

LostOblivion
Members-
Posts
777 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by LostOblivion
-
Next DCS (US) Fixed Wing Aircraft Wish List
LostOblivion replied to diecastbg's topic in DCS Core Wish List
Available at a walmart near you? :) -
TM Warthog HOTAS lights of at boot up?
LostOblivion replied to Asp's topic in PC Hardware and Related Software
Hmmm, not sure how to do this, but I find it annoying with my TMHW, as it is sometimes still lit after I have switched off my computer. -
To follow Nate's advice to create a new thread for additions and new features that we, the fans, would like to see in future releases of the DCS series, I made this thread. You are welcome to respond with your wishes about anything you would like to see added to the DCS universe that are strictly new features (bugs and similar belong elsewhere). Note that if you have a short list of short-explained features that you would like to see implemented, then this is the place to put it, otherwise you should probably just make a new thread entirely in the DCS: Wish List forum. ;) Below you will find the features myself currently wants to see added or featured in DCS. As time goes by and the brilliant minds of ED (testers included ;)) implement new features, then maybe some of these wishes will become a reality and I will mark them accordingly. So here goes: Additions/features 1. Add helo land on ground type of helipad, similar to a FARP, but simply on the ground. Should check for level ground as in when placing FARPs. 2. Add a better level of UI to the ME in that we will better see where we place units, f. ex., a simple 'satellite view' would help a lot. Ultimately, a 3D mission editor view would be the best, something similar to tacview, f. ex. 3. Add 'ground crew' ground vehicles. There aren't really any dedicated ground crew vehicles modelled, like bomb trollies, ground personell (not M4, M249), etc. Much of the ground vehicles you see in the hog is in and around the airport anyway. 4. Add a better way of easily choosing and customizing payload when on the ground. Instead of simply a truncated radio menu with predefined choices, having a payload window popup similar to the one in the ME would be a great improvement, parhaps seeing the hog in a 'garage mode' similar to that of the many arcade type of driving games where you can customize your car, and thus see the ordnance fit nicely onto the vehicle as you add a Mk-82 or eightteen (to the A-10 that is, not the street racer :P). 5. In the ME, being able to assign which parking slot an aircraft will taxi to in a 'Landing' type of waypoint, two types, 'forced' where the ramp will be reserved from other AI aircraft during the mission, and 'preferred' where other aircraft may take the ramp should nothing else be available first. 6. Being able to have aircraft takeoff again after landing several times. 7. Being able to open and close the nearest hangar door. 8. Being able to host multiplayer games with client aircraft being wingmen of other players groups. I.e., client is not restricted to the lead aircraft. 9. In the ME triggers, add GroupIncapacitated rule, which is true when the group poses no threat, f. ex., in a group of three tanks and two trucks, this rule will be true when at least the tanks are dead, or f. ex., in a group of SAM launchers, tracking radars, and search radars, etc., this rule will be true when the SAM is unable to fire at enemy aircraft because f. ex. its tracking radar is destroyed or otherwise unavailable. 10. In the ME, being able to, within limits, adjust the engagement range of a SAM. 11. Add the option to enable anti-aliasing in MAV and TGP cameras. 12. Being able to look around using TrackIR when in parachute. 13. Ejection as one smooth animation, rather than three uncoupled ones. 14. An overhaul of the ATC system with air controllers for both military and civic air traffic, like in FS. 15. An extended weather system, allowing for f. ex. customized layers of clouds, pressures, temperatures, and wind speeds, like in FS. 16. In the ME, being able to turn off group invisibility after having turned it on. 17. In the ME, adding an option for helos landing at an airfield, to land directly on the apron, if available to that parking slot. 18. In the ME, adding an option for escort tasked aircraft groups to pick which other group of aircraft to escort, and then actually escorting them within x nm. 19. Add support for the Sniper XR TGP for the Warthog. 20. In the ME, add a rule that holds true whenever an aircraft has been effectively destroyed, meaning it can either be dead, shot down, or have emergency landed. For instance, as of now, several clever rules has to be made in order to determine whether a helicopter has lost its tail and has performed a successful auto-rotation crash landing. As of now, a Dead(Unit1) rule will be false if this is the case. 21. Remove reduntant bulls callouts that has roughly the same position, e.g., 'tally AAA at bulls 345 for 7', 'tally AAA at bulls 345 for 7', 'tally AAA at bulls 346 for 7'. Perhaps accumulate bulls messages over a small time period to group units instead, e.g., 'tally AAA, armor, utility at bulls...' to reduce having friendly aircraft callout targets for ten minutes nonstop hogging the frequency. 22. When an airport is 'full', aircraft that has landed will simply stand idle at the middle of the runway, when they instead should have taken off again, or diverted to another airport entirely. 23. Some aircrafts' lights are too bright, even at long distances, and landing lights' cones are too distinct.
-
Lol, okay, I get your point. From now on I will make a new post as well as edit the list for convenience.
-
Oh sorry, I have listed them all in post #4 of this thread.
-
I was hoping to see some fixes to the mission editor. Currently it has a lot of critical bugs.
-
Hm, I assume this means they will actually hurt more as well, not just the animations...affirm? :)
-
In my opinion, they should change how bull calls are made. It gets a little weird some times when someone hogs the frequency for 10 minutes doing a bull callout for every individual group they see that are really close to eachother. Things like... "Uzi 1, tally armor at bullseye 345 for 17" "Uzi 1, tally AAA at bullseye 345 for 17" "Uzi 1, tally infantry at bullseye 345 for 17" "Uzi 1, tally infantry at bullseye 345 for 17" "Uzi 1, tally armor at bullseye 347 for 17" "Uzi 1, tally armor at bullseye 346 for 17" and then "Uzi 1, tally armor at bullseye 302 for 12" "Uzi 1, tally armor at bullseye 302 for 12" "Uzi 1, tally utility at bullseye 304 for 12" instead of accumulating this information and call them out all at once based on what they realistically see, e.g. "Uzi 1, tally armor, infantry, and AAA at bullseye 345 for 17" and then "Uzi 1, tally armor and utility at bullseye 303 for 12"
-
I'm having this bug also, but only with the numbers behind the decimal. Has something to do with performance.
-
How to maintain group position until they move
LostOblivion replied to LostOblivion's topic in User Created Missions General
Will doing a triggered hold action do the trick? Wouldn't this be equivalent to a hold task on the first wp? -
I just noticed a bug where I had two F-15Es landing and once they had come onto the taxiway, one of the F-15s disappeared together with an 'uncontrolled' AH-64D standing on a ramp next to where the remaining F-15 parked. They're gone...weird. The airport was pretty full of vehicles and such, and there were only two slots next to the AH-64D left to park in for the F-15s, but they had plenty room. PM for track if a tester wants to see, as I haven't released this mission in public yet.
-
Hey, I have a group of tanks and IFVs that perform a hold task at their first waypoint until some flag is set indicating they should "move out". I want them to maintain the formation I have given them initially until they move, but the problem is they always line up anyway right after mission start. I do not want to disable their AI because I want them to fire at enemies. Is there any way to do this currently?
-
How to add pictures to initial mission screen
LostOblivion replied to Mt5_Roie's topic in User Created Missions General
Am I wrong in saying that the picture can be any size, but since they are resized to 512x512 in the briefing wnd you are simply just better off having a square pic that is preferrably said dimenson? -
If you asked the same question a couple years ago with Vista, then this would be a serious question. With Win7 however, this shouldn't be a hard decision.
-
No problem. Looking forward to the next patch! ;)
-
Aha! So it'll be a 1.1.1.0 then! Is this the compatibility patch, Nate? :D And do you mind if I ask what you find best about the upcoming patch? Bugfixes, features, etc... :D
-
-
The mavs look the same, though, as the lighter ones. Nate, why move additions/features out from this wish list thread? :S
-
Here is my list of bugs, in any order of importance: Bugs 1. Fix arbitrary radio text introduced in 1.1.0.9, e.g., "tally _armor at bullseye bulls 257 for 70", "Hawg 1-1, callsign Batumi, [...]". 2. In the ME, there are problems with EngageTargetsInZone and EngageTargets in that they do not set target properties until you deselect some target types and reselect them again. See this thread for a discussion of the problem. 3. In the ME, remove bug where waypoint names have byzantine numbers added to them. [Claimed fixed in 1.1.1.0 patch notes.] 4. Add seats and pilots to 'uncontrolled' aircraft. 5. In the ME, there are several bugs connected to the new copy-paste functionality, for example, today I copied a group of SA-3 units, and they 1. never fired until I set ROE=FireAtWill option, and 2. they popped up as F-15 on my RWR. :P 6. When using an axis (e.g., the TMHW) to slew the TGP in A2A mode, and I really doubt this is intended behaviour, it will seemingly not slew in the vertical direction whatsoever, or sometime it does, but this seems random at best. This also happens in the horizontal direction, but less so. Thus, it's impossible for me to use the A2A mode of the TGP with my HOTAS, I can only use the buttons on the keyboard. 7. In the ME, PartOfGroupInZone sometimes work, some times not, seemingly random. 8. When a JTAC states remarks about nearby air threats , it will also report destroyed units, e.g., " 1 nm west", whereas they should be omitted ("AAA 1 nm west" if still alive). Additions/features 1. Add helo land on ground type of helipad, similar to a FARP, but simply on the ground. Should check for level ground as in when placing FARPs. 2. Add a better level of UI to the ME in that we will better see where we place units, f. ex., a simple 'satellite view' would help a lot. Ultimately, a 3D mission editor view would be the best, something similar to tacview, f. ex. 3. Add 'ground crew' ground vehicles. There aren't really any dedicated ground crew vehicles modelled, like bomb trollies, ground personell (not M4, M249), etc. Much of the ground vehicles you see in the hog is in and around the airport anyway. 4. Add a better way of easily choosing and customizing payload when on the ground. Instead of simply a truncated radio menu with predefined choices, having a payload window popup similar to the one in the ME would be a great improvement, parhaps seeing the hog in a 'garage mode' similar to that of the many arcade type of driving games where you can customize your car, and thus see the ordnance fit nicely onto the vehicle as you add a Mk-82 or eightteen (to the A-10 that is, not the street racer ). 5. In the ME, being able to assign which parking slot an aircraft will taxi to in a 'Landing' type of waypoint, two types, 'forced' where the ramp will be reserved from other AI aircraft during the mission, and 'preferred' where other aircraft may take the ramp should nothing else be available first. 6. Being able to have aircraft takeoff again after landing several times. 7. Being able to open and close the nearest hangar door. 8. Being able to host multiplayer games with client aircraft being wingmen of other players groups. I.e., client is not restricted to the lead aircraft. 9. In the ME triggers, add GroupIncapacitated rule, which is true when the group poses no threat, f. ex., in a group of three tanks and two trucks, this rule will be true when at least the tanks are dead, or f. ex., in a group of SAM launchers, tracking radars, and search radars, etc., this rule will be true when the SAM is unable to fire at enemy aircraft because f. ex. its tracking radar is destroyed or otherwise unavailable. 10. In the ME, being able to, within limits, adjust the engagement range of a SAM. 11. Add the option to enable anti-aliasing in MAV and TGP cameras. 12. Being able to look around using TrackIR when in parachute. 13. Ejection as one smooth animation, rather than three uncoupled ones, like in DCSBS. Of course, in BS they are descrete also, but not nearly as descrete as in DCSW where the ejected pilot w/ seat spawns meters above the canopy. 14. An overhaul of the ATC system with air controllers for both military and civic air traffic, like in FS. 15. An extended weather system, allowing for example customized layers of clouds, pressures, temperatures, and wind speeds, like in FS. 16. In the ME, being able to turn off group invisibility after having turned it on. 17. In the ME, adding an option for helos landing at an airfield, to land directly on the apron, if available to that parking slot. They already do this if the pattern is full, so the functionality appears to be there. 18. In the ME, adding an option for escort tasked aircraft groups to pick which other group of aircraft to escort, and then actually escorting them within x nm. 19. Add support for the Sniper XR TGP for the Warthog. They are used A LOT. 20. In the ME, add a rule that holds true whenever an aircraft has been effectively destroyed, meaning it can either be dead, shot down, or have emergency landed. For instance, as of now, several clever rules has to be made in order to determine whether a helicopter has lost its tail and has performed a successful auto-rotation crash landing. As of now, a Dead(Unit1) rule will be false if this is the case, an Incapacitated(Unit1) rule will return true if 1. the unit is dead (i.e., Dead(Unit1) holds true), 2. has performed a crash landing but is alive, or 3. has been shot down, but is still alive. 21. Remove reduntant bulls callouts that has roughly the same position, e.g., "Uzi 1, tally AAA at bulls 345 for 7", "Uzi 1, tally AAA at bulls 345 for 7", "Uzi 1, tally AAA at bulls 346 for 7". Perhaps accumulate bulls messages over a small time period to group callouts instead, e.g., "Uzi 1, tally AAA, armor, and utility at bulls 345 for 7" to reduce having friendly aircraft callout targets for ten minutes nonstop hogging the frequency. 22. When an airport is 'full', aircraft that has landed will simply stand idle at the middle of the runway, when they instead should have taken off again, or diverted to another airport entirely. 23. Some aircrafts' lights are too bright, even at long distances, and landing lights' cones are too distinct. 24. Some SAM SRs are not always on like they are in DCS, they should scan and then shut off, then scan, etc. I feel kinda bad to post so many things, but I'm sure ED appreciates that this info is here rather than not. :)
-
What is with the near total lack of GPS in the game?
LostOblivion replied to VFA41_Lion's topic in DCS: A-10C Warthog
Seriously? The GBU-10 is huuuge. :O -
How randomize group's strength & position?
LostOblivion replied to Charlie_01's topic in User Created Missions General
Awesome, didn't think of this. Thanks! -
How randomize group's strength & position?
LostOblivion replied to Charlie_01's topic in User Created Missions General
Ah yes, if you use it with more than one trigger that checks and sets the flag, then I see how it would do the trick. Correct me if I am wrong, but you use it like the way below to spawn any one out of 3 random groups, correct? Once; Random(33) And FlagIsFalse(Flag1); GroupActivate(Group1), SetFlag(Flag1) Once; Random(33) And FlagIsFalse(Flag1); GroupActivate(Group2), SetFlag(Flag1) Once; Random(33) And FlagIsFalse(Flag1); GroupActivate(Group3), SetFlag(Flag1) It is still quite a hack though, since after one has succeeded, neither of the remaining ones will ever be true, and thus the engine will continue to spend time testing the conditions fruitlessly, and certainly this would put a lot of useless stress on the engine, especially if heavy rules are among them, e.g. PartOfCoalitionInZone. Although my version does the same thing without the overhead mentioned, it will not work if you wish to turn these random events on again at some point when using Continuous or SwitchedCondition like you said. But if you have many triggers, and this randomization needs only be done indeed once, then it is probably preferable to avoid using this method. Admittedly, I see many uses for it, like the one you mentioned, with randomizing force advancement. What do you do, though, do you set the flag to true again once a group has reached a zone, and then activate another group for advancing? Sounds like a good idea. :)