Jump to content

sirrah

Members
  • Posts

    4177
  • Joined

  • Last visited

Everything posted by sirrah

  1. It would be awesome if we were able to spawn units with an offset to a moving zone center (x, y and elevation). It would for instance allow us to actually drop off infantry units. Pretty much exactly what ctld allows us to do, but then without the need for scripting.
  2. I would love seeing a feature added, that would allow us to make a unit move to the center of a (moving) zone. Stop condition could be, when the unit gets into that zone. That way, the zone radius would determine the "accuracy" of its destination. Kinda like the current waypoint action "move to waypoint", but then instead "move to zone". Just imagine the possipbilities it would open up. For instance: Being able to (under certain conditions) have fire trucks move towards a moving trigger zone, bound to your aircraft (great for simulating emergency landings). Or: Landing your Huey near some ground troops, then actually see those ground troops run towards you and despawn close to you as if they've embarked. ("infantry ground unit" move to moving zone "Huey"). Or: Imagine having several zones, and then make enemy ground forces move towards one of those zones when the player enters it.
  3. Although one could argue about its realism for briefings, I think animated gifs (or short movies) would indeed be a nice addition. Although maybe a bit of a high "Ace Combat" degree, it would still be a nice addition to give the player some more background story in the briefing screen (e.g.: some CNN-like news coverage to explain the situation). Ingame animated gifs/movies could also open up for some new creative ideas. I've been testing with this quite some time ago: I also used this for several of my missions. I'll link them here: https://www.digitalcombatsimulator.com/en/files/3328249/ https://www.digitalcombatsimulator.com/en/files/3311394/ Obviously, this method is very labor intensive and cumbersome though... would be nice to just be able to load a gif.
  4. Awesome! Thanks for this @Panthir! Will give it a go as soon as life lets me.
  5. Yay, more helo content! Thanks @cfrag! I hope life will soon grant me some DCS time, so I can try this one out. One question though; you say "civilian traffic". Does that mean any mods are needed for this mission?
  6. All the small helipads and details of this map, are screaming for more helo missions. Will certainly try your mission once it's available
  7. Dude, you not being able to fly it, doesn't mean the module needs to be fixed... Sure, some details on the flight model could maybe use some optimizations at some point (like the crabbing perhaps), but all the ranting about this helo being too difficult to fly is just nonsense. You do use rudder pedals I assume (or at least have the rudder axis bound to your HOTAS)? You can't fly helos in DCS without using the rudder axis. The Apache is super easy to fly, and yes, I've also flown it just with my TM Warthog set (collective is nice, but not mandatory). So, I'd say either just keep practicing, or accept that you lack the time to learn. But don't come here and blame your lack of skills on ED. The Apache module is awesome and flies like a dream!
  8. I understand, but isn't 4YA "just" an independent group of DCS enthusiasts? I mean, 4YA has no official connection with Orbx, do they? I'd expect Orbx to do their own MP (performance strain) testing and wait with sharing it to "public" testers, until they are quit close to release. But yes, this is probably me just hoping
  9. Your point being? We get it; you hate VR in DCS.. Good for you.. So please move along and stop adding pointless replies if you clearly don't have anything useful to say. Back on topic: I'm sure that by saying "everyone needs this" the OP must be sarcastically exaggerating. It's not like this is a huge big deal, but I must say, on those rare occasions when I'm not using Pointctrl (pretty much only when in mid mission and a Pointctrl battery goes flat), it does cost me a few valuable seconds to find my mouse pointer. As said, not as big of a deal as the OP makes it to be, but I can imagine VR users that use a mouse, may be helped with a mouse recenter function.
  10. There were indeed some errors in mission 3, when the player selected the "Easy" option. They are fixed now and I uploaded an updated version of my campaign (v1.4) @Simonster83; I suppose, either you were the first one to try the "easy" option in mission 3, or nobody before you bothered to make the bug report As for mission 4: I tried, but all seemed to be working fine on my side. (It's quite difficult though to properly test, if you exactly know what needs to be done and when). But if you follow the flightplan and the radio orders, it should all work. Just don't rush it. Oh and about those mission results/score; don't pay too much attention to that. I don't find that stuff very important, so I didn't spend too much time on some fancy scoring system
  11. Hi @Joker_Numb and welcome to the forum You can edit your opening post by clicking the edit button below your post:
  12. Hi mate I made this campaign quite some time ago and it could be that 2.9 update messed up a few things. I'll try and find some time next weekend to have a look. Thanks for reporting
  13. Apparently you've not seen the AV8B pilot model, which is on par with the Strike Eagle. Tomcat pilot is also pretty detailed and ED has been (and as far as I know are still) working hard improving the Hornet and Apache models.
  14. Must be my eyes, but I don't see a mention of a save option? Just below the Viper screenshot: No worries, at some point pretty much everyone needs glasses
  15. Exactly! Hence, my attempt of "campaigning" in that thread for some example screenshots.. Until now, all in vein.. If these screenshots where added, to indicate the 'synthetic look', the poll outcome would have been different.
  16. Ah yes, it's random indeed The only way to currently make sure everyone sees the same, is to destroy everything within that zone (set the value to 100%) and place zones over each object you want to see as destroyed. Cumbersome exercise... Your wish makes sense
  17. Perhaps by reducing (or completely stop) the amount of sales. I mean, people can tryout allmost everything for free 28 days a year Heck, if you plan well, you can pretty much fly FF modules the entire year, for free I know, ED knows best how to run their business and I'm certainly all for paying for work. I however strongly agree with @Razorback that asset packs, in order to be able to see better quality models (or maybe even see models at all) are not a good way forward. I think I'd rather even see that "out of the question" monthly subscription (I know that's not going to happen). But maybe, although it's part of the newsletter, this discussion is not for this thread.
  18. Dear everything that's holy! This is going to be a huge game changer for SP
  19. Forgive my ignorance, but are you saying that this function does not work for MP? I'm pretty sure I've seen destroyed shelters on the 4YA Sinai server recently (just after mission restart), but maybe those are "baked in" into that map.
  20. Yes, that would indeed be cool. But my wish goes a bit further than that. I'd also very much like to see being able to (re)position those Howitzer by slingloading them. So, insert them in the battlefield and they automatically start attacking enemy units within their range and LOS. (kinda like what CTLD does now with mortar teams, but then better... Because in CTLD those teams pretty much never work) You are right, there's lots of potentially great scenarios. My "fear" is just that it will lean highly on properly made user created content (missions). Nothing wrong with that. There are some true mission design artists out there. But, I just think, with so many modules out now, there's a high chance that the "supply" of good user created missions will not be enough to keep us SP rotor-heads occupied for a long time. As for MP: If you don't have the time to commit yourself to a proper team/squadron, you are dependent on the populated open servers (e.g. 4YA or any of the PVP servers). And although they try their best, there's really just no use for cargo transporters like the Huey, Hip (and soon'ish Chinook and Hercules) on those servers. If ED would manage to implement some sort of "use" for cargo transporters in their core game, that would make it lean less on user created content and give us a reason to select that UH-1H or CH-47F slot in a MP mission. I know I'm being quite vague and I'm not sure exactly how it can be done. Maybe the only answer is; wait for the Dynamic Campaign. I guess (although it's nice to try and avoid having cargo crates tip over), as a big fan of helo ops, I hope to see more useful transport functionality, than just realistic cargo physics inside cargo holds. But, as @TheGhostOfDefi already said, let's wait and see
  21. hehe noice Check out who has the biggest smile too (and no, the dude on the left is actually crying)
  22. Not in VR. Also, I'm thinking more about very simple commands, or maybe even one "move to/attack" command. I guess what I'm trying to say (in my best English ), is that I hope ED finds a way to make transporting cargo more useful, without the need for extensive mission design editing. Slingloading (and/or transporting heavy loads) on its own is fun and rewarding, but once one masters it, there isn't much use for it.
×
×
  • Create New...