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shagrat

ED Translators
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Everything posted by shagrat

  1. So if you happen to be not wealthy enough, to afford rudder pedals, that qualifies as lazy? Auto rudder and rudder assist, where introduced to help people to play DCS without certain hardware. You are aware that Matt Wagner (ED) is sitting in a wheelchair, so that's likely one reason ED considered to add a solution to fly warbirds that does not require fully functioning legs... Some people really need to check their attitude.
  2. Why should it be a server setting? And why should it split anything??? You fly to the tanker and refuel manually, then I fly to the tanker and refuel with the settings in my client (like rudder assist)... Even if I would use an Auto-AAR cheat that flys me to the basket, tanks and puts me in the holding area with AI it has the same "game breaking" effect on you as when I hit "Auto Startup" in the cold and dark cockpit. Assists don't change the server settings, but the client behviour/flight and system model.
  3. You are aware, that you actually promote to include hurdles for the elderly, or physically challenged to separate and exclude them, based on their disabilities? In the "real air force" 99% of us won't be flying a fighter jet, that's why we play DCS, to pretend and have fun. A vigorous selection program to weed out the "old, weak and incapable" may make sense if you fly a million dollar fighter jet and put lives at risk, but for a video game? Really? ...and keep in mind a lot(!) of people have a life and a family beside the PC and can't just "train until it clicks", because they can't find more than a two hour slot once a week to fly DCS. Assuming just 8-10 hrs to at least get a connect reliably, means 2 to 3 months(!) worth of playing time spent to learn AAR instead. That is if you don't start from scratch, from weekend to weekend. An aid to help through the process, ease the whole procedure for people with disabilities or who struggle because of age, even if it's just to help casual players to have a couple hours of fun with their friends, it is well worth it.
  4. That's what some geniuses told about axis tuning and curves... Let's say my personal experience is different. Curves adjustment helped me a lot learning the Huey! I fly without curves now, but it did help a lot to gradually reduce them. Rudder assist can help as well, only auto rudder is counterproductive if you have rudder pedals, as it conflicts with your input. Padlock is very useful if you're not the owner of a head tracker or VR... Most people start with easy comms, then learn the radios, etc.
  5. The fun fact is, an "Autorefuel" would be the easiest solution with the least impact on development, as everything is already in the sim. Lock controls from player and AI AAR process. A simple Radio menu option that triggers the lock controls and activates AI AAR, when you are "ready pre-contact", then unlocks controls once you are on the right wing holding area. That said this is not helpful to learn or ease the learning process. That's where the adjustable aids are far better.
  6. Agreed, that's why I propose a magnetic tether and an adjustable "contact box". That could ease the actual AAR process and can be tuned down, when you improve. Like the axis curves people adjust until they have a better feel for the joystick.
  7. That's what I mentioned in my first post, IIRC. Together with a "magnetic/sticky" basket that would not disconnect at the slightest slip, when the tanker goes into a turn.
  8. Because the solution is a "creative workaround" to keep it polite. And the campaigns are a cash cow, as the large majority is actually flying single player... Anyway we will see, ED is aware of the "problem" and I am sure if they go for it, they will do it right, as an option, so everyone can play DCS the way he prefers, in line with their philosophy.
  9. There are more solutions than just an "out". I mentioned before a simple "magnetic tether" and an adjustable "contact box" from 0.5m to a large 5*5m box via a slider could help a lot. The "Autorefuel" cheat is more like the auto startup. Nice, when you know how to do it, but don't have the nerve after the 3rd or 4th DCS crash in MP.
  10. That's not correct. As I just said there is a reason Campaign creators invent crazy workarounds for AAR to make their campaigns accessible for everyone, even those who haven't mastered AAR.
  11. Or old and deteriorating...
  12. Absolutely, but a balance bike is a tool to help learning to ride a bike and find your balance, as well.
  13. First the "Problem" is, I want to decide on what I want to "waste" my precious playtime. That is my prerogative as a grown up. Second it is, as said before "far more difficult as in real life" (missing peripheral vision, no feeling of acceleration/declaration etc.) Third DCS already provides a lot of these "training aids" e.g. padlock view (for people without Head tracking/VR), rudder assist and auto rudder to ease the learning curve for war birds or help if you have no rudder pedals, easy comms, external views, target view... But the most impressive argument is definitely the fact that now three campaigns needed to create a scripting/skip-reload Mission workaround for AAR to sell their work to a larger audience, as they realized, the customers may not find it entertaining to "learn to refuel for 2-3 months" to play a campaign they paid for. What I simply cannot understand is why some people want to deny the rest a solution to their problem? Is it because they dread to lose their feel of achievement, because others could refuel without going through a months long learning process? Would they feel emasculated? I can't think of anything that would affect their own experience, when someone else could refuel a bit easier...
  14. That's bs... Sounds like a "wise man said", but is not reflecting real life in the slightest way. If you mount training wheels correct they prevent you from falling when slowing down and losing balance, when you start the learning process. This is true for a bicycle as well as for DCS. That's why there are so many "helpers" in the sim already, to hold your hand when learning, one step at a time. When you progress you adjust them , until you can remove them. When you can stop and dismount, without the training wheels touching the ground, you don't need them anymore.
  15. I would at least go with a NAVY and airforce variant. Then maybe subvariants at a reduced rate for owners of the main variants?
  16. No, french pack has insurgent vehicles, as well, and other stuff...
  17. +1 Use it in the Harrier and it is not just Immersion, but a great and reliablee Feedback to know when a weapon separated from the plane.
  18. Any chance we get a couple generic city blocks, were the city of Afrin is located? North Syria, near the turkish border, northwest of Aleppo. It is shown on the F10 flight map, just nothing there apart from the river and streets crossing. With Gaziantep now getting some love it will make that area perfect...
  19. I'll never understand why people who took the time to learn it, categorically want to deny others an option to help in the learning process, despite it has zero impact on their own experience while flying missions, apart from the couple multiplayer games where they would have to watch others succeeding faster/easier. The fact alone that campaigns integrate crazy "skip AAR" workarounds, is indicating a serious need for a more fine tuned "assisted" option, like the Rudder-Assist for warbirds to help players without rudder pedals or a crappy twist stick. If at least the tanker would talk to us, more than just "return pre contact", would announce IAS, the intent to initiate a turn... the boom operator dropping the boom into Position as a reference and move it around the canopy instead of making you fly around the boom... but anyway if the majority of DCS customers is flying SP and especially campaigns, for their own enjoyment, to the point where campaign creators have to consider AAR as a blocking point for sales and invent a "skip" option that should be enough indication to consider a less "intrusive" solution. The important thing is, we need this as an individual option and not a general change (easier) AAR. Like Rudder-Assist it must be possible to completely switch it off, if we want the full hardcore experience. A scalable adjustment that gives you an option to improve and dial up the difficulty when you get better, would be the best solution in my opinion.
  20. Actually we need a "play along" option were you can slow down the tempo and practice and speed up when you learned the tune until you "master" it. Just having an expert speed playing it for you again and again and telling you to practice is not going to help. An option for a relaxed "contact box" similar to rudder-assist or a magnetic lasso like effect that you can tune down or deactivate when you get better, would be a total game changer for newcomers. As an individual option it doesn't take away anything from experienced players or break anything.
  21. Yep, that's the interesting part. Campaign developers already "fix" the missing "easy" refueling with a "skip Option", as they realize that a customer may consider his AAR skills before buying a campaign... another very valid argument for an optional (!) easier way than spending a couple month worth of weekend game time training AAR instead of enjoying ones hobby. It's not so much "I can't learn to..." , more "I don't want to spent my very limited time on..."
  22. Die Karten des MilGeo-Dienstes sind seit immer auf UTM/MGRS. Erfunden wurde die Urversion glaube ich im WW II und hat sich dann nach dem Krieg in der NATO verbreitet. Die Transversale-Mercator-Projektion ist deutlich älter (18tes Jh.?).
  23. First of all, you're not wasting anyone's time, as you have a real issue here. You could check the keyboard binding for the coolie hat switch. If that works you may check the HOTAS keys and bind them again. Another possible root cause can be messed up default keybinds in the default or your .diff.lua Are there any red/orange lines with similar name?
  24. Es hilft übrigens auch nicht, einfach "mehr Kerne" hinterherzuschmeissen, um die VR-Performance zu verbessern. Dazu muss die Art, wie die Scene erstellt und zu zwei(!) Bildern verarbeitet wird geäündert werden. Einige Funktionen dafür sind in der Vulkan API wohl verfügbar. Das ist ED übrigens bewusst und tatsächlich meine ich mich zu erinnern das in einem Interview erwähnt gesehenh zu haben. Nur wie jetzt dutzendmal erwähnt, VR in 2x 2,5K Auflösung benötigt halt entweder einen Rechner wie im VR-Labor von VW oder Daimler, oder eine Grafik wie bei Lucky's Tale, oder die Scene wird so "geschickt" designt, dass du nicht 200km in die Ferne, über eine Grosstadt schaust sondern "zufällig" ein Riesen-Gebäude, Berge, Wände etc. im Weg sind, die den Blick versperren, bevor die FPS ins Bodenlose versacken. Wenn man aktuell "Retina-Auflösung" in VR haben will in Performant, benötigt man eine Varjo XR/VR-1 oder -3 inkl. dem Jahres-Abo der "Spezualsoftware, die die Treiber/STeamVR/Oculus SW ersetzt... und eine Firma, damit man das überhaupt erwerben darf. Consumer VR ist aktuell nicht leistungsfähig genug 90 fps in 5k Auflösung in hoher Grafikqualität, bei freiem Blick zu rendern. Entweder man lebt mit den notwendigen Kompromissen, oder man wartet, bis eintweder dei Hardware oder die Software/Render-Engines (VulkanAPI) in die Spiele/Simulationen integriert sind, oder Beides. Das mag uns nicht gefallen, aber wir können das leider nicht ändern, nur versuchen, aus dem vorhandenen, das beste rauszuholen. Für mich ist das auf VR verzichten und in 4K und voller Grafikpracht spielen. Für andere ist Grafik runterdrehen und in der Reverb G2 mit Reprojection 40-45fps was sie glücklich macht. So ist das Leben nunmal.
  25. Erkläre mal neue "Software" und "Maximum herausholen" im Zusammenhang mit Free-to-play? Die Module werden ja weiter Supported (nach über einem Jahrzehnt) und sogar kostenlos aufgewertet (Grafik und Texture Updates der FC3 Maschinen, A-10C, etc.). Die Major Updates auf 1.5, 2.0, 2.5 und jetzt 2.7 kosten ja nicht extra...? Oder habe ich da einen Denkfehler? Und ja natürlich musst du für eine Flugsimulation mehr Rechenleistung und generell fetteres System einplanen, als bei einem Arcade-Shooter ohne komplexe Systemsimulation im Hintergrund. Das war schon in den späten 80er, frühen 90er-Jahren so und hat sich nicht geändert, Aussee dass sich die Grafik und Simulations tiefe massiv verbessert hat. Wie von anderen bereits erwähnt, arbeiten ne ziemliche Menge der Entwickler an der World, also nicht nur Wolken, sondern Updates der Modelle für den Mission Editor, sowas wie den Warehouses und Logistik, neue Modelle, Schadensmodell... nur das nehmen viele gar nicht wahr. Oder wem ist aufgefallen, dass die Modelle alle nach und nach Desert Skins Bekommen haben? SCUD, Silkworm, neue Soldatenmodelle für MANPAD etc. platzierbare Züge zum zusammenstellen, coole neue Conditions im Script/Triggersystem, neutrale Faktion... All das machen nicht die Heinzelmännchen.
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