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Silver_Dragon

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Everything posted by Silver_Dragon

  1. The talking about a "naval module" coming from years ago, and all about the Naval Warfare. The "problem"... DCS World missing all about a real module building block about a ship module. The Supercarrier module has nothing resembling the functionality of a real surface vessel; it simply uses a ridiculous function to control a ship. There's nothing about sea physics, how navigation controls work, and much less a bridge or anything like that. Also, keep in mind that we're still missing the briefing room on the supercarrier, something that on paper (just a WW2 aircraft carrier) would be necessary, and we still don't even know how it will actually work (there are no videos of its functionality), since there's only a 3D model. Pros and Cons: Creating a naval module requires building blocks that don't currently exist in DCS World, such as the following: There are no maritime physics, such as currents, depth, salinity, waves, or wind. There is also no sonar engine, which is imperative for naval warfare in World War II, with sound propagation, thermal layers, bottom effects, reverberation, etc. There is no realistic ship damage modeling that simulates a ship's compartmentalization, such as bulkheads and watertight cavities, engines, bridges, fuel tanks, or magazines. There is also no simulation of fire propagation, ammunition detonations, or flooding, or the applicable physics. Formulas such as armor impacts or interior explosions that simulate damage or cause catastrophic explosions on ships. - Likewise, damage control simulation, or the crew itself and its shifts, or conducting a battle drill and different states of alarm. Regarding armament, the current simulation leaves much to be desired. There are no specific cannons (naval, anti-aircraft, or multipurpose), nor ammunition as such (armor-piercing, HE, anti-aircraft, mixed, illuminating); it's not possible to switch between different types, nor is it possible to configure the magazines. There's no central fire control, much less a functional fire director (it doesn't even exist on land); everything is local control. All anti-submarine weapons are completely nonexistent, whether depth charges, forward-firing weapons, or guided torpedoes (everything related to configuring a hydrostatic fuse for detonations at depth). Current torpedoes are like dumb missiles that don't even have the option to configure their guidance (either straight course or gyro), depth, or fuses (contact/magnetic), not to mention the first passive anti-ship and anti-submarine torpedoes. All underwater damage against ships and submarines is nonexistent. The same goes for the entire concept of mine warfare. Another unsimulated point is that we can't "walk" inside a ship (in the Supercarrier, we move a camera, not a crew member), a feature that currently doesn't exist. We have the problem that currently, no one can create a pilotable ship module with its internal cockpit, or multiple cockpits (the Supercarrier itself is not a ship module, it is a "monster" that is locked in the code). You can't modding to make a pilotable ship because you can't create "cockpits" like an aircraft module (just as you can't make a vehicle, because CA doesn't have cockpits either and is also locked), so currently you can't make a "community module" as such. Regarding the creation of a destroyer, ED is creating a Fletcher class (we don't know its age or model) along with other WWII ships on the WW2 assets pack, so we would have to investigate how the entire fire control system works, how it is simulated and what we could be doing. A funtional CIC with and a Bridge. Mk4 FC director and Mk30 on local control. On AAA, 40mm and 20mm on local control. Mk14/15 TT launchers Some kind of Sonar control with orders to the Mk6 K-Gun and Mk3/6/9 DC Rails. Some kind of engine / fuel management. Damage control and crew management.
  2. Sorry to refloat the post, @6S.Duke but have some news about them?
  3. DCS Was a E-2C many years ago, but was "update" to the E-2D some time ago.
  4. I maintain the "unoficial roadmap" form many years ago on the DCS forum, and ED not put a "release goal" on any module by problems about "Where are my promise"...
  5. The fuel trailers has some years ago into de DCS directories, but Ed dont has implement them. The UM attrezo build by UM never go to reach that quality level. I review the EDM directories, the TZ-60 and the TZ-22 tank, and the Sa-2 transporter has been deleted from DCS directories. ED, @BIGNEWY @NineLinewhere are they from? On the mission editor, the Attack/detach trailer has present, but missing the trailers.
  6. A Mirage III will be build by other 3rd Party.
  7. Wags has talked on February Q&A ED has working on other helo plus the CH-47F and AH-64D. And has on the ToDo list build a UH-60L on a future.
  8. I still think most AI aircraft continue to use SFM, with the corresponding problems it may have, such as cases where the AI inexplicably runs out of fuel when we still have fuel left, as if they were always running the engine at 100% or using afterburner, burning fuel rapidly. We've talked about GFM... but has anyone confirmed that any current DCS World aircraft has it implemented? We haven't heard from anyone about it for years. As for the MiG-15Bis, I'm afraid it's an inherent problem with the old code, because it's very strange that these problems with the AI continue to exist, and that, given everything that's been said, it hasn't been minimally resolved.
  9. I think there was already a post about this somewhere on the forum. Let's take a look.
  10. I'm posting the list of questions about why the system isn't working in another post. It could be discussed and expanded upon, since it's a bug in itself. As for the second point, there's still plenty of room for expansion... although taking the "easy" route would be copying others.
  11. If we were to be realistic, this would be out of scale. https://novielliboats.com/landing-craft-beach-landing-techniques/?srsltid=AfmBOopBTrkXAppoeQ6iMLoAlsQK4nXijwbVj7_gvaNHDznYniBzK5jT The problem is understanding why any DCS World vessel immediately stops when it reaches a certain distance from the coast. Because it doesn't maneuver to avoid a problem (and yes, here we could debate why 3D modelers don't use bathymetry software and add it to DCS World maps when, "theoretically," based on the videos ED has shown us, it can). - What causes landing craft to stop? - What prevents a ship from docking on a beach? Is it a script, and how can it be modified to avoid that wall? - How can ED improve this functionality?
  12. That is already explained in another post.
  13. You have to understand how they work and what procedures are carried out in this regard, putting a waypoint that magically starts vomiting forces out of control is crazy, it's the same as we've seen in some multiplayer servers, which distort the transport of troops in helicopters and suddenly a UH-1 carries you in the sling an M1 Abrams tank or a complete S300 by the magic of gameplay... Something that will surely start happening anyway when they start cheating, deploying the same entities by parachute when the C-130J arrives. There has to be a limit. In that case, we'd have to have the same thing: an LS Samuel Chase, or an LST that has no cargo bay. The problem is that there's no transfer of material to an LCVP, or a Ropucha, or any other vessel (you can't actually configure any vessel's cargo). The only ones are those designated as replenishment points, which are also poorly configured: - The aircraft carriers and the Tarawa should have cargo holds and ammo magazine, not all the logistics. - There are freighters like the Hardy Wind and the MV Tilde (those could be correct), but from there, you have to create everything else, not do meaningless magic. - All landing ships lack a logistics window, like the new CH-47 loading system, where you have a "hold" with so many tons of material, vehicles and troops and from there you can move the different means... it has already been done outside of DCS and it is something "realistic" if we go with the simple version. That list can be expanded as much as you want; remember, I already have a post with literally "everything" missing from DCS World. In fact, I shouldn't be posting the same thing twice, knowing that the work has already been done elsewhere. Yes, that is correct.
  14. That comment is out of place... the WW2 asset pack gives you vehicles, planes, ships, and more, but no one promised it would come with functionality A or B. Coming here now to cry about a landing craft, whether WW2 or Modern, being the fault of a paid support pack is simply making cheap excuses. By that rule of thumb, we can blame RAZBAM for not implementing the same functionality for deploying landing craft on the Tarawa... when we know that the creator of a 3D model has nothing to do with the lack of specific functionality in the core. If ED hasn't implemented something similar, it's because that functionality has taken time, which we know very well, and it's not a priority. But that's not the topic of this post, and coming up with this seems to be coming to ruin the discussion.
  15. The concept of landing is too broad to focus solely on ships; we lack any understanding of naval doctrine. Some references: WW2 (I think this is where we should start, before looking at the modern landings, as there is a severe lack of literature on the subject). Landing Operations on Hostile Waters: https://ia802808.us.archive.org/30/items/landingoperation00unit/landingoperation00unit.pdf Landing Operations Doctrine United States Navy, FTP-167 https://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/l/landing-operations-doctrine-usn-ftp-167.html Ship to Shore Movement FTP-211 https://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/s/ship-to-shore-movement0.html Others About Ships: I dont recoment "spawn point", recommend some kind of functionality that allows landing craft to connect to landing transports/ships and for these to transfer the means within them realistically, i.e. through landing ladders/nets in the case of APA/AKA or within floodable dikes, so that the means enter them and can dock, and then deploy to the sea and be able to head to the beaches or ports. Not only should there be functionality to deploy troops, vehicles, and equipment from landing craft to beaches, but the entire animation of moving to the beach, docking, deploying, and returning to sea should be realistic. Regarding the current amphibious boat and ship resources, and what would be needed to "complete" landings. The units we would be missing would be (to develop / expand): About Artillery and artillery spotter, it requires an attached post, different from this one (including everything that has to do with naval fire support). The rest has been answered above.
  16. None map has modeler to get a landing funtionality, on fact, none ship can aproach to a beach or a pier (missing all of them). Not bad if ED implement someonte to make realistic landing capable and ED and 3rd parties modeling properly the beachs to mission capables.
  17. Dollittle raid was launched from USS Hornet by 16 modified B-25 Mitchell, that only take off form them, others as P-40, and P-47 was carried aboar and use as ferry to reach near bases when that aircrafts take off from carriers and landing on land bases. If launch outside a base range, has lost on the sea. By the WW2 carriers missions, that has "transport". https://en.wikipedia.org/wiki/Aircraft_carrier_operations_during_World_War_II
  18. The only way for the AI to hunt down a downed player could come from the dynamic campaign, but as mentioned, this is something we've never seen in DCS World so far, and we'd be talking about ED putting forces in the rear to patrol areas. If they have to "capture" a downed pilot, they'll have to get within firing range at least, to deploy some sort of infantry squad (something we don't have either). It seems to me like we're touching on issues that go beyond the scope of what DCS World is all about. It's like a CSAR mission should be recreated. * How do the rescue forces detect the pilot? (They should have a radio with a beacon installed.) * Does the pilot's radio have a frequency or frequencies that the enemy can't detect? (We're not just talking about encrypted radios, but also whether the enemy has EW equipment that can track them.) * How can the pilot defend himself from forces hunting him down? (Maybe we're talking about something like an FPS.) * How can the pilot hide from enemy forces in the meantime? * How do you pick up a pilot in a "hot" zone? (ropes, hooks, ladders.) There are many points to discuss.
  19. The FAQ was very clear: Q1 or Q2 was only a "plan" no a promise.
  20. They appears on the "2024 and Beyond" but has missing on the last year videos, I think that model has been remade and has move forward to A-6E module complete a propper external module to use them as a base to the KA-6D.
  21. That pilot model coming from the Lomac / FC times, on fact, ED need use the future "infantry animatios" to bet more plausible use to a pilot to move and "survive" on the DCS W environment. The problem, what funtionality require a pilot to make a CSAR mission.
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