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Everything posted by Tom P
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My group had a couple this weekend, one A10c2 and the hornet
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- birds setting
- request
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Problem: I mentioned it before but the AI call outs are stepping on the voice lines and pushing the messages away. For example Mission 5 AL-TANF I had to pause and read the message history to see what is happening. I know we're supposed to tune to freqs but until this AI radio issue can get fixed can you just use the voice lines triggers as a SOUND TO ALL or GROUP so we can turn down the radio volumes. We don't need to hear the AI reporting. If not because it would cause a whole mission rework, totally understandable as I make missions as well.
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Ordered.
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Fully aware there is a slider to increase chances of bird strikes but it would be nice to know you had a bird strike minus one of your engines just going out randomly. I have a lua script to tell a player if they had a bird strike but other then that you're just flying along and your engine goes out. No other signs visually or audible of a bird strike. Some ideas: - Visually see the bird before impact or flock of birds to avoid them. - Visual bird marking on aircraft(blood). - some kind of audible noise like a thud on impact or your engine taking a bird. Next level: - A way the mission editor can implement bird density areas and altitudes. - Canopy damage or bird bouncing off with the sound effect to follow VR users would crap themselves But seriously please make a change to the current system, having your engine go out randomly without any indication it was a bird strike is weird.
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- birds setting
- request
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But they have our support
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What would be the limitations to not getting more AI aircraft? Why can't we get a F-111, Gripen etc etc? I'm aware there are mods but what's stopping the eagle dynamics team from adding more in game flavor. I'm sure the everyone especially the 10+ year DCS veterans would love something new.
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HMCS visor Up/Down binding missing
Tom P replied to AlexCaboose's topic in Controller Questions and Bugs
I sent a bug report up. Happy flying. -
HMCS visor Up/Down binding missing
Tom P replied to AlexCaboose's topic in Controller Questions and Bugs
Just confirmed the command name is different now. It's the first toggle mirrors options -
Oh I know the damage model isn't accurate at all. The SA6 can survive 20mm cannons with their paper thin "armor" haha. I just wish the premier aviation combat simulator was extended past the cockpit for realism.
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I already know how this is going to go with tankers being low priority. I'm requesting that we can call up the tanker and have them adjust speeds by the F10 radio menu or by speed or type of aircraft. Currently in the mission editor we can only set up speed by waypoint or orbit. Which is fine if everyone is flying the same aircraft. BUT not everyone flies the same aircraft. Instead of having tons of dedicated tanker racetracks all over to cater to individual aircraft speeds, have a few racetracks that can adjust to a speed request. Example: There is only 3 racetracks on the map, one boom and one basket. - Boom is set up in their orbit and an F-16 shows up and requests a speed that works for them. Later on an A10 shows up and requests a lower speed because they're not fast but need gas. - Basket is in their orbit and an F/A-18 shows up and requests a speed that works. Later an AV-8 show up and needs a lower speed because they need gas. - The racetrack that has the perfect speed for you? Yeah they're too far and because we can't request them to come to us, now you're not going to make it. As of right now, good luck hopefully you can catch the tanker or don't stall out behind the tanker. Here is my other tanker radio menu request:
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2025 bump. Tracking currenthill has a mod but that would mean others needs the mod installed for a server. A javelin team that's hard to see in a good fighting position would wreck main battle tanks and would be awesome to add to the game. Make it playable through combined arms. I can help with the CLU tracking gates
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How hard would it be to implement damage based on hit location? I understand there is a health bar but I don't think it would be to hard to detect where the hits are impacting. But I can be completely wrong, If its not hard and possible can we get the following: 1) Mobility kill: vehicle is damaged and can no longer move. (shot out wheels/tracks, damaged drivetrain) but can still defend itself. 2) Degraded weapon system: example main gun gets damaged now the unit is down to their next weapon, normally a coax(machine gun) 3) Degraded aiming: Main optic is damaged and is now using the backup "iron" sight.
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All the teen series boys would convert so fast
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ETA on ground crew acknowledging static objects.
Tom P replied to Tom P's topic in DCS: Supercarrier
Just like real carrier operations! -
If I remember right it has something to do with how the configuration is set up for the aircraft while on the ground. It's not able to do both functions at once. If I remember correctly And because of that we only have the drogue basket option available. At the end of the day the boom is just eye candy that only a few people see because going to the tanker is scary.
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Wonder how many people actively have it so I can run it on a public server. Unfortunately
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Add something new to the AWACS museum . More modern but since it's a DCS Awacs it would just be a cool looking AI.
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Makers are most likely waiting for more stuff to get settled. "New" maps when they get patched most likely move stuff around which can mess with missions. For example when Syria launched, every patched added/removed cities/towns to make it more accurate. Currently a lot of areas that are not around an airfield are not accurate.
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An emote wheel or hot keys to do different hand gestures/signals. Would be pretty cool for those that fly close formations to be able to throw up signs. Could implement this either by the gestures going straight ahead towards the nose. Or based on head placement so if I'm looking to my wingman on the right the hand signal will be more oriented that way. And with all the cinematics taking place this would be even better. Some examples:
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ETA on ground crew acknowledging static objects.
Tom P replied to Tom P's topic in DCS: Supercarrier
This is irrelevant, I just went on a multiplayer server and proved this by reslotting into 8 different hornet spawns, all starting in same spot. I never heard anyone say while on the carrier. "Oh I spawned on slot 11", and I have been making missions for awhile now. The average DCS player is not going to know what the slot number is. They're going to slot in and take what they get, or they will reslot and keep spawning on the ramp. They are also not going to know because they are in slot 5 that they're going to cat 1, they will just follow the ground guides. I'm not starting a fight or any drama I'm just pointing out the obvious. The super carrier is a $50 USD product and is a super small niche mainly aimed at 2 aircraft and there is an issue that needs be addressed and fixed. Not sit on the burner. -
ETA on ground crew acknowledging static objects.
Tom P replied to Tom P's topic in DCS: Supercarrier
Some other options for a quick fix until this is fixed. 1) the mission maker has the ability to select the spawn slots like the airfields. 2) A F10 comms menu option for the carrier spawns to select a cat if the ground crew is directing them towards a cat that has vehicles parked. Example cat 2 is blocked, divert to cat 1. -
ETA on ground crew acknowledging static objects.
Tom P replied to Tom P's topic in DCS: Supercarrier
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Yeah my whole group does AAR, and do a "qualification" just to get some extra reps and practice in so we're good for missions. This is supposed to be the premier aviation combat sim and guess what is a huge part of military aviation.... the tankers. Can't imagine being the person whose supposed to drop a bomb on the X at a certain TOT but can't do it because they were bingo and went back to base instead of a tanker track.
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Eagle Dynamics obviously has a tanker overhaul on the low priorities of work. The truth is only a small percentage of players actually use the tankers. If the tankers were more commonly used then there would have been overhauls and simple fixes such as the barely visible PDL light on the KC-135 at night. The actual flood lights on the KC-135 that illuminated the fuselage for the tanking aircraft. Probably even some hose and basket physics. But the fact is, the chad CAP pilot will fly 300miles, orbit on station for 15 minutes and fly another 300 miles back instead of hitting the tanker that's on station because it's "to hard". Unfortunately the wish list section on this forum is just that, a wish list. Maybe we just need to pitch them the idea of the "Super Tanker Module" Pack and hope for something within a 5 year window.
