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MonnieRock

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Posts posted by MonnieRock

  1. CTBlankenship,

     

    Almost time to break out the Scotch and a nice Cigar.

     

    Create a autoexec.cfg for both client and the server. You "should" see your server in the multiplayer list as a result.

     

    To connect the client direct IP to your server from the multiplayer menu(in case it is not in the list), that is where you enter the LAN IP. Probably should add the port. example 192.168.1.1:10308

     

    "Error starting server" Double check your sever cfg files. Not at my gaming computers so someone else may chime in

     

    If I remember correctly, what I did was create a multiplayer game with my client(since it has a user interface) with all the settings I wanted, then closed it, transferred that cfg file to my server. Tweaked from there in the "Local Web GUI"server page.

     

    Have not played DCS since August so I can not remember the names of the files (It is hell getting old)

  2. CTBlankenship,

     

    If both machines are on the same LAN, to access your server from the client you need to enter the LAN IP example 192.168.1.1

     

    Secondly, try adding this line to a autoexec.cfg on both machines

    net.force_ipv4_lan = true

  3. IRL, end speeds are determined by charts and tables in Aircraft Launch Bulletins (ALBs) that are referenced by the shooters. A number of factors, including wind, weight (given to the shooter by the pilot) and environmentals, will determine the parameters for the shooters to set the CSV (capacity selector calve). It’s a bit more complicated than most people realize. For example, a sufficiently asymmetrical loadout could have a more powerful shot than a symmetrical heavier loadout. Regardless, to the OP, 200 knots is pretty high. Don’t think I know of anyone that’s seen it that high.

     

    For more information on catapults, a quick google search yielded this resource.

     

    http://www.navybmr.com/study%20material/14310a/14310A_ch5.pdf

     

     

    Thank you GB for the link:thumbup:

     

    I enjoyed reading that :book:

  4. Nobody but ED themselves is trying to pull this out of early access. They took on an enormous task sure but they decided to do it and also decided to take money for it. Find me a piece of software not in the gaming world where you sell a product and then claim its finished with 20 or so missing features. The companies that you sold it to won’t be happy and that’s a lawsuit for sure.

     

    The fact that some here want to blame the consumer for ED mis estimating their own product and then claiming that it’s in a state which it is not and won’t be is curious.

     

    :thumbup:

  5. In the same sense, why does it matter what it is called as long as all items are completed and working bug-free?

    .

     

    1. Accountability

    2. Correct status

    3. Creates goals for the company to complete the product to change status to "Completed" "Released" "Final Product"

    4. Instills consumer confidence.

    5. Follows the guidelines ED set following Steam's Early Access Definition / guidelines

     

    Transitioning From Early Access to 'Released'

    When you consider your product "feature complete" and no longer in a significant state of change, you may transition from Early Access to 'Released.' It is worth noting this does not mean you should stop adding features or updating your product--you should keep adding content or fixing bugs as is appropriate for your title.

     

    Note: If your product is no longer marked as Early Access, the expectation from customers will be that your product is stable and delivers a complete experience.

     

    Happy Simming,

    Monnie

  6. Anyways, you are getting lost, the point is that Wags comment was about is being on this journey together, and we feel all of you are important to that journey, that together we are stronger, and we only hope that taking a step back and reflecting on these changes, and how they will impact things going forward that you will see it is for improving the entire process.

     

    :huh: Getting lost?

     

    Someone else here is getting lost because:

     

    ED, the ED Staff(including you), DCS, and DCS Hornet are not some candidate(s) to be my future Wife.

     

    ED, the ED Staff(including you), DCS, and DCS Hornet are a business, employees and a product I bought as an educated consumer based on this list. Which, is now changing post purchase. For the record, I could care less if EA lasted until all the items are complete and working bug free.

     

    If ED wants to change the terminology, great, do it for new items for purchase that arrive for sale after the change.

     

    Happy Simming,

    Monnie

  7. Let me tell you what I think will happen:

     

    1. Hornet get's labeled out of EA with all those features missing

    2. Viper gets in the priority development and hornet goes into the "slow burn" (to use ED's words)

    3. Features will take forever to be developed and we will be very lucky if we get the originally annouced features by the end of 2022

     

     

    I support your theory 100%. :thumbup:

     

    Especially considering that the missing EA features when transitioning to "Out of EA" have been renamed as "DCS: F/A-18C Hornet Improvements in 2021:" :doh:

     

     

    If I am wrong, come 31DEC2021, I will publicly admit I made a mistake in judgement, apologize to ED, and buy a EA module at that time. :thumbup:

     

    Happy Simming,

    Monnie

  8. Great, we have a protocol. Follow Steam's Early Access definition / guidelines :thumbup:

     

     

    But let’s take a small step back and ensure we all agree on the meaning of Early Access. Despite a small number of customers believing that it means ‘feature complete’, the term seems to be self-evident. In fact, it is not defined by us but to us from our friends at Steam. It is one that we will continue to adhere to for the sake of clarity and the avoidance of doubt:

     

     

    Great, we have Steam's Early Access definition / guidelines :thumbup:

     

    Keywords

    1. Steam Early Access

    2. Still being developed

    3. Unfinished

    4. Continue to develop for release

    “Steam Early Access enables you to sell your game on Steam while it is still being developed and provide context to customers that a product should be considered "unfinished". Early Access is a place for games that are in a playable alpha or beta state, are worth the current value of the playable build, and that you plan to continue to develop for release.”

     

     

     

    Great, we have Matt Wagner's interpretation of Steam's Early Access definition / guidelines :thumbup:

     

    Keywords

    5. Work in progress

    This definition is quite clear and valuable. Delivering a product with the qualifier “Early Access” helps set the context for prospective customers as it provides them with information about the initial state of completeness in addition to describing our aspirations and objectives. The term Early Access ensures that customers fully understand and recognize that they are getting involved with a ‘work in progress’.

     

     

     

     

     

     

    Summary of Steam's Early Access definition / guidelines and Matt Wagner's interpretation

    Keywords

    1. Steam Early Access

    2. Still being developed

    3. Unfinished

    4. Continue to develop for release

    5. Work in progress

     

     

     

     

    Great, huh what? This is confusing :huh:

     

    Keywords

    6. No longer be in an early stage of development end of 2020

    7. Out of Early Access

    8. Late development status

    9. Still working on adding / unfinished features

    We believe that by the end of this year, the Hornet will no longer be in an early stage of development and hence we will qualify it as ‘Out of Early Access’. This does not mean that we will stop working on it by any means. It is a definition to assist the prospective Buyer in understanding the status of the product by qualifying its late development status.

     

     

     

     

     

    Questions

    A) Does Steam's Early Access definition / guidelines differentiate "early stage development" from "late stage development?

    B) Development means still being developed?

    C) Development means work in progress?

    D) Development means unfinished?

    E) How does the Hornet qualify as "Out of Early Access" if keywords 1, 2, 3, 4, 5 still apply?

     

     

    Happy Simming,

    Monnie

  9. So simple even a caveman can do it

     

    Hummm Survey :doh:

     

    One does not need a survey because the situation is so simple.

     

    1) Hornet main priority should be completing this list before removing early access status.

     

    2) If ED wants to redefine what early access means, fine, but do it for the module(s) that are sold after the new definition has been listed on the product's purchase page.

     

    3) Module(s) that fell under the current definition when purchased need to be honored until feature complete.

     

    Happy Simming,

    Monnie

     

    P.S. If you really enforce the "Note that this is all very much subject to change for our mid-2000s F/A-18C USN Hornet." and neuter the listed items here and / or drag your feet on the "Hornet Improvements past 31Dec2021, you will lose massive consumer confidence.

  10. Where ED and everyone else seems to disagree heavily is leaving ~27 features for "after early access release", which I think is fair. The product should be in EA until the planned feature list is complete, even if that happens in 2021 or later. I think the disagreement is less about the timeframe and more about marking a product with so many features missing as "out of early access".

     

    I posted on reddit to nick my actual main thought, but hoenstly the items on the ORIGINAL pre-order sales page need to be completed for it to be termed 'Out of Early Access' .. you guys might have changed it's page (and the vipers etc) to no longer have those lists but we brought it with said list. To move the 'goal posts' after the point of sale is just wrong on soo many levels.

     

    As I said in the response to Nick, I get it.. some of those features need core DCS World update to be finished, in that case say as much and explain it properly or don't remove it out of EA until those items are done.

     

    Don't get me wrong, I wouldn't mind supporting EA for another year or something. It's this new attitude to call modules 'out of EA' even though they are still lacking a lot of promised stuff that freaks me out. Luckily this time I'm not the only one. Maybe ED will reconsider?

     

    I agree gentlemen. This whole announcement does not sit well with me. :doh:

     

    Questions for ED:

    1) ED, why create all this when all you have to do is say "Hornet will still be in Early Access until 2021"?

     

    2) ED, will the hornet be labelled as "Incomplete" or "In Development" after removing the "Early Access" nomenclature?

     

    3) ED, your whole defense since the release of the Hornet module about bugs/incomplete feature(s) has been "It is in Early Access, if you want the module feature complete, early access is not for you. Wait until out of Early Access.". What will be the next nomenclature to be applied to the Hornet Module to suppress consumer dissatisfaction because of bugs/incomplete feature(s)?

     

     

     

    My feeling and opinions:

     

    From ED's store page:

     

    What is DCS World Early Access?

    Early Access is an option for you to play this module in an early state, but it will be incomplete with bugs. The time a product remains in Early Access can vary widely based on the scope of the project, technical hurdles, and how complete the module is when it enters Early Access. Eagle Dynamics and all of our third parties strive to make this period as short as possible. An Early Access module can be played on both the Open Beta and Release versions of DCS World. Once the module exits Early Access, you will automatically have the Release version.

     

    I fully agree with this policy and purchased the product in agreement. :thumbup:

     

    However completely disagree :no_sad:

    Out of EA=Release = incomplete with bugs , but we are still working on features that were listed to come during Early Access / plethora of bugs to be addressed.

     

    ED, please reconsider keeping the Hornet in Early Access until being feature complete and bugs squashed even if until 2025 to avoid the perception of :badmood: over the company.

     

     

    Happy Simming,

    Monnie

  11. There isn't much point to any of the artificial communications with the carrier or air field ATC. It is rote repetition of meaningless communication with no purpose.

     

     

    One of the first tenets of proper radio communication is that the message must have a useful purpose for the receiver. If it doesn't, the communication is unnecessary and should not be transmitted. The receiver in this case is software that already knows everything you know.

     

    It is much like the milsim tards who broadcast inanities in the effort to sound "cool". For example, calling bullseye coordinates for kills, something done in training to let the "killed" know they are dead. Something obviously unnecessary in an online game or simulation where the dead guy (AI or Human) knows he is dead.

     

    I hear all sorts of this stuff in game and I understand the desire of humans to at least attempt human to human radio communication, even if a lot of it is unnecessary fluff.

     

    I do not understand the desire to be forced into a rote series of artificial "radio" calls and frequency changes in order to land an airplane. It is one of the most annoying "features", having the game constantly telling you to hold position or unable to clear for takeoff or the other gibberish. I wish I could turn it all off and folks want more of it.

     

     

    I respect your opinion. Easy comms (a game setting) is for people with similar opinions as you. Turn off all comms if you want.

     

    To me, a HUGE part of aviation is managing the radios. It's one of the tasks. Civilian,commercial,military all have radios in the aircraft for a reason. I even listen to airport comms while I am surfing the web. It is interesting to me.

     

     

    Happy Simming,

    Monnie

  12. Obious,

     

    I for one would think it would look great being in the LSO/Air Boss position seeing something like you describe. As well as when the cable retracts back into position for the next aircraft.

     

    Happy Simming,

    Monnie

  13. I hope they reconsider too.

     

    Other than having the correct dimensions, realistic radio (ATC) was the major selling point for me. I assumed(yeah, my mistake) realistic meant all the different frequencies for the appropriate roles(tower,marshal,LSO,etc) in CV cyclic ops and CQ ops.

     

    So does this mean I will hear ball calls/wave off/bolter, while I am inbound or in the marshal stack from other aircraft recovering?

     

    Does this mean the same voice actor does tower.marshal,LSO? No gender or accent mix?

     

    If so, how does it not step on other transmissions? For example: "You are signal ,bolter bolter bolter ....charlie"

     

    Happy Simming,

    Monnie

  14. Dear Kate,

     

    1) Is a public bug tracking system so users can view acknowledged/reported bugs, add bugs still in the pipeline? The forums are a nightmare for bug reports.

     

    2) When your Flight Modeling Engineer has time, please correct the Negative Static Roll Stability of the F/A-18C in Powered Approach Mode. Should be Neutral Static Roll Stability.

     

    To everyone at ED and their families, stay safe and healthy during these crazy times.

     

    Happy Simming,

    Monnie

  15. A time demo benchmarking tool would be great. Similar to something like a lot of the First Person Shooters have. Would remove all variables when collecting data.

     

     

    Have the tool report results and build a full development level log.

    A standardized test.

    How easy would that be for users to attach to every bug report post !

    No more "could you please provide a track" when trouble shooting core/hardware issues.

    No more "I get 100fps" from one user and another user with same hardware "I get 30 FPS".

    Not only would this give ED Engineers consistent data for trouble shooting, the community could have a tool to provide data with.

     

    Another possible benefit for having a built in time demo benchmarking tool would be the additional exposure DCS World would receive by having tech/hardware review sites using the time demo in their reviews. Imagine the hits/purchases, if something like GamersNexus / Linus tech tips etc added DCS World to their suite of game benchmarks when publishing reviews.

     

     

    Not a track replay. An actual tool.

    Tracks do not react well with version changes/repeated playback.

    Tracks limit the content being tested via DRM.

     

    The time demo tool needs to run a scene that has cockpit views,external views of different air frames, flying in different areas of terrain, views of ground units, explosions, weapons deployment, etc, to get a good grasp on the complete simulation.

     

    Have 5 different settings based on the graphics settings:

    1) Low

    2) Medium

    3) High

    4) VR

    5) Custom

     

    Maybe add an "Ultra" or "Extreme" setting which is a full blown everything setting maxed out. "Ultra" has a ring to it gamers /testers identify with. "Can it run Ultra?"

     

    A) Resolution setting

    B) Anti-Aliasing setting

    C) Anisotropic Filtering setting

     

     

    Offer two delivery methods:

    1) Have the tool built into DCS World

    2) Download for just the tool without full game installation.

     

    Results:

    1. An overall score

    2. Average Frames Per Second

    3. 1% Low Frames Per Second

    4. 0.1% Low Frames Per Second

    5. CPU core(s) and usage

    6. GPU usage and VRAM usage

    7. RAM usage ( physical,virtual,commit standby)

    8. Create a full development level *.log

     

     

    I am 100% confident between the excellent Software Engineers and GlowingAmraam, they could make a showcase tool with a scene that will entice many. :thumbup:

     

     

    Happy Simming,

    Monnie

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