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Tank50us

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Everything posted by Tank50us

  1. If we could stabilize the net code so that your jet doesn't lower altitude suddenly after you drop your weapons due to lag that would be perfect
  2. Exactly. Most people can turn their computer on without diffiulty, surf the web, write an email, etc. Fairly basic stuff. Installing a game is just a bit more complex than that, but Steam makes it pretty flippin' simple. However, if Steam required you to dive into the files to install something (say a free DLC), it would very quickly lose its simplicity, and people who aren't tech literate enough to know how to navigate those files would give up very quickly. The same applies to DCS. The fact that unless you're dealing with a paid mission pack (the campaigns), you will have to manually install every file you need can be a massive turn-off to those who either can't understand it, or, just don't really have the time or patience to deal with it. I mean, how many people in DCS right now just use auto-start/stop to get their plane going/shut-down purely because they just want to fly? They could learn the start-up procedure start to finish, and in some planes it is faster... but only after you've done it several dozen times. Not everyone has the patience to learn those procedures, especially when Win+Home is massively convenient That last bit isn't meant to change the subject, it's meant to illustrate the differences in mindset.
  3. I mean, I don't have a pilots license, just the virtual one for DCS Aircraft That said, the main accessibility issue that I've seen is giving people instructions on just how to find where they're supposed to place the files they need to. And considering the first question I have to ask is: "Are you on Open Beta", the responses I've gotten from that question are actually quite interesting. I'm aware that ED is planning to merge Stable and Open Beta in the future, and I have no doubt that this will help, but the main issue is that not everyone has their "Saved Games" folder in the same spot, and that can make it even harder to help them navigate. Some just flat out give up before they even get to the next step. And then there's the issue of compressed vs decompressed files. Some mods and liveries will work while still compressed... some won't. I think an in-launcher mod system, or a new compression method, will help with this. Something that only DCS can read, but to the end-user is just a single file. Such a system could also prevent tampering as without either a special tool (provided by ED) or a way to crack the file, there'd be no way for someone with ill intents to gain access to the file and install malware or something.
  4. This. We have what? Two separate programs that are designed to do this, but they require a whole bunch of work from each user to function correctly. And if you mess up one step, you basically have to start from scratch to try again... and I don't mean start from scratch in the program... In some cases it can completely wreck your DCS install, requiring a full re-download and install of the game in order to take another crack at it. If this were handled in a launcher designed to manage all of the files for the user, then installing mods, even ones as intricate as the Super Bug and Sufa, would be a total breeze. Point the launcher to a mod, the launcher downloads, installs, and 'checks' the mod for functionality (basically does a short test of the mod to make sure it will run). A short pie-in-the-sky possibility is that the launcher could even come with the ability to network mods that allow for multi-crew, and do so completely behind the scenes without the player having to mess with anything. This would massively open up the modding community to more Multi-seat aircraft... the possibilities are endless. Yeah, that's the problem with the User Files right now. If you wanted to search, for example, a C-130 livery for the base game C-130 and not the mod... good luck... 95% of what you'll find are mod liveries, and very, very few AI Herc liveries. The same holds true for missions, and utilities. Mods are an even bigger nightmare. If this launcher had a more detailed search function, it could greatly improve the search function. More importantly, if a user had the ability to create a list that can be exported, it would make joining a squadron very simple as all the squadron would have to do, is send the new member a text file or html file, the point the launcher to that, and it automatically searches, downloads, and installs, every mod, mission and livery on the list.
  5. That's an easy enough thing to fix too. A simple color coded status next to the mods name that checks if it's compatible with the current version of DCS. Green means it is, Yellow means it's out of date, but still functional, and Red means it doesn't function at all. Might take... what? A few seconds for the launcher to check the mods compatibility? And as a bonus, if there's any updates (because this would be communicating with the Userfiles part of their site), the launcher can also use that time to check for updates. If there are any, it'll automatically download and install the update. All in the rough time frame it takes you to grab a soda from the fridge or something. Yes, it's a lot of work on EDs end... but it's an awesome quality of life update we badly need, and it would simplify so much for new players.
  6. yes... such a headache that they have an entire folder created for people to put mods in and the game finds them no problem. The point I, and others, are making here is that the actual mod management of the game could be handled from this launcher. All one would need to do is download a small file, point the launcher at that file, and then it will go and grab all the mods in that file for you, place them in their correct folders, and set them up. After that, if someone wishes to disable a mod, they can merely uncheck it prior to starting up, and the mod doesn't fire up at start. That one ground combat sim does it pretty well, and even ED is starting to realize how important the modding community is to the longevity of DCS simply because they have added some excellent content that is almost standard now amongst the community (A-4, Civil Aircraft Mod, Military Aircraft Mod, SRS, The Blackhawk, Massun92´s Asset Pack, etc). But right now, for a lot of people, the existing mod managers are kinda complex to use, and if you don't get it exactly right, it falls over. If ED can develop a manager that works in the launcher, and removes the complexity, more people will be accepting of mods since installing them will be as easy as pointing the launcher at a single text file.
  7. Well, if it combines certain functionalities that are currently only community projects (like the various mod managers), and make it easier to get certain things working right, then I'm all for it.
  8. I wonder.... if this new launcher you speak of is anything like a particular ground combat sim, it may make the life of mod devs a little easier... I mean... if you think about it, downloading a list that has the launcher go out and grab mods and liveries for you would make life a little easier for many.
  9. Especially if it's optional. But, what always gets me are those who gripe about those overlays when the ability to turn them off is right there in the options.
  10. I believe it is. It's certainly in the game files. That said, there is a couple Diesel Generators, and any of them can be plunked down to play the visual role of a Huffer if that's what someone's looking for.
  11. Actually, the sim can easily handle it, and still be pretty convincing. Just like with the aircraft, which have modeled 'damage zones', the same can be done with the vehicles. Destroy the tracks of a tank, it can't move for a bit. Destroy the engine, the vehicle stops, and its powered systems (like the turret) slow down. Hit the weapons, they get knocked out and can't shoot. An ATGM hits the ammo, and the Turret crew joins the local space program. One thing I'd like to see is that if a tank is knocked out (and its turret not get sent into LEO), I'd like to see the crew abandon the tank, maybe even make a run for their lines, or just take cover behind their tank.
  12. *cracks knuckles* OK... while I would also love the Super Tomcat... Heatblur has already said they can't really do it at this time. The USN won't give them the required data to make it for fear that Iran could get it and use that data to upgrade their Tomcats. In a few years, when Irans F-14s aren't even capable of flying, they may be able to do it. But only if they can get the data from the USN.
  13. Those would work fine for those with GPUs and systems that are of decent enough quality that they can see the lights. The overlay, which could be made optional, would certainly help those who don't have those higher quality systems, or those with cruddy enough eyesight they just have a hard time seeing the lights anyway.
  14. That would be nice. I've suggested similar overlays, including that... however they keep getting shut down.
  15. I'd argue that it depends on the plane, and the persons setup. Obviously someone with a full simpit and VR is going to have an easier time than someone just starting out with a Sidewinder. This is ultimately why I'm in favor of either visual aids or handicaps for those that need them. Meanwhile if you don't need it, you can turn it off in the settings. Hell, one thing that would be nice is if Combined Arms allowed someone to sit in the tanker and actually guide you in like the real Boom Operator does. Or if the AI would talk you in (or at the very least warn you that the plane is about to turn)
  16. This is pretty sound advice. One thing I'd like to add though, if you're planning on doing long missions with other people, then it's best to do your practicing while on a server. "Train how you fight" is a big deal in this biz. One thing I wish ED would add is an optional 'visual aid' for those lineup lights, similar to the Meatball of the Super Carrier module. This would help those with less than optimal monitors or visual acuity actually see the blasted things, while at the same time being something that could be toggled 'off' by those who just don't want it. I once made another post here on the forums that I think would be good for those with disabilities: a 'hand off' macro. You would have to get well within parameters to refuel, but once in, it would take control of the aircraft until disconnect, at which point you'd have control again, though it could be interrupted at any point (like if a Red crossed the border and you needed to go intercept). One thing that's always annoyed me are those who somehow claim it to be 'unbalanced' if such features existed... when in reality since the only ones refueling on a tanker are your own sides jets... I don't see how it would break the balance, or even the immersion of other players if someone is using any kind of aid to help them do what is easily a very complex task.
  17. Yeah, it's coming. I think it was supposed to come when 2.9 dropped, but I get the feeling that it ran into a snag and got pushed back to a later date.
  18. Yeah, I agree with this. What we need in DCS is a "RedFor" Insurgent faction and a "BluFor" insurgent faction since insurgent forces can be on either side of a conflict (the Alliance and US led coalition vs Taliban and AlQuida are a good example of this during OEF). One thing I think we need for the Insurgents are some 'cars with armed passengers', basically a car with a guy leaning out with an AK or something, and is only visible when attacking something. Imagine a COIN mission like that, where the cars you're seeing could be civilians or could be hostile... but until they start shooting at you, you can't tell for certain.
  19. So, I had an issue today while in the F-15E... First, my guys did a ferry to get to a base closer to our target. We (Viper, MudHen, and Tomcat), shut down, did any repairs, rearmed/refueled, and went for our attacks. My rearmed load was 6x BLU-107, and 6x CBU-97 (Three on the 'tank' pylons, 3 on the CFT), 2x AIM120, 2x AIM9M Since I'm not yet familiar with the full startup and shut down yet, I used auto start and shut down My landing at Vody resulted in a burst nose gear tire, which I had repair Now the incident Immediately after Take-off the aircraft started what I can only describe as "Bucking". The HUD kept saying "Terrain Fly Up" and "No Armament" The only thing I can think of is that it was thinking I was trying to fly into the ground.... at 20,000ft ASL and over open terrain heading towards Mozdok (the target airfield) Anyone know what could have caused this odd aircraft behavior?
  20. If I understand correctly, this is a publicly advertised capability of the Aegis combat system, Patriot (at least the PAC3 TMK), and has existed since the F-14s introduction. Obviously this is not a wide capability, but it is a capability that the US Military has invested heavily in.
  21. actually, if you watch closely, many unguided weapons do 'spin' on their way in, just very slowly. I'm not sure if this is by design, or a result of outside conditions, but it's certainly there... it's just inconsistent. Not that it really matters that much anyway since usually if you're the one that dropped the weapon, you're probably more concerned with avoiding a sudden interaction with the terrain to watch it hit the target.
  22. So, to clarify, those that grab the Steam version and don't opt into the betas will one day not have to worry about the version differences any longer?
  23. As much as I'd like a Delta Hornet, I don't think we'll be getting one for a while. It would be nice to have though, especially for training new pilots in the Hornet.
  24. And if you need them to start up at some point, go into the "Triggered Actions" tab, and add the action: Perform Command -> "Start", and the aircraft will start up and do whatever it is it's instructed to do from then on. This is particularly good if you want the aircraft to be part of an Alert force sitting on the ground and starting up when there's an attack on an airbase or something.
  25. Thank you
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