

Squiggs
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How to keep Ground Units from killing eachoter so fast.
Squiggs replied to tikijoetots37's topic in Mission Editor
AFAIK the "immortal" setting only applies to AI vs AI. The player can still kill immortal units. I'm not sure how door gunners on a player controlled helicopter are treated though. -
On a normal computer monitor the night vision monocle displays in a reasonable place on the screen, but in the Quest 3 the monocle is so far "up" that I can only see the bottom quarter with the rest being outside my field of view. Is it possible to move the night vision circle down somehow?
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ED please include. Game literally unpalyable without it
Squiggs posted a topic in DCS Core Wish List
This needs to be included ASAP. Forget about updating Afghanistan, cancel the Iraq map, put the CH47 on hold. We need this: -
Mate, let's be serious here, the video starts with "Pimax sent me this headset" - or in other words "I will shill for this company so that they and others will keep sending me free stuff". As for not knowing where the stories are coming from - take a quick look on Reddit and that is just for starters. There are always going to be unhappy customers for any business (that is just a fact of life). But when all the unhappy customers complain about the same thing that raises massive red flags. As the saying goes, if one person calls you a horse, punch them in the face. If a second person calls you a horse, punch them in the face. If a third person calls you a horse, take a look in the mirror. THIS is what got me to bail out of Pimax - everyone is having the same problem and that problem is post sale support. The solution for getting customer support should not be submitting a ticket and then having to message some guy on some random gaming forum to actually get the ticket actioned in a prompt manner. This reeks of "we don't care unless it generates bad publicity". Take this how you will, but this is real world feedback of why you lost a sale from someone that was really impressed with the specs of your product and was this close to pulling the trigger on buying one.
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I know you can move them out of the way but I want to get rid of them altogether. Flying from the left seat, even with the sight stowed it blocks a lot of vision.
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If we check the "Civil aircraft" tick box in the editor we get a Huey without the gunsights (I'm talking about that stuff that hangs in front of the pilots). But as soon as we add door gunners it adds the sights back in (despite there being no need for them). Is there a way to remove the gunsights when we are not carrying rockets or forward firing guns but still retain the door gunners?
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I recently (as in they came in the post today) got some Thrustmaster TPRs. It is the first ever set of pedals I have ever used and it is taking my brain some rewiring to learn to fly with my feet. When using them, am I supposed to keep my heels on the ground and use the balls of my feet on the actual pedals, or put the arch of my feet on the pedals and have my feet completely off the ground? I know this is a general helicopter question, but I'm asking it here because I'm using them mainly in the Huey.
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How is there no info on a map coming to DCS in 2024
Squiggs replied to LimePartician's topic in DCS: Iraq
If we get Iraq this year I am the Pope. -
I was really considering a Pimax, but after reading some of the horror stories with post sale support I decided on a Quest 3. The Pimax seems to be a good product if it works, but if you get a dodgy one they will screw you seven ways to Sunday.
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I am working on a small campaign for the Hind in Afghanistan where one of the missions takes place at night, supporting a Spetsnaz ambush on a caravan. It's pitch black and you need to fly to the ambush site using the radio (F10 menu to get the Sptesnaz to transmit so you can orient yourself). Then in the actual ambush they fire illumination bombs every 120 seconds. But the bombs only last 90 seconds so you get 30 seconds of pitch dark. Have to time your runs with the flares otherwise you "black out" just as you are in full dive for a rocket run. Ends with having to pick them up using the landing light and fly back to the airbase. And no NVG because it's 1980. Fun little mission. Looking forward to getting this done for all the Hind afficianados.
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I would love to see variants of existing modules. I have a strong interest in the Mi24 - currently we have a P model. I understand why ED chose to do the P model because of the 30mm cannon being more useful against more things than say the D model with the smaller chin mounted gun. But I would love to also be able to fly a D variant and this would be much better for multi-crew (at the moment the gunner doesn't do a whole lot). There are probably other aircraft people have a passion for and would like to see variants of. The variants would be easier to develop than a brand new airframe as the bulk of the airframe already exists so only the new systems and any weight distribution characteristics would need to be modeled. Obviously this is restricted to variants that are more or less similar - the current UH1 and the UH1Y Venom would be too different for example. This bit is going to be controversial, and it would be great if we could get these for free but business is business. I'll use the Mi24 as the example - my idea is as follows: Both Mi24P and Mi24D modules exist as separate modules. If you have neither, you can choose to buy either one at full price. Say you have the P and want to buy the D, you get it at half price (and vice versa). You get the guaranteed sale from those passionate about the airframe, but might also suck in those who get one and then go "oh well I get the other one at half price".
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The recent patch has been great for those who love blowing up ground targets. No longer do ground units insta-360-no-scope aircraft like some aimbot using COD player. However I would suggest one added improvement to ground unit targeting. Currently, Terry Taliban sitting in the back of a Landcruiser jacked up on amphetamines is either the Terminator or he spouts a tracking and acquisition radar out of his back side every time he decides to shoot at an aircraft. My attempt at humor aside, the point is that ground fire for units like the LC DShk, which rely on the scientific wild ass guess method of aiming at fast moving air targets, are still WAY too accurate especially on their first burst. My suggested improvement is either: 1. The quick and dirty solution - lower base accuracy for ground units that do not have some sort of radar/tracking ability 2. The slightly more in depth solution - lower the base accuracy for the first burst. Accuracy increases with subsequent bursts but is a function of distance, aircraft speed, change of direction etc. If the aircraft leaves the ground unit's engagement zone the accuracy returns to the base accuracy value.
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Has something changed with ground units fire at point
Squiggs replied to Squiggs's topic in Mission Editor
Hey @BIGNEWY can you please merge this thread and Or just delete this one as they are the same issue. -
Has something changed with ground units fire at point
Squiggs replied to Squiggs's topic in Mission Editor
That's the thing, I don't think this is the problem. I had them set up with an ammo truck right next to them (one time it was part of their group, the other time it was its own group) and they just stop firing. I then made it so they did a normal "fire at point" waypoint action and then 15 minutes later (it can be a shorter time but I wanted to make sure they had definitely stopped firing) I set a trigger event and they started firing again. So they definitely don't run out of ammo, something in their logic is broken. -
Has something changed with ground units fire at point
Squiggs replied to Squiggs's topic in Mission Editor
I believe I came across the same issue. At least I know I'm not crazy and it's happening to other people. This is my thread I started and I have a workaround so that they keep firing: