

Dragon1-1
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LST Mk2 can‘t be destroyed by torpedoes
Dragon1-1 replied to GKOver's topic in DCS: WWII Assets Pack
In fact, modern torpedoes work by going under the ship and exploding beneath the keel, breaking it. Shallow draft won't protect you, nor would WWII style torpedo bulges. That's more or less what killed the battleship, not aircraft as it's commonly assumed. Modern torpedoes are one hit kill against pretty much anything other than very large submarines, since for subs a direct hit is preferred, as getting a torp below one can be tricky. -
The 3km range is the kinematic range of the rockets, not necessarily that of the ranging system. Also, effective range is much less than that unless you're shooting at a large area target. In general, rockets are not fired at ranges you see in ad brochures. You need to get close in order to hit anything with them. 500m or so is a good range if you want remotely accurate fire. Anything further, and you'll just scatter the rockets over a wide area.
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Shadows could be better, hopefully after Vulkan they'll be looked at, as well as HDR support. There are improvements to be made regarding the lighting, for sure, but model and landscape fidelity is up there in modern maps, though. Maybe in an OLED headset (I have a ReverbG2) the differences would be more visible, but I found the vistas pretty stunning in Syria or Marianas, even Nevada from high up. The biggest problem, IMO (and what drags down Nevada and especially Caucasus down low), are numerous outdated assets, unfortunately the replacement process for those is slow.
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Make it an O-1E and nobody will oppose. It's basically a Cessna 170 (172's taildragger predecessor) modified for the FAC role. It could carry a handful of rockets for marking targets (or light attack, if you loaded HE), but the most notable use was flying around spotting targets. Good for a free module, and will be all over the place as AI (or player!) FAC in Vietnam era missions. It'd also have an added bonus of allowing people to learn taildraggers in something that doesn't immediately try to kill you with prop torque on takeoff and landing, as the TF-51 is wont to do. Maybe you could have a usable M-16 using the same tech Kiowa does, too. FACs carried rifles and occasionally fired them out of the window. There were some crazy stories about them out of Vietnam. BTW, I don't know what settings and maps you're playing on, but "beautiful graphics" is definitely a thing in DCS. We have realistic navaids, too, though as most maps are strictly modern, there's a paucity of VOR and NDB stations, their numbers are dwindling these days.
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Tomcat is never going to stop being the coolest plane to ever fly from a carrier. That said, the stick was always going to be of limited appeal. It's got a bunch of unique features not seen on other sticks, like the weapon selector and the DLC wheel.
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How to turn the heading with the rudder pedal?
Dragon1-1 replied to Michael-Fr's topic in DCS: F-4E Phantom
Holding a forward slip will eventually induce a heading change, but it's very slow, and also rather counterintuitive, because the flight path moves far less than the nose does, and the nose will snap back into trim, seemingly undoing the heading change (if you look closely, you'll notice you've turned a few degrees). In LOMAC, this was probably exaggerated. Either way, except for high AoA and stunts like rudder reversal, the pedals are not used to turn. You roll and pull a little, and it'll turn perfectly well. -
Campaign creators aren't going to work with a module that's out of support, especially since it went off sale. So I'm afraid they're off the table for now. Otherwise, BD would have probably already looked into it.
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It's more that we're already running into limitations concerning the curvature of the Earth. South Atlantic is already too big for the flat Earth that DCS uses, the map is geographically inaccurate. It's saved only by the fact Falklands and the mainland are separated by so much water that it's not immediately obvious their relative placement is fudged. Not such recourse with Vietnam, which is not only enormous, but is also a long strip of land, which makes it impossible to get the real shape right on a flat map. ED is developing tech to allow a round Earth model, but it's still ways away.
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Bugs are one thing, but redesigns, that's what I really like to see. Many devs, when confronted with the reality of their design just not working well for players, act as if reality is wrong and the design is fine. DCS team reacts to what the community actually wants and needs, as opposed to following some "artistic vision", so to speak, cooked up at the beginning of the project. That's why DCS adapts to community's needs so well. Oh, and also, a shout out for properly used the Saved Games folder on Windows to store DCS stuff. It's been over a decade since it's been added and some game devs still stuff the saves in My Documents. Small thing, but I like it when things are in their proper places.
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What I think is best about DCS is that it's constantly improving. Nothing is set in stone, and the devs acknowledge that many parts of the sim could be done better, it's just a matter of when they get to actually redoing it. It's not just DCS code that is being updated, but also its design, which is rare. Too many devs have a history of not acknowledging complaints about their bad design, even if the entire community is shouting at them about it.
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I'm still waiting for my Steam preorder. I guess this will happen when they nail the date down.
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Is a gaming mouse useful in a flight sim?
Dragon1-1 replied to Ramstein's topic in PC Hardware and Related Software
I mostly use it with the ratchet engaged for precision, but the ability to unlock is a must for me. It's a shame that so few manufacturers have that feature, I used a Logitech G500 for a long time, but a fiddly plug for the side buttons broke during a microswitch repair attempt. Hence I got a Razer, which doesn't have a cable (meaning no need to open it up to replace it) and in which the internals are far easier to replace. In fact, IMO it's fully worth checking out the repair videos on YouTube before buying a mouse. Cables tend to wear out after a while, depending on desk layout, and even if that doesn't happen, microswitches do. -
It's surprisingly good for AI, but the messed up small text gives it away. If you look closely, you'll spot other nonsensical details. It looks like the AI took a mishmash of century series aircraft and just squashed them together. It almost looks like it could be some obscure prototype/competing design that didn't make the cut.
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It does what it needs to, and there's precious few better ways to do it. It's annoying and has trouble whenever you need to enter numbers, but it allows you to give commands reasonably fast. Phantom's implementation adds some streamlining that can help minimize its use. Myself, I prefer to have Jester fully scripted, like in Reforger II or most Reflected's campaigns. So that he gives commands to me, just like it would usually work in a real Tomcat. In fact, with scripting, you can even have him launch missiles. That said, this is strictly SP-only, and in practice restricted to top quality campaigns due to effort it takes to build and debug a mission like that.
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What we need is a comms menu that is easily bound to voice commands without fiddling with VAICOM, which is notorious for breaking campaigns and only exists because of ED's misbegotten approach to comms. The menu is badly designed, seemingly originally made with easy comms in mind first.
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Yeah, by all indications, Ron Zambrano is pretty much why they're in the fix they're in. As I said in the other thread, Elon Musk sized ego with none of his influence and a fraction of his money. If it wasn't for him, this legal dispute would probably be long resolved.
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This does show Dassault had hopefully finally got on with the times, though. Given that they have a reputation of being a PITA to work with as far as flightsims go, this might indicate some steps in the right direction. Not necessarily Rafale, but if they were willing to support more sim devs for DCS, we could see classics such as Super Etendard or Mystere IV. And of course, the Jag and Alphajet would be nice to see as well.
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Is a gaming mouse useful in a flight sim?
Dragon1-1 replied to Ramstein's topic in PC Hardware and Related Software
There's actually one feature that's really handy to have in a sim: free spinning scroll wheel. Great for quickly turning dials. You won't find that in most gaming mice, though. I use a Razer Basilisk because it's the only non-Logitech mouse that combines free scroll with wireless. This makes for a mouse that's very handy in a sim. It was expensive, but not excessively so. So I say, get any mouse that has an unlockable scroll wheel. Useful for work, too (scrolling through a large document, for instance). -
That might be because quite a few notable assets still look like they came from LOMAC (because they did). It's being worked on, at least, I'm really glad the S-3D got new visuals. DCS is a wonderful sim, but consistent it's not. That said, if you set up your missions with new stuff only, on one of the latest maps, it does look properly stunning, and replacements for the old stuff are trickling in.
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While I like the idea of a low key comms menu, the current one we have in DCS is grossly inadequate. It's inconsistent even within a mission (that is to say, "dynamic") and in dire need of an update, not visually, but rather in terms of functionality. That said, looks like the other sim is taking a cue from HB, which isn't the worst thing in the world... for VR users. In VR, it does make a certain amount of sense to have such an option, it's reasonably quick to interact with using just the PTT button and head movements, which is a vast improvement over fiddling with F keys. Of course, ideally the number keys would still be there, so you could use VA to punch in an appropriate key sequence.
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It seems that they're essentially doing the East German MiGs as they were pre-unification (Polish skins notwithstanding). Also, Germans didn't really modify their MiGs all that much when they came into NATO, the most drastic alteration came in Polish service.
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Sounds like an abandoned cheat code originally meant for developers. It's not in any official documentation. It does sound useful for testing AI stuff, but I think even ED might have forgotten about it at this point.
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I think you can implement that as a script if you really want. ED is quite explicitly not interested in magic AAR, though. Maybe HB could add it to the Phantom, basically a "let Jester drive" option. FWIW, it was sometimes done that way IRL, since the backseater has a better view of the boom. That'd be aircraft-specific, though, and ED doesn't usually port HB features to their aircraft.
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Not doable, AI FM is different from the player, and the engine probably isn't set up to support swapping FMs in real time. You might have noticed, for instance, that HB implemented Iceman as a relatively simple AI autopilot, as opposed to him being able to dogfight and do all the other stuff like DCS AI. That's because Iceman has to fly the jet just like you do, with full physics and subtleties of the model. The AI FMs are simplified to the point of inadequacy, which is why ED is now developing a more complex solution (GFM), which will still not be the same thing the player uses, but it should look similar. Older sims never did that. That's why several other titles do have a fully fledged "autopilot" which can fly the player's plane like any other AI. Their FMs were simple enough that both AI and player used the same one.