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Flight Simulators
DCS
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Location
Australia
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Yes well i can definitely understand why third party developers might have money issues... But ED isn't exactly scrounging for capital.
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Yes that 7 years that the F-16C was in "Early Access" sure was reasonable.
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Your bar is incredibly low.
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I mean it'll be like 50% off on it's release out of EA by 2031 if you can wait that long. It only took three years from announcement to EA.
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+1 if they finish off the Crimean Peninsula and the rest of the Ukrainian territory bordering the Black Sea.
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Man out here doing the Lords work.
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Concur, is needed. If for nothing more than simplicity and streamlining in making triggers now there is an .lua script for it.
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Keep pullin up them bootstraps partner Seriously though nothing you're talking about here has anything to do with this and just falls back to the argument of "Git gud n00b". It's a computer game, not a disability pension.
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The only arguments I've ever seen against it are either "It simply can't be done", which it definitely can be, or it boils down to "Skill issue, get gud, suck it up and learn it, just practice, just use unlimited fuel if you want to cheat" Doesn't that mean people want it if it's consistently being asked for in comparison to other wanted features?
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No what i'm asking for is accessibility for more players and mission makers. Because AAR is a necessity in a lot of user made missions. Typically nobody except for organised groups use AAR in multiplayer because in PVE/PVP servers you're never alive long enough or are never far enough away from an airfield to need it. I've seen plenty of people on PVE servers just out in the ocean practicing AAR, but that's only because they want to, because they have the option to either take off from a carrier or to take off from land. Key word there being "option", playing the game how they enjoy playing it. It's about OPTIONS. Options for mission makers and people of various skill levels to enjoy a computer game using semi-realism as they want to. If people enjoy doing AAR the normal way, cool, so be it, nobody is trying to take that trophy away from anyone. Just like many other options, you should be able to enable or disable it in your mission or server parameters, depending on how realistic the server or mission maker wants it to be. Just like tags, just like realistic flight or arcade modelling, just like forcing cockpit view on or off, it's all about options and choices that make for peoples own particular play style and not about people thinking they're superior to others.
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And how does it affect you in any way shape or form? To have an option that you may or may not use depending on the way you want to play a computer game... Help me understand how the concept of an easy or auto AAR option is so offensive to some people. All fantastic condescending points, thanks for the derogatory contribution.
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Concur No and also no.
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Even a "Set unit fuel" trigger would be helpful, I mean there's scripting in the mission editor to "get unit fuel" and people have created scripts to check a units fuel and display it on screen in a %. But as far as the player aircraft goes, there's nothing built in or easily doable from .LUA to add or remove fuel from the players plane, which would be the simplest solution for staying in close proximity to a tanker. If unit A is within X distance of Unit B then unit A Setfuel 100%. And have a timeout trigger for X amount of seconds. Done. All we need is a "Setfuel" command. There is a "SetUnlimitedFuel" command but that only seems to work for AI units.
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Good contribution to the discussion. I'm more thinking of the single player user made missions. DCS campaigns and missions don't have a lot of AAR from what i've seen, but i've made a whole bunch that do require you to AAR if you've been on the throttle a little too much, and even I kinda get over having to do it. It's really more for accessibility from my point of view, like people getting into DCS by starting with an FC3 aircraft and working their way up to the more complicated models.