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Wychmaster

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Everything posted by Wychmaster

  1. Well, there is definately some work going on regarding CA. It's slow, but progressing. Some things I've noticed that have changed in 2023 (can't tell when): - Loader in tanks now says "up" when a new round is in the barrel - You can now configure the ready racks and backup ammo of tanks in the mission editor - There is a new option to connect and disconnect trailers. Haven't tested in which units this can be used - other stuff I forgot, but they fixed at least one of my reported bugs My guess is, that the showed units will be released together with the Iraq map and replace the older ones. Don't think we will get a full fidelity vehicle module yet.
  2. Being able to use destructors would be a really nice feature. Is it still 5.1? Haven't tested it so far.
  3. If someone stumbles over this topic, because `setSpeed` or `setAltitude` doesn't seem to work: I found out, that all calls to those functions in scripts that are executed at mission start are ignored or overridden. You need to call them once the mission is already running.
  4. When ED started adding more helicopters like the Hind and Apache to the sim, some of us started speculating that the ground units (and Combined Arms) will get some love again so that the action close to the ground gets more interesting for those who like to stay below tree top level. Some (me included) also hoped to get full fidelity vehicle modules in some distant point in the future. According to this post, ED is finally starting to consider it: What do you think about it? How much would you pay for a FF Abrams, Leopard 2, T-72, you name it? Me personally, I think this would be a great addition to the sim and would also attract a new group of players. I also think, that the modules would/could/should be relatively cheap and fast to develop when compared to aircrafts. The systems aren't as complex and there is no complicated flight model that needs to be calibrated. Playing in a multi-crew capable tank (mostly gunner and commander) in VR would be totally awesome. However, I also think that you should have the option to control a full tank platoon and switch between vehicles via keybindings instead of going to the F-10 map or the "choose slot" menu because you will probably die faster and more often than in a jet or helicopter. So what do you think?
  5. There are key bindings to increase/decrease the brightness and gain of the IR View. The default settings are garbage. You need to increase the gain by a significant amount and adjust the brightness acordingly. Then you get really nice results (not compareable to a real tank thermal, but decent enough). Used it last friday in a test and was able to spot enemy armor and Infantry really easy even though they were hidden in the tree lines. Only problem is the current auto-brightness that changes dependent on zoom level and elevation of the optic. You need to adjust the brightness pretty often.
  6. Super, danke dir. Hatte noch einmal im englischen Forum hier geguckt und da war der letzte Eintrag, dass nach einem neuen Coder gesucht wird.
  7. Kurze zwischenfrage: Vor ein paar Wochen hieß es in einem HiP video auf Youtube die Arbeiten am Modul wären mehr oder weniger eingestellt. Bin grad sehr beschäftigt, sodass ich DCS grad nur sehr bedingt verfolge, aber heißen die neuen Bilder dass das ne falsche Info war?
  8. I would really love to help you guys out here, but for several month now I am lacking the time to play DCS or do anything related. So I hope someone else will be able to provide the data. The only thing I might be able to do is starting another well known SIM that specializes on those "beasts of steel" and see what happens there. Since it is also sold to professional customers, I guess they depicted it correctly. However, I think you want some "first hand" sources for understandable reasons.
  9. Well, instead of having 1 group of 4 vehicles you would have 4 groups of 1 vehicle. To make them drive in a formation you would have to give them the same waypoint list but with a slight offset to each other. The offset is the desired distance between the vehicles. One could add a radio menu item to adjust the distance between the vehicles on the fly. Then you need to constantly check the distances between the vehicles and adjust their driving speed to catch up or wait for the others. Pathfinding is still done by the standard DCS engine just for each vehicle individually instead of the whole group. For sure this might lead to odd behavior in some situations but I think it would be still better than the current state. Especially because we gain fine control over other things like target priority and firing zones. As I said, the scripting engine is quite powerful. A good example is the Skynet IADS script that let you setup a decent air defense network that isn't just a target range for Wild Weasels. Hope we will find someone else to help out. As mentioned before, If I do it all myself, I get distracted easily and everything will take ages. CA is a great module if you know how to use it and ED keeps improving it silently. Not as fast as some of us wish, but I see the progress. Yes, there are dedicated tank/ground combat sims out there that are more realistic and might have better graphics, but there is one reason why I prefer CA: In DCS I can drive a tank while someone else provides CAS in an A-10 or AH-64. Can't have this in any other serious sim.
  10. Well, if 1 or 2 of you guys have some coding experience, we could at least create a lua-script using the DCS scripting engine. I already experimented a bit with it and most stuff should be possible to some degree. When I tested the capabilities of the scripting engine, I coded a pretty simple script for ground attack aircrafts to fly into a target zone, pick individual targets inside that zone using a priority list (air defenses first, then armor, supplies, etc.). They also picked suitable weapons, engagement vectors and heights so that they don't just fly into the target zone and get shot down by the AD systems in the backfield or nearby manpads. All this should also be possible for ground units with one minor difficulty: Ground units have just a single "brain". For planes and helicopters you can program the behavior of every group member individually. For ground units, this is not possible yet (probably to avoid overloading the CPU). However, we could code around this by introducing our own group system. For example, for a tank platoon, we would use 4 DCS groups with just a single tank and add them to an extra group in the lua script. Every command given to any of those tanks will be mirrored to the other platoon members. However, we would also need to add own movement scripts for formations because we couldn't use the DCS formations for obvious reasons, but that shouldn't be too hard. However, once that is done, it would come with the additional benefit that we would have "total control" over the formation and unit coordination. Here is a small list of things that would be possible (or at least I have ideas how to realize it with the scripting engine): - Firing zones for group members - Tanks can take a "hull down" position if ordered - Selecting different distances between group members inside of a formation - "Smart reactions" to threats - Control engagement distances (no more wasting ammo on targets that are too far away ) - Platoon/group internal engagement maneuvers - coordinating IFVs to load/unload infantry as needed and to coordinate a combined advance and react to threats - multiple groups can perform coordinated attacks (different attack angles, kill zones, etc.) - smart artillery firing support - calling and coordinating CAS - some kind of automated mastermind for battlegroups and many more. The DCS scripting engine is quite powerful and I already have a private GitHub repo where I started implementing some things I need to create interesting CA missions, but it is not much yet (had a longer DCS break and a lot of other coding stuff to do). So if some of you have a bit coding experiences, we might be able to realize some of the mentioned features. Just let me know and I would invite you to join the repository. If I have to do all the stuff myself, advances would take ages. Working with others is always more motivating
  11. Bump... just wanted to make sure this one is not in stealth mode because it wasn't tagged yet
  12. Well, thanks for reminding me to reread the FAQ. Found this helpful line: If there is anything else you want to tell me, please use a PM to avoid the also mentioned chit chat. Anyways, have a good day.
  13. @Flappie I had an old version of the UH-60 mod installed. Removing it fixed the problem. Thx for your help
  14. @Flappie Engine sound is still missing after the patch. You can neither hear them from the outside nor from the inside. Here is a video demonstrating this: The sounds that one can hear in the video is just the traffic ambient sound. I fired some MG rounds and and a main gun round at the end of the video. The corresponding sounds are played correctly. If the sounds are working on your version I guess it is already fixed but not yet released. I also attached a track and the requested log file. CA_No_Engine_Sound.trk dcs.log
  15. Saw that there will be a patch today. I ll wait for the patch. If the sound is still missing after the patch, I ll create a track + video
  16. I can confirm this. @NineLine Do you need a track file for this one? If yes, I ll provide one
  17. Just read in the recent patch notes that the Abrams has now 50x magnification
  18. And the time fishing for the mouse while playing in VR
  19. 6 days! Next sunday at 5pm UTC+0 (if i didn't mess up the time calculation) https://totalcontrols.eu/
  20. I guess there is no need for you to wait. It is extremely unlikely that they would sell a bundle for 150 Euros if a single one will already costs 120 to 130. The cougars are mass produced. Therefore they are a lot cheaper.
  21. Yes. To my knowledge a 4 part version number is structured as follows: MAJOR.MINOR.PATCH.TWEAK
  22. Yes, that would be nice. IIRC ED is already working on new models.
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