 5000er-Karten von mehreren 100% suggeriert. Eine 5070 sollte die Leistung einer 4090 erbringen?! ...Beispiel: Das ist unsinn, Nividia trickst da über das Multiframing. Das Problem mit Multiframing bei den neuen 5000-Nvidia-Karten am theoretischen Beispiel einer FlugSim, deren Namen hier nicht genannt werden darf...ich nenne sie deshalb einfach FS (für Flugsimulation) : Situation: Ich zocke FS mit 25 FPS. >Technisch gesehen rendert die Graka 25 Bilder in der Sekunde. Das bedeutet eine sehr ruckelige, kaum spielbare Steuereingabe. Dann schalte ich das neue Multiframing ein…was ist die Folge? >Technisch gesehen rendert die GraKa immer noch 25 Bilder pro Sekunde, fügt aber zu jedem gerenderten Bild drei weitere KI-generierte Bilder hinzu. Ergebnis: Auf der FPS-Anzeige werden nun 100 FPS angezeigt (25 Renderbilder+75 KI-Bilder = 100 Bilder pro Sekunde)…was fürs Auge vielleicht supersmooth wirkt…aber die Steuereingaben können weiterhin nur in den 25 Renderbildern umgesetzt werden, weshalb die Steuerung trotzdem unendlich ruckelig bleiben wird, trotz augenscheinlichen 100 FPS. Das sieht toll aus in der Werbung, dürfte in der Praxis aber oft keinen wirklichen Nutzen haben… All das ist noch Theorie...ich gehe jedoch davon aus, dass die ersten echten Benchmarks diese Befürchtungen bestätigen werden. Wenn es bei den echten Benschmarks nicht zu (unerwarteten) positiven Überraschungen kommt, werde ich die 5000er-Generation höchstwahrscheinlich auslassen!4 points
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I was seriously thinking about buying the Kiowa last night, and I'm so glad I left my credit card up in my room now...4 points
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Good Morning Everyone! You're welcome Buur, it was a simple fix. You all should see better FPS results when landing on the Allure of the Seas Cruise Ship. Hey Beldin the Cavour has a full load. Nice photos. Is that a Corvette on deck? Maybe that's the Captain's car. Thanks McFly29 for the SeaCeptor update. I think Beldin may have found the reason why the missiles dance like that. Credit goes to you McFly for fixing the missile issue. Thanks again. As promised i've released the updated Allure of the Seas Cruise ship. FPS lag and bow wake has been corrected. Enjoy4 points
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Провел весь вечер сегодня специально в онлайне...полетал на тех серверах, что советовали, вообще не получил удовольствия...пять человек летает каждый по своим делам...если честно, было очень скучно...я старался как мог проникнуться..но не получилось. Зашел на сервер где много игроков...там без ста грамм не разберёшься....Думаю онлайн нужно летать группами или хотя бы парой, вот тогда, уверен, должно быть интересно!! Одному же там делать нечего, как по мне, или я чего то не понимаю, что не исключено!!!3 points
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Alright I did some more testing: 1) I re-opened the track I attached, in which I swear to god the ILS needles didn't show up while I was playing. This time they did, in agreement with Kotiuka's post. Yay for me not going insane. 2) I then re-launched the same mission, ILS needles showed up again. 3) I tried the landing mission in Syria instead (at Ramat David), ILS needles didn't show up. 4) I re-started DCS and tried the Syria mission again (without loading the Nevada one first), the ILS needles now did show up. So at this point, either loading a new map or tuning into a new station causes the ILS needles to not show up. 5) I then re-started DCS once again and tried a quick mission where I spawned at Akrotiri near final, turned on active pause, tuned into the ILS, then flew over to Paphos and tried the same. The ILS needles showed up both times. So it looks as if the ILS beacons are not being recognized if you fly on multiple maps, only the ones in the first map you load are "found". This is also consistent with why I made this post in the first place - I completely botched an ILS approach on one of my own missions in Syria, and decided to practice in the Nevada landing missions.3 points
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hi guys ! i like to share with you also what i've done i'm almost sure that all of you have done it , even better than me , but here is my "wheel " to control cockpit temperature and lighting system. 473073487_8984741991581509_1729866004211133571_n.mp4 And here are the STL , the wheel 1 is the one you have on the video, the wheel 2 is a modified one with more deeper "edges" , so you can choose , but i prefer the second one. i use some M3 screw with Flat head screw to do not interfer with the wheel. supportpotB v4.stl roue v11.stl roue2 v1.stl supportpot v5.stl3 points
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А вот для меня в оффлайне благодаря редактору миссий, картам и большому количеству модулей дел и развлечений настолько много, что и жизни не хватит на то, чтобы всё это осуществить. И я возлагаю большие надежды, что ДК добавит некой интерактивности и непредсказуемости, нелинейности, если хотите, в симулятор боевых полетов. Вв разработчиках я нисколько не сомневаюсь, это профессионалы своего дела и подход компании к разработке и поддержке продукта мне очень импонирует.3 points
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So what kind of facts and data are we talking about here? Jet X flew Y amount of missions, so it must be better than jet Z. That argument breaks right down, on your very own graph, comparing F-100 and A-7 sorties, where the A-7 outdoes the F-100 by every single metric other than max achievable Mach number. But the A-7 must have sucked, as they bought less than they bought Huns and hence flew less missions. Occam's Razor. More like Gillette Mach Feierabend. You mean the same servers on which people rack up ace-in-a-flight tallies at noon in severe clear weather, smashing their jets beacause they can't land it properly? Yeah, Occam's Razor 5000, dude!3 points
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Вы пытаетесь не видеть то что происходит. И динамическая кампания и новый генератор быстрых миссий разрабатываются.3 points
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@Eponsky_bot, ты меня агитируешь за Карьеру? Не нужно. Ты хотел мнения «только_онлайн пилотов»? Ты его получил. Я - из тех 15%, упомянутых Чижом. На данный момент оффлайн мне не интересен. Спорить о плюсах и минусах этих видов игры мне тоже не интересно.3 points
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Small precision, so that the button does not unscrew when pressing, I use Loctite 271 thread lock.3 points
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Ну слушай. Первое, и главное - Разнообразие. Разнообразие ситуаций. Можно месяцами ходить на один и тот же сервер с одной и той же миссией и ни разу не попасть в одинаковую ситуацию. (не утрируем, взлет-посадку выводим за скобки, хотя и тут бывают «нюансы») Причина - непредсказуемость игроков. Как своих (односквадовцев - за скобки), так и противников. Бота в миссии, при ее повторном прохождении, ты встретишь ровно в то же время в том же месте. С игроком такое не прокатит. Соответственно, и твои действия в, казалось бы, почти такой же ситуации будут отличаться. Часто - до противоположных. Касается как PvP, так и PvE. В офлайне бываю только для настроек. ——- UPD: ну и общение в приятной компании, командная работа - прилагаются. И да, мультиэкипажные модули в оффлайне ты не раскроешь никак. Или вот пример: у односквадника вышел из строя джойстик. Полетел оператором на Ми-24 и ниче...3 points
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Thank you! Unfortunately the size of my asset packs is a pain. And I'm always thinking about ways to make it easier to both maintain and for users to download. The perfect solution would be some sort of bit-level incremental download where only the parts of the updated files are downloaded. And I've tried several solutions. At the moment I've settled for the multiple Google Drive links (since they offer the most generous transfer limits per 24h at 750 GB) in combination with a full and incremental option of download. I have described the setup in my FAQ. So in essence, every time I make smaller changes and you already have downloaded the Complete pack, you only need to download the much smaller Incremental update (and don't forget to overwrite your Complete installation with it). Having my assets at Github wouldn't be possible as they are over 60 GB in size.3 points
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3 points
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I'm re-uploading the Dongfeng series of missiles, DCS 2.9.11.4686 version works normally, please delete the old version and use the new version.3 points
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Ah. Looking forward to offical comment from ED and Polyc- Pahahaha, sorry, almost kept a straight face! Rubbish news, and a rubbish way to find out.3 points
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https://www.mediafire.com/file/hqmbef1c17exb00/The_Two_Week_War_Version_2.7z/file This is an upgrade of a mission pack for the F-14 I released several years back when I was first learning the mission editor. This time around the missions include custom images, kneeboard cards, voice files, more realistic procedures, better briefings, and other little bells and whistles I didn't know how to do back when. (One example is Jester targeting the lantirn pod for you in a couple scenarios) The missions are available in a single zip file from the link up top, but not in the user files section because they don't comply with the prohibitions on profanity. (There is some salty language here and there). The custom voice files are AI generated, created using a paid version of speechify, which I then ran through audacity to 'radio-ize' them before converting them to .ogg files the game can use. The sound engineering involved was approximately one third to one half the effort in the creation of each mission. Sadly, I don't have a stable of folks on hand to do voice acting for me. After playing several paid campaigns which are heavily scripted, I've been seeking to find a balance between scripted events and player agency, as in letting the player determine his own fate rather than trying to railroad a specific outcome. A lot of time and effort went into these missions, so it seemed like a waste of effort not to release them to the community to try out. This pack was originally going to be 15 missions, but I stopped at 14. All missions are hot starts on the cat or the ramp. I know some people can't stand not doing the startup and checklists every. freakin. time. I am not one of those people. I fly for a living, so I don' relish the 'grind' of doing checklists on the ground. Most of the missions aren't too long, and AAR is available but not required. Perhaps not the most realistic scenarios, but they are fun to play. Sometimes a game needs to be a game. These missions are freeware. Others are welcome to modify them as they please, turn them into multiplayer missions or cold starts, whatever. Using them to make money is prohibited. If you release altered versions of them, please credit me as the original mission creator. Also, feedback in this thread is highly valued if you try them out. To install, place the mission files in your Saved Games DCS missions folder. Happy flying! Below is the original description from the original version of the missions: This is a pack of 14 single player missions for the F-14B Tomcat, set in the Persian Gulf in February of 2005, depicting a brief fictional conflict with Iran. Given the available units in DCS, the makeup of the various naval groups and the air wing is also entirely fictional, with no correlation to ships and squadrons actively deployed to the Gulf during that real-life timeframe. The missions commence as the CSG is preparing to transit the Strait of Hormuz and begin a regular deployment. The first six missions are relatively uneventful, and useful as training scenarios. Starting around Mission 7 is where the shooting really begins. The player will experience A/A and A/G combat, along with day and night CV operations, along with a couple of opportunities to relish the scenery on the PG map. The action starts off light, then builds in intensity.3 points
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3 points
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Это в целом правильно, однако есть нюанс: глаз на периферии способен замечать даже малейшее движение. И разрешение этого "детектора движения" очень высокое - грубо говоря эволюция позволила нам замечать волка на снегу с километра краем глаза. В очках ВР "размывание" периферии приводит к ощущению тоннельного зрения, так как движения мелких предметов не видны. Очень хорошо заметно в космосимах по звездам. Так что в топку этот ямочный рендеринг. Это все бестолковые костыли.3 points
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A lot to unpack in this thread, but I'll do my best to explain it in the clearest but briefest of terms. First, when using TWS it takes several moments to build a radar track (large, solid square) from a raw radar return, or "search target" (small solid square). The longer the scan time, the longer it takes to build a radar track. For example, if using a 1-bar scan with a narrow azimuth, the radar track can be built faster since the target aircraft is scanned multiple times in a smaller time frame, allowing the radar to establish the track. This is especially important when building a track against maneuvering targets. In the first image below, several radar tracks have been established. In the second image below, other aircraft have been detected by the radar enough times to build additional radar tracks, which is an automatic process. Once a radar track is established, it can then be upgraded to a system track within the system track file. Once a system track is established, it will appear as a large, hollow square if not correlated with any offboard datalink information. If no system tracks have been established from radar tracks, TMS Right will command up to 10 radar tracks to be upgraded to system tracks within the system track file, since a maximum of 10 tracks within the system track file can be derived from radar tracks, and will bug the closest as the highest priority target, or Target Of Interest (TOI) with a circle. (The remaining solid white square on the FCR MFD below was established as a radar track after already upgrading the other 9 to system tracks.) Once any system track is bugged as TOI, this will also command the radar to a +/-25 degree azimuth scan centered on the TOI, which may cause some existing tracks to be dropped if they remain outside the FCR scan volume for several moments. In the image below, TMS Right was used to step the TOI through several tracks. Several moments of the state shown in the image below will cause the three tracks on the left to be dropped. When TNDL is incorporated, datalink tracks are contributed from offboard sources and are contained within the F-16's system track file like the radar tracks that have been upgraded to system tracks. However, if a target aircraft is being tracked by the F-16's FCR and is also present within the system track file from an offboard datalink track, the two tracks will be correlated and the track information from the offboard datalink source will be added to the system track sourced from the onboard FCR. Under these conditions, the radar track is essentially upgraded to a system track automatically by the fact it is being correlated with information from an existing system track. Pressing TMS Right will immediately bug the closest target as the TOI since the radar tracks are already upgraded to system tracks, and since they have inherited the datalink information from the contributing offboard source within the system track file, the target symbol reflects this added information. In the image below, since a target has been bugged, the FCR scan volume is reduced to a +/-25 degree azimuth scan as before, dropping one of the radar tracks, which reverts to a surveillance air track being received from a nearby E-3 AWACS aircraft. If the pilot wished to bug the far right target for an engagement, it must be one of the 10 system tracks that have been established from a radar track. Once the cursor is slewed to that datalink track to steer the FCR scan volume to re-detect the target, it will still take a few moments before the target can be bugged as TOI, so that the FCR can establish that track as one of the 10 system tracks based on reliable radar track information. However, as can be seen, other tracks will be dropped to only offboard tracks as they lose their radar track information. __________________________________________________ Now, having said all of that, before the posts start appearing regarding radar tracks that have been correlated with offboard surveillance tracks and leading to differences between the colors and shapes when they become correlated/uncorrelated, it is a known issue that will hopefully be resolved in the near future.3 points
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but why a overhaul of the core? i mean whats so different to an plane cockpit? the graphic textures would be total useful in quality for a tank cockpit too.. we have multicrew function, so skipping to driver seat - gunner seat - commander would be also possible or not? the base model is there but yeah im just on the consumer side and really dont know about modeling and coding3 points
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Perhaps it is that, but think for a moment the kind of behaviour such measures would induce on the playerbase, especially in multiplayer. Wouldn't you rather see that people fly around with a feeling of responsibility for their aircraft and their own virtual wellbeing? I think there should be MORE incentives for people to behave responsibly in their aircraft, not fewer. This is a flight simulator after all, not Unreal Tournament where you drink a health potion and can jump back into the melee again3 points
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I just had a lovely F-15E flight on Kola, TACAN-ing my way through the clouds to home plate. The drama didn't make my flight any less enjoyable. I suppose I could hate this and hate that and be upset about the other thing, but I'd rather just enjoy flying. I have Hornets and Vipers and Warthogs and Tomcats and nice maps, I'm going to have as much fun with it as I can. That's why I spent... oh my God! That much? Yep, I'm going to get every last moment and dollar's worth of flightsim goodness I can out of it.3 points
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