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Tree_Beard

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Everything posted by Tree_Beard

  1. When Flag 1 is active, Set Option: Kamikaze Would be great for late war pacific ops, defending the fleet in a Corsair or Hellcat from Kamikaze swarms. Would also make for some exciting combined arms gameplay if we could control ship mounted AA guns.
  2. The current generation of detailed maps don't need to be erased from existence, but all future "detailed maps" should just be modules that improve or change regions of the global map.
  3. If ED's idea is that they are going to release a comparatively low detail globe like it's just any other terrain, and then continue to sell the individual flat maps totally separately, then that would be a pretty big disappointment in my opinion. I would suggest that if/when the global map is ever finished and released, it needs to become the foundation of all future DCS terrain offerings. So the base, modern period global map comes with the free to play game, and then you pay for more detailed areas or historical layers that you can install and uninstall as desired, but you are always flying on the same global base map. I haven't played MSFS but my understanding is that they do something like that. It would be great if they shared some information about what their vision actually is.
  4. I'd buy and learn the F15E if we had an Iraq map. I'd buy the map too, obviously. Without it, probably not anytime soon.
  5. This is such a simple thing that would greatly increase the fun of DCS WW2. Why ED routinely fails to prioritize low hanging fruit like this in favor of stuff that literally no one asked for is really hard to understand.
  6. Locking the tanker in STT is what I currently do. My assumption is that you'd never do that in real life, though.
  7. Again, looking for simple, condensed instructions on the air to air tacan to use for formation flying and A2A refuels.
  8. I often hear the P47 described as a superb high-altitude fighter. I must be missing something, because if I launch a mission with a high-altitude air start, the plane feels like a boat drifting to the left and right and honestly feels terrible to fly, sluggish and hard to control. Is there something wrong with the air start settings? Maybe something wrong with my hotas axis or something? I always exit the mission with the impression that that just didn't feel right. I am still a P47 noob though so I'm not sure if there actually is a problem here or not. The other warbird I have is the BF109, and that feels waaaay better to me, even at high altitude, where the P47 supposedly shines.
  9. Some preliminary research is not making it immediately clear which modules have systems and peripherals (like NVGs) that make effective night missions possible. I can see that the F15E and Apache look to have some fairly in-depth night ops systems. What about other modules? Anything on the red side? If someone could let me know off the top of their head or point me to a good resource, that would be great, thanks.
  10. I'm not sure what the best solution is here, but all I know is that the current default behavior is utterly terrible. I don't need that awful sounding robot voice giving me the same unprompted BRA call dozens of times in a row without stopping. Makes me just want to mute my radio 99% of the time. If it were up to me, without changing any settings, the default behavior should be that the AI AWACS only gives BRA calls relevant to your specific aircraft and only when I go into the radio menu and ask it to give one to me. At the very least, please make it more user friendly and simple for players to customize how they want the AI AWACS to interact with them.
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  11. Supposedly the warbirds damage model is not "tuned" to modern weapons. Why the same explosives and bullets don't have the same level of effect across all modules is anyone's guess.
  12. I’ve tried out a couple free options just found on Google and was not very impressed with the results. If someone has discovered a good option, let me know.
  13. Stuff released "WIP" in DCS tends to stay in generally the same WIP state for years (WW2 damage model, weather presets, etc), so I think most people realize the version of the dots we have now is probably what we are going to be using for the foreseeable future.
  14. This is such a cop out. The "OB" version is the live game, since that's where the entire playerbase is. inb4 "ackshully there are dozens of us who prefer stable"
  15. Like when you come in and strafe a target, you can trigger a flag by having your rounds land within a set zone, instead of being required to actually kill a unit in order to trigger the flag. Would be very useful for a variety of different mission scenarios, like for example suppressing enemy forces that are "hiding" inside a building that you cant actually see.
  16. Yep, so now we're stuck with... nothing at all for the foreseeable future. How exciting.
  17. Here's an idea: Model only the pilot's seat in full fidelity. You're free to switch to a gunner's station and shoot MGs out of the plane, but there is no interior modeled, just a crosshair on the screen so you can aim. If you wanted to get REALLY wild, maybe you model a couple low-poly gun barrels sticking out from your POV if you're in a ball turret or something. I bet something like that would be well liked and more than sufficient for 95% of all players.
  18. Yeah it sure would be great if the quick mission generator was able to come up with something that actually resembles a real combat mission. Its been years since I've tried to use that thing, but from what I remember, all it was really able to do was randomly spawn a bunch of units in close proximity to each other who then all die within minutes.
  19. So what. That means nothing. For a guy with 11 thousand comments on this forum you should know that by now.
  20. And when do you expect to see these BoB modules? 2030 if we're lucky? Glad we've got the BoB map 10 years in advance. I can (sort of) swallow the excuses for why the actual planes that get developed for the sim seem so incoherent, since everyone thinks a different plane is the coolest and they need good data to model it, etc... but the maps... I really don't understand what goes on behind the scenes with these things cause the development pattern makes no sense at all.
  21. You just need to hope that next time the devs draw a name out of a hat to select which map to do next, it is something at least slightly relevant to the modules in the game... and hope that they don't pull "The English Channel" for the 4th time in a row.
  22. Yeah he is... did you even read the post? "I used the gun on them and they seemed almost invicible and in the process of mixing it up with them with guns only, I'm drilling this bird and it aint going down"
  23. I find that after I take off in the 109, putting the nose trim down all the way (+1.5) makes it much easier to fly level and control the plane in general. I leave trim like this for the duration of the mission, until I need to land. Am I putting myself at a combat disadvantage by doing that? Or is that how you are supposed to fly the plane?
  24. I'm not suggesting throwing everything in the trash and starting from nothing. What I'm suggesting is that without some sort of a reset where you take the things that work well and you consolidate them into a new, more modern, more efficient framework, then the complexity bloat is going to keep getting worse over time and the pace of development will get slower and slower as problems compound on other, older problems. I really think there may be a point sometime in the (near) future where it just becomes too cost prohibitive to do anything more and the development of the core game is functionally deadlocked. We might even be reaching that point now.
  25. Or will ED just continue to duct tape new features to the ageing original game indefinitely? I'm just speculating but I really get the impression that the game code has become extremely convoluted over the last 20 years with new systems layered over old systems, made by different people in different countries, years apart and with different priorities... I think that might be the main reason why is takes so long to do anything besides add new modules... I bet there are problems so deeply hidden in the spaghetti that no one even knows where to start looking for a solution. Maybe a fresh start, as easy as that is to say, might be what the franchise needs in the long run.
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