

Tree_Beard
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Everything posted by Tree_Beard
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There must be something going below the surface (no pun intended) that makes it harder than you'd think it would be to develop just a flat square of only open water. Otherwise, I can't figure out why ED wouldn't just quickly create and release such a map that pretty much everyone wants. Honestly, I'd probably even be willing to pay a few bucks for it if they wanted to charge.
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If you could pick any map next, what would it be? (Poll Vote)
Tree_Beard replied to dimitri18's topic in DLC Map Wish List
Can't believe no one has suggested this yet: A third map of the English Channel -
What maps are incoming besides the South Atlantic map? (which is yet another map with very narrow appeal, in my opinion)
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This map looks great but I feel like a chump for buying it.
Tree_Beard replied to Tree_Beard's topic in DCS: The Channel
I don't know about a newsletter but it was on the DCS 2022 and beyond video as well as confirmed by Nineline here: -
All WW2 multiplayer uses Normandy, and now Normandy is getting expanded and presumably more detailed. I feel like ED and Uggra must have not communicated at all prior to developing two nearly identical products. I think ED really needs to consider doing something to make this terrain stand out from what Normandy offers... Like covering more of the Eastern UK or expanding to cover more of the Low Countries or even some Western German territory. Without doing that I really fail to see a single reason anyone would buy this after Normandy is improved.
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I have a powerful PC and have recently begun getting into DCS WW2 mission design. The issue with WW2 scenarios is that they usually involve A LOT of aircraft and ground assets in the AO. Does anyone have any tips for mission design that I can use to maximize performance while also getting the most assets in the mission as possible? For example - I am sure some aircraft or ground units are well optimized in terms of LOD and some are not. I can tell the JU88 in particular is horrible. What other planes and vehicles are performance hogs and which are on the lighter side? Anything else to help a lot of units operate somewhat smoothly together in a large mission?
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reported Massive fps drop when seeing JU-88 bomber formation
Tree_Beard replied to illern's topic in Bugs and Problems
Really wish this would get addressed sometime soon. As the only German bomber in the roster, it really limits WW2 mission design options when having more than a couple on screen drops FPS by 50%. -
Ability to add ambient sounds to the map that you only hear if you are close to the source of the sound. Like crackling gunfire in a city during a ground battle or air raid alarms at an airbase.
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reported earlier Dumping Fuel Tank Causes AIM 9 Static Noise
Tree_Beard replied to Underdog's topic in Bugs and Problems
I mean the tone that sounds like white noise that the aim-9 seeker makes when it has not detected anything. It only happens when I actually jettison the tanks too, which is also weird. I can switch to aim-9s and back to aim-120's and the sound stops, but then I have to set up the aim-120 attack radar the way I had it again because it goes back to the default settings.. Has anyone else had this issue? I just downloaded a t16000m profile for the new hotas I got and I am wondering if this has something to do with it. Here is the profile - https://www.digitalcombatsimulator.com/en/files/3305744/ -
I don't even really care about flying the plane. Just allow the player to F5 into a gunner seat and shoot at the attacking BF109s and FW190s during a raid.
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Fair enough. I think most would agree there is a gaping void right now in terms of WW2 Pacific content. I doubt nearly as many feel the same way about Falkland Islands material.
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Yes, I haven't been able to get any allied heavy AA to actually fire at me either. The guns wake up, track the flight, and then shut down without firing a shell.
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This map seems really niche. Great if you are really into the Harrier but not sure who else. With how rarely we get new maps in DCS, wish this release was something more broadly applicable to other planes and plausible what-if scenarios.
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Pearl Harbor would be great. I think DCS Pacific Theater stuff would print money if we had a few assets to go with a map or two.
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F18 vs Su27 - AI vs AI BFM, both set to Ace level skill. Every time I run the test, the AI F18 dumps all energy after the merge, gets down on the deck and gets stuck flying slowly in a straight line at extreme AoA... usually eventually crashing into trees or the ground. The Su27 stays airborne, but can never get a shot off on the F18 as it slowly crawls across the ground. When it lines up for a shot, the nose of the Flanker sort of bugs out and it flies past the target. I have no mods installed and I just did a fresh reinstall of the whole 200+ gigs of DCS. Same behavior. One of the most frustrating parts of this is that when I try to save a track file to demonstrate what is happening, the track usually shows something completely different... I think the file below sort of shows what I am talking about though. I am trying to figure out if this is a problem with my client or an issue with the broader game itself. aibug2.trk
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Hornet AI crashing into ground after merge every time
Tree_Beard posted a topic in Bugs and Problems
I was flying practice BFM against the AI and noticed it seemed more inept than usual. After that, I set up a series of Ai vs AI match ups to spectate and see what happens. The two AI Hornets will slow down and merge at like 180 knots with full airbrakes, then spiral down to the deck and fly at extreme AoA until one or both crash into trees or the ground. This happens on all maps with all AI levels. This isn't right is it? hornet.trk hornet2.trk hornet3.trk Edit: Strangely, it seems like the Echo 19 sound mod I just installed was causing this.. not sure how or why