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Luxus

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Everything posted by Luxus

  1. That's the reality. Most people don't make a difference, just few. Some few people trigger a mass reaction and the rest follows. Therefore a dynamic campaign needs the possibility to adjust all settings in such way, that without the player's intervention the campaign will be lost. This is for advanced players. The rookie can enjoy to just be a part of a massive battle, see how on the ground explosions happens, how both sides fight each other, and that here and there we can help. But the advanced player should have the possibility to "change history" so to say. By the way: To have the possibility to "change history", there is this great movie "The Final Countdown" with Kirk Douglas. I would love to see this kind of campaign to be implemented into DCS. To fly a modern jet in historic campaigns, like a F-16, F-18 or F-14 during WW2. This is the kind of simulation I would love. To see how much one single jet, or maybe two in multiplayer mode, would be able to change.
  2. I propose a new definition for "hardcore": - With SAMs are always AAAs - AAAs are stationed around enemy airfields - Radar of SAMs will be replaced within one day - Faster response time of enemy jets for interception - Own airfield can be targeted by artillery and rocket launchers (also enemy ships), so you are forced to get in the air soon and defend - ... and so on
  3. That's exactly the idea of a dynamic campaign: you are just one in a hundred, but you can make a difference! If you play a campaign which is not well balanced, say USA has only half jets as Russia, then you can only win if you hit strategic sites fast enough and effective. In BMS that would be first SAMs and enemy jets, then radar and airfields, later fabrics and energy sources / combined with strikes on artillery and so on.
  4. I got a similar problem. The solution is the SOI (Sensor Of Interest), which needs to be on the weapon screen, a little rectangular dot that appears on the right upper corner of the weapon screen. You need to assign this to the joystick. Now DCS is called a "study simulation", right? But sometimes it is more a "guess simulation", because the documentation is not really helpful. And the videos on youtube are way too long explaining a lot of stuff, but not putting enough emphasis on the important things. This is fortunately changing, because the community members are learning to create better documentations. But I would love to see a better documentation from the creators of the jets. For example better and shorter "quick guides", showing details of a joystick binding, keys, step one, step two, etc, with some typical problems you could encounter and so on. Most people I know who tried DCS was scared of the poor documentation, not because of the complexity of the simulation. Don't get me wrong. The documentation per se is ok (just ok), but it could be written in a way to save the reader time, to lead the newbie to the point he needs to know, not historical facts, not bla bla bla, but straight to the point where one is ready to use the staff. I write this after I collected the informations from different sources, some create PDFs made by users, not creators. I wish creators would make better guides than users.
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