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Thisdale

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Everything posted by Thisdale

  1. The F-117 would be incredible. Such a unique aircraft.
  2. I wanted to make a post about this, but it looks like you beat me to the punch! I agree with this wishlist completely. Actually, i'd opt for a Pop-up menu or Wheel-based selection which you can use the "LookAt" fonction while in VR to select the desired Radio Option. This would make things very fast to issue commands and most importantly, discuss with JTAC and ATC (which is always a pain and tedious).
  3. Hey Phuz, Sorry to ask, but would you happen to have a screenshot of the MFD setting you're talking about? I took a look but couldn't quite understand what you were explaining exactly. I'd really like to try out this... Custom "Carpet Bombing" :)
  4. Hey Sickdog, Pretty damn nice app mate! especially love the notepad! I haven't used it "in-game" yet, but been fooling around a bit with it to see in how many practical applications i can actually put it to use. I have one suggestion for you; concerning the encyclopedia-side of things, an interactive RWR section would be great. Here's what i mean; a quicker list of all the RWR icons list, which are all clickable (tap), which in turn, loads its critical information list (engagement distance, max distance/altitude reach, toa...)and a small picture of the threat, to make it easier to spot on the TGP/MAV. Basically, here's at it'd go; 1. find and tap the RWR code as it appears on your HUD 2. Pop a window/new page with critical information on threat 3.1. Offer possibility to link to Encyclopedia for further details 3.2. Back button/finger swap to return to the Notepad/RWR interactive listing. Also, this option should be selectable from the notepad view as it will most likely be the one open while in-flight. Keep up the excellent work! This is totally awesome. Edit: I can't give Rep for some reason; but i'd definitely add a +1. Cheers,
  5. Thanks a lot for the info guys. However, Ive been trying to get this to work for a good 40 minutes now and i have absolutely no idea how to make it work. This TightVNC thing, i have no idea what it does, it seems to be a file sharing software, i see absolutely no monitor or resolution settings anywhere. I am completely confused right now :S It basically creates a clone of my screen resolution in a window, but Win7 will not detect it as a second monitor, it still only detects 1 monitor.
  6. Hey Alpha, Wow, that's an interesting concept. I investigated the Matrox approach but it doesn't really work on "non-matrox cards" unfortunately. This however, might just work. I'll give it a thung tonight, see what happens. Thanks for sharing this!
  7. Alright, I've tried as much as i can to find a way around this, even asked tech guys at work. Nothing seems to do the trick. The only choices are "intrusive MFD/other" displayed over game or [buy] a secondary monitor... I would suggest you add this information to your website and applestore description of the product, because it could be felt to be misleading. I purchased this, but can't really use it properly. I would also suggest you get in contact with DCS and try to get their support on this. A way to export all necessary information to your device would be great. Thanks for your help.
  8. ok, i haven't tried it yet since i'm at work at the moment, but a quick question; I have a somewhat old laptop i could use as a secondary monitor (if windows will let me use it of course - gotta try that). Would that allow me to export all necessary content there then? somewhat like what you're doing? thx
  9. ah ok, but then, when i play, those MFDs will be displayed on screen as well? what about the CDU and UFC? Where do you put those? I'm not sure i quite understand why i'd play if all these are displayed on screen, over the game itself... (?!).
  10. Hey Boarder2; Yeah ive been going at it for about an hour now. i played with different resolutions and such. It really comes down to this i believe; The iControl requires 2 monitors to work. So since i do not have 2 monitors (win7 only detects 1, and wont let me create a second one, even virtual), i cant run iControl properly. nevermind the odd resolution, but check that screengrab i just did of my desktop game running: Basically whats happening is, icontrol will run whatever area i designate (grey area) regardless of the set resolutions. so the CDU and MFDs will display properly on the ipad(2), but the game wont be playable since the single screen i use needs to share all the visual information. so essentially, this makes the whole exercise mute. unless im missing something i do not understand... i believe what would be needed is for a way to tell iControl which area of the *grey area* to display in full screen, while sending the rest of the information to the Ipad.
  11. Hey Boarder2, Got me the iControl DCS today on the applestore. Looks sweet. However, cant seem to get it to work properly. I run on win7 and i only have 1 monitor. Windows wont recognize a second monitor (cause there isnt another one connected, only the ipad2) and so, i cant play the game fullscreen with iControlDCS... Basically, the screen which shares the MFDs and CDU and stuff is the same one that shares the cockpit view... and since i dont have access to a second monitor, i guess the system doesnt want to simply put stuff on another virtual monitor? ... ideas?!
  12. Terribly sorry to jump in here, but i disagree with 100% of your statement. Let me clarify why in the most humble way possible; Rewards and ackknowledged accomplishments are an intricate part of any functioning body; business/politics/personal... be it a game or real life. It needs not be experience points and meaningless "levels"of course, but a recognition for valor and efforts towards a greater goal. Please take a look at these, these, or even consider the experience badges the flight instructors of Jetstream wear; remember that 2000hours of flight on the Hornet Badge Flayling and Spanky and others wear? These are all "achievements"; Acknowledgements of valor and experience in service of their chosen profession. Consider also that most military countries on earth have a "reward" (read:achievemnet, thank you, good job) for being shot and survived. The USA calls it the Purple Heart. This is contrairy to what they say in Jetstream (flayling uses the term Spoonfeeding specifically; meaning that they are "feeding" their students one little bit at a time, even tho their "buckets are full"). Furthermore, repetition (as i previously mentionned in my earlier post) is spoonfeeding. I think you might confuse the term with "making it easy on the student", which is not the subject of the conversation in the Jetstream video, or the forementioned article. Things always need to be User-friendly; the more user-friendly, the more fun it is to learn it, and the quicker it will get learned, as the information is assimilated faster. To this point, i'd like to stress also that in shows like "Jetstream" (a perfect example of this), the students have 24hours teachers with them. They have questions? they get answers. Don't just read in the 8 episodes... they have been practicing for 8 months... i'm pretty sure they didn't spent this whole time simply reading the hornet's manual alone in a little room or roamed the internet to finally learn why (not how) a SPI doesn't go easily from their TGP to their MAV. They get help. And in the context of their profession, it is like us purchasing a product and loading the tutorials. The difference here is that simulators have a tendency to forget about this important part of the game; and developpers believe that; 1. The clients who buy a simulators "know what they are getting into" 2. The clients who buy their simulators "already know enough about sims and armement and such to function properly out of the box". The Author should definitely stick to his fantasies about learning made fun. The best selling games in the industry are FUN, not work. This applies to the most hardcore of games... the more content, the more fun there is to be had learning it; hence the more opportunities for a product to be oriented in that fashion. And no, not everyone "gets it" by re-reading the same line of text in a manual for the 100th time, i certainly do not. I have to go out of my way to ask people for help and watch youtube videos and read forum posts that better explain the intricate mecanics behind the functions of whatever i'm trying to learn. Flight Sims are HARD, and they are certainly not the most popular of softwares for the general public. If a company that creates those are willing to simply push the teaching aspect of their product a little bit, they'll simply get more sells out of it. And this, does not mean they have to dumb down their product to reach that goal.
  13. Oh, i'd like to add something to this, since i've been typing this post bit by bit all afternoon and upon re-reading m post, forgot to mention something important. One key factor of today's gaming experience is the internet. It is much much much easier for players to find the necessary information to their troubles. Some forums and websites are especially good at forwarding, sharing and helping newcomers (dcs, check-six, simhq to name a few), but for all those good intentions, this will -never- be part of the game package. A lot of consumers will buy the game, and find themselves overwhelmed with the amount of things to do/not so well explained/and no feedback on if it eas good or not. It is not excusable for a product to rely on its online community to "teach" their new consumers about their product's features. If the consumer must "go on the net to download additionaly information, search for stuff on forums or go through the hassle of downloading user-made mission tutorials or videos", the production team did not do their job at their best. Now i'll close this by saying i know exactly what it is like, since i do that for a living. It is HARD to do that kind of material, test it, playtest it and make sure it actually performs as it should, but it is still crutial to build a good and solid relationship with its clients to constently reward them for their efforts, and 60% of that work is done through first few hours of gamepay; the tutorials and game setup. Cheers,
  14. Hey, I'd like to offer a count-point to your argument concerning the forementionned article you posted ( which i quite enjoyed). Ithink the point the author tries to make in his article is not about dumbing down the product; which would both be a tragedy and travesty of course. It has to do with its accessibility. Ironically, the principle of accessibility is very well suited to dumbed-down products as found on most console-oriented games (like the xbox360 or ps3): the principle of console platforms is for the product to be easily accessible and become rapidely familiar with everyone in a household. Now if that means pressing 1 button to perform 3-4 contectual actions, so be it. However what i am refering to here, is that most console games, under a very tight supervision from the console makers themselves, go to very long and hard lenghts to create extensive tutorials that explain all the mechanics and controls needed for the player to go through the whole purchased experience. Furthermore, these same products go to some length to take the player by the hand to make sure the tutorial content be fully assimilated in the first few "levels". Essentially what i am getting at is, these console games teach by repetition. Now games like DCS's A10 do not have such well designed and implemented features. They instead have complicated and very theorical tutorials. This in itself is not a bad thing, but as a consumer product, it isn't the most appropriated, especially if the company doing the product wants to make their product lucrative. To give an example better suited for my argument, a good way DCS could go on with their future products could be to create a whole campaign bases around teaching the player how to operate the A10, by slowly incorporate one [more] gameplay element with each sortie. Mission 1: startup, taxi, take flight. Return immediately to base, taxi, shut down. Now the important thing here (and the game should say that to its clients) is that its not important to memorise everything right away, what is important is for the client to have a feeling of accomplishement for doing things right. Mission 2: same formula as before (pratice by repetition) but inlude a gun run. Mission 3: same as mission 2, but at night. Learn about the onboard lights, navigation lights, night vision... Mission 4: same as mission 2, but add ground crew rearm for rockets, and go to the range for guns and rockets... Now i could go on but i won't; the point i'm making here, is that by incorporating "missions" from an "easy" theater of war, the player gradually learns the mechanics, gets reward (perhaps ribbons for good conduct, good aim, good whatever) and has fun by being implicated in the game and it's story, rather then being fed forceful theorical information over and over and over, which is not fun since the game doesn't reward the player and does not explain what is being done wrong. To conclude, i believe the main point being disputed in the article is not about the level of difficulty, which is normal in a flight simulator, but rather that it's not because it's a simulator that there shouldn't be a good and "soft" learning curve included in the package, which nowadays is expected in most game platforms, weather it's computer or console based.
  15. Just to be retro, I'd love to fly; the Grumman A-6 Intruder or the Vought F-8 Crusader Those were amazing aircrafts :) As for training purposes; the McDonnell Douglas T-45 Goshawk is way up there as well :) Loved flying all those aircrafts in FSX... But there's already a wishlist post, so i'll shut it now :D
  16. Cool thanks, i'll do just that from Wag's channel! Thanks for the tip :)
  17. Ok a friend told me about keepvid.com. Not the best alternative but it is something to consider! Cheers
  18. Just a question, but can't you share the flight plan to wingmen like you share a SPI? i though that was possible..
  19. Heyguys, Just jumping in to say this is a great initiative! I use my ipad as my leg note book all thetime with the flight manual or quick guide a simpleclick away. I'd love to have a more interactive version if those documents available for easier accessibility but i can'treally complain. However what you are doing hereisjust amazing! Technology at its best! As a suggestion, i don't know that it is possible, but having the posibilityfor the game to produce an email and automatically send the mission briefing and relevant information by email (as specified) would be great. We could all simply load the mail on our portable device easily. One thing is for sure, im in the processe of cumulating all the revelant information ican find on my ipad for quick use, including airport frequencies and such. Great stuff guys!!
  20. Hey guys, Would it be possible to make all the wags A10 videos found on youtube available in high quality downloads? i find those very interesting and quite useful to learn specific things that the tutorials do not show in the game. I often load them up on my ipad for review as im flying; same thing i do with the flight manuals i have stored on it in .pdf format. Thanks!
  21. All good with HDR and TSSAA, but that's when you look at your plane from the exterior with the shiny sun on the hull. Being a flight sim and all, shouldn't more energy be put onto things you will look "at" while you play? Aka Targets? Buildings? vehicles? Terrain? Explosions? catch my drift? This is the kind of things i'd like to see: http://cache4.asset-cache.net/xc/1866551.jpg?v=1&c=IWSAsset&k=2&d=77BFBA49EF878921F7C3FC3F69D929FDD0049236E489133B10F34EE9D587A839D73BDB44E060DBBBE30A760B0D811297 http://upload.wikimedia.org/wikipedia/commons/thumb/2/2c/US_Navy_030402-N-5362A-009_A_U.S._Army_soldier_stands_guard_duty_near_a_burning_oil_well_in_the_Rumaylah_Oil_Fields_in_Southern_Iraq.jpg/220px-US_Navy_030402-N-5362A-009_A_U.S._Army_soldier_stands_guard_duty_near_a_burning_oil_well_in_the_Rumaylah_Oil_Fields_in_Southern_Iraq.jpg http://t0.gstatic.com/images?q=tbn:ANd9GcQkrJnJuWkw8p_Zdr5XJLqI8inX31H7VhZLfZl6iqlRNKckHugd http://t2.gstatic.com/images?q=tbn:ANd9GcSqxn9e_8osxXXkEVh3SgG9FkiwjnHfvC8l-4RSifhVeV0RLZ9Scg http://t1.gstatic.com/images?q=tbn:ANd9GcS0G3VwqAwiPw6vRcbG4CLQQ61vTvuc1zg0VlpPkzIxRQLqjELvKg http://t1.gstatic.com/images?q=tbn:ANd9GcSQKI6iz4HjcvjfU5iRzA5gG8t4dui_i1ksZs--xeEvMqmCk8VZ and speaking of terrain... i'll post some of those again. http://www.youtube.com/watch?v=hAgcAVJ9MJE&feature=related And just to finish... those were all from 2008-2009... from an engine that's 4 years old... cheers,
  22. I disagre. http://edtruthan.com/tileproxy/tutorial/
  23. Graphics have nothing to do with flight physics and general aviation functionality. A10 simply doesn't have the graphical level of a DX11 game like Dirt2 or Crysis; or Birds of Prey and Apache for consoles. That's pretty much the end of the subject. But since everyone IS mixing apples and oranges, I’d say that a “better” or “realistic” simulator is no excuse for poor graphics. TileProxy in FSX is a very good example of what happens when developers hire a Art Director and an Artist. Although in TileProxy’s case, it’s a good Samaritan that actually did that in his spare time, for free. Certain games have an Art Direction, others buy books and posters and replicate in 3D with textures, but don’t quite bother with lighting and Visual Effects. It all comes down to the developers, the engine and the time/energy invested. You look at the final product and you see where they are at.
  24. Thanks for your answers mate, greatly appreciated! Yeah that's what i though. Not a big deal, i just wanted to be sure. I like to do things right and quite enjoyed the finality of FSX's. But i understand A10's about combat and not nagivation.
  25. ok actually, i think i figured it out. My DCS account user is "thisdale" where as my forum user is "Thisdale"... with caps. so i presume its not recognising it because of that. lol
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