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Everything posted by Inf
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Apparently there was a proposed variant with a FLIR-capable Shkval. Would be very cool.
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Yeah, it's easy to do, but also a pain. Which makes me wonder why it's a step that can't be removed entirely and replaced with a dropdown or something in the mission select screen.
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I like to fly in all different sort of weather & lighting conditions, and it'd be fun if mission makers could set a range of time of day & weather params that could be selected at startup. Either by just setting ranges, or by creating a few presets to pick. Alternatively it could be a setting in the Mission Select screen.
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I don't know how it works in the real world, but I find in-game AWACS radio chat so noisy that it's almost useless. If you're in an environment with multiple bogeys the radio becomes a constant stream of BRA calls. I'd like to see it: prioritise calls based on the situation (if a bogey turns hot on you or comes within a set distance) (not sure if realistic) give contacts an identifier so you know which contact they're talking about let you know when a contact disappears or is killed only bug you when the situation changes or you request an update Something like "bandit alpha, BRA 030, 45 miles, 20thousand hot, bandit bravo BRA 035 50 miles, 20thousand hot, bandit charlie BRA 095, 10 miles, 15thousand cold" ..... "bandit alpha now cold. bandit bravo now cold" "bandit charlie splashed".
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If I'm making a mission to muck about in with some friends, and maybe they don't necessarily have all the mods I've included installed, it's a hassle to have to unzip the mission file, modify the setting, rezip it...every time I make a change to the level. None of us mind if we see placeholder assets for mods we don't have, and plenty of multiplayer servers do this already. Wouldn't be surprised if they've got a batch file to automate the process too. But, it'd be so much nicer if this was just a setting in the mission editor.
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First person in DCS - Let's discuss the idea and feasibilty.
Inf replied to Cintra's topic in DCS Core Wish List
Not sure I think it needs expanding into full blown FPS mechanics, but I'd really love a 1st-person walkaround where you walk up to your aircraft, climb the ladder and get in. You can already kind of walk around after ejecting, and it's strangely surprisingly immersive. If the controls were a bit better it'd be great. And its a shame they're not network-synced. -
Chiming in that it's fairly annoying when you're doing multiple sorties and aren't sure if you're damaged or not - like, was that landing too hard and is my gear a bit broken? Did I overspeed my flaps and now they're stuck? Is my fuel tank punctured and I'm slowly leaking fuel? With some things there's no real way to tell, and so you either waste a bunch of time doing a shutdown and repair for no reason, or take off and realize too late there's a problem. If we don't want realtime damage reports, then a damage report on the ground would be useful. Like the ground crew giving you a quick check. I guess this is the reason systems have BITs, but not every plane has those.
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Better spotting (resolution and anti-aliasing independent)
Inf replied to Inf's topic in DCS Core Wish List
To be clear, seeing dots at a distance isn't the only visibility issue. Objects get lost against the background far too easily imo. Sure, this happens in real life as well ("losing tally" wouldn't be a thing otherwise), but in the game we're also fighting against aliasing, texture filtering, and res/fov differences. Plus in real life, our eyes and brains are just that much better at focusing and picking out objects at different distances. All this means , that for me at least, I end up playing this game leaning forward squinting at the monitor trying to look for pixels (sometimes getting them confused with specks of dirt), and losing sight of my target the instant it dips in front of literally any other object. I've seen plenty of people using post-processing effects to increase sharpness and add subtle outline, to help combat this. Feel like.. there are obvious limitations with the graphics, and we can't perfectly recreate reality. That's fine. But I also think it's inaccurate to say it's more realistic/immersive without any visual assistance, because we have to deal with problems in the simulation that just aren't an issue in real life. I'd lean towards playability and accessibility anyday. -
Probably discussed to death already but, the current solution to rendering distant aircraft as a single black pixel doesn't scale for different resolutions (eg. high-res display pixels are significantly smaller than low res). It also pushes players away from using anti-aliasing (as those distant contacts get smoothed out of existence). I'd really like to see (hur hur) aircraft visibility improved, maybe using a combination of smart-scaling, resolution-independent standins (like use a small sprite instead of a pixel), and visual effects (eg sun glints) to catch the eye. Or whatever else the talented folks at ED can think up! Totally appreciate that maintaining visual contact is a real challenge that's hard to do in real life, but feel like we're fighting the graphics most of the time. I don't think anyone really wants to fly with labels on. I'd even take a highlight aid that you can toggle on with a keypress to subtly highlight contacts when they get lost in the pixel soup.
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"Aaaaaaand lasing" "lasing" "Aaaaaand lasing" "Aaaaaand lasing" "lasing". Repetition like this defeats the purpose of having natural sounding language. I wish there were a few more *slight* variations of "Lasing" so it sounds less robotic.
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Community A-4E-C v2.3 (May 2025)
Inf replied to plusnine's topic in Flyable/Drivable Mods for DCS World
I really love this module - it's quickly becoming my favourite. The only negative imo is its ground handling - especially during carrier ops. I totally appreciate that the model this is based on did not have any NWS - but it also had ground crews with tractors that would tow it over the deck and hook it up to the catapult. Obviously we're not going to get that any time soon (or ever at all), so kind of feel in this case a concession could be made. Edit: I'd even take a mode where you engage "ground crew steering" from the comms menu, it spawns a little tractor model in front of you (like how the ground power spawns a generator mesh) and we then move it around with nws-like movement. -
Hi. So first off I'm a complete Gazelle newb, I just had my first ride in it yesterday. Seems very fun so far. I was playing multicrew with a friend, he was pilot and I was co-pilot. Found when slewing the camera around, sometimes I'd slew left but the camera would move right. Sometimes it would work perfectly, though. Also found it difficult to accurately land the cursor on a target (lightest tap would overshoot). Does anyone have any advice here? I'm not sure if this is because the pilot wasn't holding perfectly steady, or if there's some bugs, or it's just how the camera works and I have to deal with it.
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It'd be nice to get some feedback when you overspeed the flaps.
Inf replied to Inf's topic in DCS: F-14A & B
Hey IronMike. I think I respectfully disagree there! ...if a new player is coming in to land, drop their flaps when they're stupidly too fast, there's a jolt and a sound (or *something* happens), they immediately know they've messed up. They know "i dropped my flaps and broke them!" And they can guess it's because they're too fast. They won't do that again, and they'll know to check their IAS next time. A reinforced lesson kind of is gameplay imo. At the moment they've broken their plane but won't find out until they land, if they check the external camera or try to take off again. I honestly didn't expect the *salt* this thread would generate though (I'm new here) and if it's totally unrealistic and it silently fails IRL then cool, I don't really mind. -
It'd be nice to get some feedback when you overspeed the flaps.
Inf replied to Inf's topic in DCS: F-14A & B
You don't think the plane would jolt, or there'd be a sound, or the crew would notice it happen when it snaps? -
It'd be nice to get some feedback when you overspeed the flaps.
Inf replied to Inf's topic in DCS: F-14A & B
I know that you can deduce the problem by checking the external camera and wiggling the flaps around...I'm just saying It'd be a nicer experience if there was some kind of feedback for taking the damage. Both so you don't have to troubleshoot and check it each time, and also help train players that breaking their flaps is a thing, and they should avoid it. I've usually done it when I'm coming in to trap, obviously lowering them too soon, too fast. But there's been plenty of times when I've trapped, refueled, left the wings out and flaps down, launched again and THEN realized I'd broken my flaps on the approach. Calling out the damage some way would be nice. -
It'd be nice to get some feedback when you overspeed the flaps.
Inf posted a topic in DCS: F-14A & B
I think the hydraulics sever if you bring the flaps down when you're too fast? I don't know how realistic it is, but imo it'd be nice to have something happen when you do this. A little boom or even Jester call it out? Just so we know if we have to do a repair or not once we touch down. -
investigating Catapult Crew Wont hook You Up
Inf replied to HeavyGun1450's topic in Bugs and Problems
Some kind of feedback that this is what's going on would be very useful, instead of them just silently denying the launch. -
investigating Carrier deck crew not marshaling online
Inf replied to BoneDust's topic in Bugs and Problems
I started playing the Supercarrier online just now, and had this happen. First time, after spawn only one cat was responding and everyone had to line up behind that. Then I flew my mission, trapped, refueled, and at this point none of the cats crews were responding. Ended up getting a run-up and taking off the old fashioned way I'll try spreading wings before I line up next time. -
More for the sentimental value. This was taken right after my first successful trap! Also - I need to upgrade my video card. All your screenshots look amazing.
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Feedback Thread - F-14 Tomcat Patch June 22nd 2022
Inf replied to IronMike's topic in DCS: F-14A & B
I saw a reply that there's a workaround for now -add some deadzone to your pitch and roll axes. I added a small one (5) and the autopilots work properly again. -
Game crashes when flying Cage the Bear - Cargo
Inf replied to Dentedend10's topic in Bugs and Problems
Hi. I'm having a new crash I haven't seen before, and am also on Cage the Bear - Cargo. Logfile attached. It seems to be related to when I quickly look around in TrackIR. No idea if it's actually related to the bug this is about, but I've only started seeing it in Cargo. dcs.log -
I'm having a hang sometimes when I look around quickly too. Usually when I'm looking right to check on my wingman. In the F14, using TrackIR.
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Argh, it just happened again, this time literally when doing nothing else, looked around and it became non-responsive again. "DCS is not responding. Close/Wait". logfile attached. dcs.log
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I'm playing an F14 campaign mission (Cargo), and the game intermittently crashes. Every time it does, it's when I'm turning my head to the extreme far right (using TrackIR) to check on my wingman. Turning my head around doesn't always cause the crash, but yeah - every time it does crash, that's what I'm doing. I've attached my logfile. Playing on Open Beta dcs.log
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Saw someone else's post about how there might be some desync between TACAN knob visuals if you click on the dials vs mousewheeling them, so played the same mission again being careful to only ever mousewheel - and I had reliable TACAN the whole time. So there defs might be something to this!