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Everything posted by peachmonkey
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Where do new players go to meet and fly with new players?
peachmonkey replied to Skwirl865's topic in New User Briefing Room
thank you for your opinion. I'll just leave it at that. -
Where do new players go to meet and fly with new players?
peachmonkey replied to Skwirl865's topic in New User Briefing Room
you're correct for your own specific use case, which is to create and lead a 'by the book' squadron, and your commentary about a large number of players being idiots is simply a resentment that I don't agree with. There are plenty of players who aren't loud PTT idiots, however they have no desire to participate in a boot camp type of squadrons, myself included. I fly in the evenings after I put my kids to bed, and after that the last thing I want is more "work". In my opinion the main reason behind the subject is the lack of built-in VOIP and simple GUI for its operation, it's really as simple as that. The First Person Shooter market figured this out eons ago. All of the infantry simulators have in-game VOIP where it allows for a spontaneous creation of squads with leaders and common goals. I realize that the flight sims don't have an immense budget to support the development of such technology but denying its success is short sighted. Discord/SRS/TS - is nothing but a gap fill. - SRS tries to achieve the in-game VOIP but falls short due to lack of squad support - Discord requires 'invites' and is completely detached from the game. To me it feels like a club membership. I don't want/need a club membership, I just want to fly with a wingman for 2 hours. - TS same as discord -
Liberation...what to do after clicking "take off"?
peachmonkey replied to Steel Jaw's topic in User Created Missions General
that's an interesting trick, thank you for the info! -
hi, guys, I fly A8 in VR and I had set the "Cockpit Global Illumination" to ON and OFF and I don't see any difference. The cockpit is illuminated like there's a 200watt light bulb inside, including the areas behind the rudder pedals. Is it something wrong with my settings or it's one of those things that was never implemented?
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he didn't go over 220km/h, but it looks like they left in the takeoff/landing and cut everything else... It's cool to see how everything vibrates in the cockpit, levers, gauge hands...
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Fortress Europe - WWII Multiplayer mission
peachmonkey replied to Reflected's topic in User Created Missions General
weird.. but a positive change then? I haven't tried destroying anything civilian in the past 3-4 months... In couple of last updates there was a blip about the fix for trains in multiplayer, maybe this is why? -
Fortress Europe - WWII Multiplayer mission
peachmonkey replied to Reflected's topic in User Created Missions General
yup, that's my experience. On the Channel map there's a bunch of little civilian boats floating around = can't destroy them. The same thing goes for the civilian trains, i.e. objects generated as part of the "civilian traffic". If you want a train to destroy then you need to create one in ME with cargo/wagon carts, then find the suitable railroad track, place the train on it, give it way points, etc etc. -
Fortress Europe - WWII Multiplayer mission
peachmonkey replied to Reflected's topic in User Created Missions General
are you talking about the civilian traffic? I don't think you can destroy it.. at least when I tried to shoot up a train it just continued chugging along like nothing happened. -
in ME I set them to whatever's after rookie.. average I think? Although the QF 3.7" AA needs to be set to rookie, otherwise at any level above that it will kill you when you dive on it, however a rookie setting itself will render it pretty much useless... It's a love-hate relationship with AA right now.
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did B-17's have fire extinguishers for the engines or for other parts? In my experience it's so easy to set B-17's alight using the A8. One pass and something is on fire on the poor B-17...
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the landing was pretty rough I take it?
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I believe in ED's renewed interest in WWII with the release of the Mosquito and the in-progress build of the Corsair (3rd party). I think if we keep it civil and provide the necessary screenshot evidence then we aren't doing anything bad.. just bringing the light to the ongoing issue and the frustration within the ww2 MP scene. Can this be modded at least for the SP use?
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I did post a scaling question last week but got no replies, I guess it's obvious now. But this isn't about scale. It's about the ac LOD at mid/close distance. It needs to be modified so it stands out against the dark background. For example trying to see a low flying aircraft over water from the altitude of 1.5-2.0km is simply impossible, you just can't... the only way to know if there's something there is when the aircraft is trailing smoke. Otherwise it's gone. If ED paints these close/mid-range LODs in black color similar to very distant objects then they'll be visible. But this gray mess is impossible to pick up.
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hi, guys, in WWII warbirds where the fight is upclose and personal it is extremely difficult to spot a flying aircraft when it's within 0.5-3km radius. The distant airplanes pop up as black dots and I can see them 10-20km out. But once they get close it's almost impossible to locate them against the ground without using VR zoom. They sort of turn in to some amalgamation of gray colors and simply merge with the ground. I can barely see them against the light ground patches but as soon as they fly over forests and/or shaded areas - poof and they are gone. Forget about ID'ing them, I can't even find them.. I've compared this behavior between MSAAx2 and No MSAA and there is not much difference. It seems it's a LOD issue rather than any anti-aliasing. Is there any way to improve this behavior?
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with current fuses in millisecond range it's pretty difficult to get a decent bomb run and NOT get a bomb damage splash. So you resort to: 1) dropping from a minimum of 400-500 meters with a steep dive angle 2) doing a 'toss', i.e. a skipping bomb move, when you fly horizontally, then do a hard pull up and press the bomb release trigger at the same time. If you ever drag raced you'd be looking at your reaction times here.. Once ED introduces a custom fuse delay (to avoid the splash damage) it will become a lot easier as you can drop bombs from 50m pretty accurately after 1-2 days of training.
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ha.. awesome, I'll give it a try! Thank you!
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hi, all, I'm a total noob when it comes to ME. I've been learning about the trigger zones, object specs, etc. Question: for WWII asset pack (or any at this point) is there a way to spawn a ship with damage? Preferably with high damage (80-90%), so a single 500kg bomb can sink it? Just trying to make ship bombing missions a bit more engaging instead of just dropping a bomb, observing a grey puff on a ship's deck and wonder if it did any damage...
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Why there's not many anti-ship missions
peachmonkey replied to Shibbyland's topic in User Created Missions General
Is there any way in ME to script the initial ship damage? I.e. have it spawn with 90% destroyed so then it's only a single bomb/missile that takes it out? I've been trying to figure this out to no avail. -
Fortress Europe - WWII Multiplayer mission
peachmonkey replied to Reflected's topic in User Created Missions General
this is how you engineer a viral video. Introduce something controversial yet completely unrelated to the topic. Voila. -
Fortress Europe - WWII Multiplayer mission
peachmonkey replied to Reflected's topic in User Created Missions General
thank you for all the work you put in to it! I will surely check it out. Lately I've been hanging around on the growlingsidewinder MP server, which is also Channel based, and I find it a lot easier to orient myself on this map vs. Normandy. thank you again! p.s. Yeah, what's up with the CGI blur effect at 2:23? Doesn't look like it's showing Mossie's underwear... -
hi, all, my apologies if this was discussed before, I tried to search for it but couldn't find anything on this topic. My interest is in WWII birds hence the low level flying and ground object attacks are all up close and personal. I came from that other WWII sim (the one starting with IL and ending with 2) and the first thing I immediately noticed in VR is how ground objects/targets appear so much smaller, talking about 50% less in size in comparison. The size of the object makes it extremely difficult to locate the targets on the ground, especially if they are positioned in close proximity to the buildings, or trees, etc. I found an interesting post where the blogger is bringing up two distinct factors: - IPD (inter-pupil distance) - ICD - distance of the 'virtual 3d camera' from the scene. This one is new to me. https://forums.flightsimulator.com/t/bug-feature-cockpit-size-and-world-scale-in-vr/338584 I've been flying on the SOW server in MP and it's damn nearly impossible to find anything on the ground unless some AA unit starts shooting at me, and even at that point it's still very difficult to locate the source, and once found it's extremely difficult to get any positive ID even from 500m height. Is the object size in DCS correctly represented when compared to the real life? Is there any way to change the scale? I feel like it'll impact everything, not just the ground objects. It's just a discussion, guys, looking for some feedback... S!
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Repair the ship not implemented?...
peachmonkey replied to everest101's topic in DCS: Mosquito FB VI
too much immersion, I'm afraid! -
Big FPS drop in VR / multiplayer / passing other players
peachmonkey replied to FoxxyTrotty's topic in Game Performance Bugs
I appreciate the write-up and everything. But I have a general question: how do you confirm that moving the game files to a symbolic link frees up RAM for DCS to use?