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Everything posted by sirrah
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Switch to IAF livery and you'll hear it
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A mission server for player submitted missions!
sirrah replied to FlashPan's topic in DCS Core Wish List
We're just talking QOL improvements here Sharpy. I happen to agree with the OP to some extent (although, as said, I would have chosen different wording/explanation for it, but this ain't my thread). I can imagine it would be quite handy, if I could browse through and access user made SP missions and SP campaign, without having to remove my headset. Admittedly, it would probably be a challenge to implement. For instance: Keyboard input requirement should be kept to a minimum (otherwise I would still have to remove my HMD). Sure, there are more pressing matters at the moment, but in general, I'm not opposed to the idea. -
A mission server for player submitted missions!
sirrah replied to FlashPan's topic in DCS Core Wish List
Not from within DCS, which the OP is specifically asking for. It's actually quite a good idea if you ask me! Especially for those using VR (switching between VR DCS and pancake, is a pita) Edit: Perhaps the use of the word "server" in the thread title is a bit confusing. If I understand it correctly, the OP is only asking for a way to explore the user files section, from within the DCS main menu screen. -
I understand your fear of DCS slowly turning into one of these other platforms. Personally, I don't think this will happen just by adding a few more "helpers". DCS will keep being a study level sim and I don't think the community would accept anything less. Adding some (let's say SP only) helpers/cheats, won't change the overall "deepness" of DCS I think. As for the term "hand holding". When I joined the RNLAF, I too was guided by a mentor and later on, I mentored newcomers myself. I agree, you learn the best by just doing it. Then again, sometimes watching someone doing something that is new to you, can also help. Reflecting this to DCS AAR: If you could just sit in the cockpit while AI is doing AAR, it might help you to more easily recognize positioning reference points when you try it yourself. But, as mentioned before, what's wrong with DCS also being a platform where you can have a taste of AAR simulation, by sitting in the WSO seat and just admire the view (in VR)? Btw: as you can also read in my OP. I love doing AAR myself. I almost mastered it in the Mudhen after just a few sessions. Still I wouldn't mind if others/newcomers had some sort of AAR assist.
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It highly depends on the complexity of the mission. For simple missions: Maybe For complex missions with triggers and scripts: Most probably not Taking over controlfrom a track replay, is clunky at best and definitely no guarantee your mission will still work properly. Currently, it's pretty much the best option we have though.
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And as expected this kind request was utterly in vain I understand, a forum is meant for discussions and everyone is entitled to share his/her opinion, but this is a wishlist section. You don't have to agree, but if so, just rate the thread with one star or simply move on.. No need to make a fuss about it. As for opposing because it would cost valuable dev resources: As others also mentioned, the functionality is already very much present (AI can perfectly well do AAR), so it shouldn't ask too much of the dev's really. This could even be done as a SP only function, just like active-pause.
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Thanks for the heads-up! Also appears to be a tad less expensive there (although I'm not sure about shipping costs).
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Glad you liked it and thank you for taking time to respond Basically the only difference between difficulties are: Easy: No threads Medium: Some AAA and 1 or 2 MANPADS Hard: Many AAA and many Manpads (No air targets, as that could mess up some of the AI behavior/life) Have to ask: Did the AAR part work out correctly (Forming up on the left and ending up on right wing)? I haven't thoroughly tested the Viper version I have to admit.
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Perhaps I'm misunderstanding your wish, but are you saying you (for instance) want to see the AI pilot model "move"/look around occasionally, while you're looking forward from the WSO seat? If so: +1 That would really bring more life into the cockpit!
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Download link: https://www.digitalcombatsimulator.com/en/files/3331810/ Originally created for the F-15E Strike Eagle - Ported to the F-16CM This is a "showcase" mission for you to admire the F-15E (if you haven't purchased the module, but still want to experience flying along with them). Containing cold and dark startup, lots of F-15E's, close formation flying (as close as you want, for a nice in air view on this mighty machine) both at high and low alt, attacking an ISIL ground target, AAR (can be skipped), and more formation flying back to home plate. The mission is very newcomer friendly. You can basically make it as easy or difficult as you want. If you want, you can just autostart (or hot start if you alter it in the ME) fly, follow your flight lead and observe everything unfold. Or you can do cold and dark startup (by default), go wildly deep into your avionics and TPOD and set the mission to night time (daytime by default). In other words, you can use this mission for practicing basically any skill you like. No user mods required |SITUATION| CJTF-OIR - July 19th 2015 - Incirlik AB Turkey - Raqqa Strike Ever since Aleppo was captured by ISIL, about 3 weeks ago, both the Syrian National Army and the Kurds are fighting against ISIL in an effort to regain control over the city. As usual, the main victims caused by these fights, are the civillians in Aleppo. CJTF observed the situation evolve over the past few weeks and noticed a steady flow of ISIL reinforcements. Vehicles and weapons are brought in by trains from Raqqa (Raqqa itself being under firm ISIL control). Although controvercial, as the attack might cause high collateral impact, CJTF decided to approve an airstike on the Raqqa logistics rail station in the heart of Raqqa city. Together with three of your squadron members, you are assigned to this task. The plan is to surprise the enemy air defenses at Raqqa. Four of your fellow sqn members (BRAWLER flight) will conduct an airstrike on ISIL targets at Aleppo, while your flight (PYRO) will initially stay in Turkish airspace, in an attempt to divert any possible enemy EWR attention from us to BRAWLER flight. You will follow your flight lead and eventually ingress at low altitude into Syria, in order to try and keep the element of surprise. Once ±20nm out from your target, your flight will pop-up to above 10.000ft (in order to stay out of MANPADS and AAA range), spread out and conduct the airstrike. Make sure to follow your flight lead's (PYRO21) orders. You are element lead (PYRO23) |OBJECTIVE| Your objective is to destroy the vehicle depot (North West building). Study the mission briefing slides carefully, to make sure you know your fragged target and your final attack heading*. (*player may choose a different attack heading as desired) |INTEL| Intel shows that ISIL in Raqqa city has a relatively dense air defense system set up. Containing moving AAA units, MANPADS and they even got their hands on old Russian mobile SAM systems. Mission creator notes: - Semi-automated COMMS (you'll have to tune to the correct radio channels to hear the audio, just like irl)(for AAR and landing, regular DCS comms are still needed) - Player selectable difficulty (easy, medium, or hard) at mission start - Player selectable mission aids (ON/OFF) at mission start - Real life chatter (once cleared by departure and only if you tune to CH10 on PRI) - Incirlik ATIS (CH20 on AUX) - Mission specific kneeboard - Free to change time of day and weather as desired - Free to change loadout and/or attack type as desired. Unguided, guided (by TPOD and/or radar), kamikaze (although not advised), or just watch your wingman do everything. - Proper fourship AAR procedure (left wing, connect, right wing). Not required and can be skipped by the player (only added because AAR is awesome) - Mission duration ~1,5 to 2 hours (without time acceleration) Disclaimer: Some terminology might be incorrect for the Viper (as the mission was written for the Strike Eagle) Don't hesitate to give feedback
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Download link: https://www.digitalcombatsimulator.com/en/files/3331796/ This is a "showcase" mission for the F-15E. Containing cold and dark startup, lots of F-15E's, close formation flying (as close as you want, for a nice in air view on this mighty machine) both at high and low alt, attacking an ISIL ground target, AAR (can be skipped), and more formation flying back to home plate. The mission is very newcomer friendly. You can basically make it as easy or difficult as you want. If you want, you can just autostart (or hot start if you alter it in the ME) fly, follow your flight lead and observe everything unfold. Or you can do cold and dark startup (by default), go wildly deep into your avionics and TPOD and set the mission to night time (daytime by default). In other words, you can use this mission for practicing basically any skill you like. No user mods required |SITUATION| CJTF-OIR - July 19th 2015 - Incirlik AB Turkey - Raqqa Strike Ever since Aleppo was captured by ISIL, about 3 weeks ago, both the Syrian National Army and the Kurds are fighting against ISIL in an effort to regain control over the city. As usual, the main victims caused by these fights, are the civillians in Aleppo. CJTF observed the situation evolve over the past few weeks and noticed a steady flow of ISIL reinforcements. Vehicles and weapons are brought in by trains from Raqqa (Raqqa itself being under firm ISIL control). Although controvercial, as the attack might cause high collateral impact, CJTF decided to approve an airstike on the Raqqa logistics rail station in the heart of Raqqa city. Together with three of your squadron members, you are assigned to this task. The plan is to surprise the enemy air defenses at Raqqa. Four of your fellow sqn members (BRAWLER flight) will conduct an airstrike on ISIL targets at Aleppo, while your flight (PYRO) will initially stay in Turkish airspace, in an attempt to divert any possible enemy EWR attention from us to BRAWLER flight. You will follow your flight lead and eventually ingress at low altitude into Syria, in order to try and keep the element of surprise. Once ±20nm out from your target, your flight will pop-up to above 10.000ft (in order to stay out of MANPADS and AAA range), spread out and conduct the airstrike. Make sure to follow your flight lead's (PYRO21) orders. You are element lead (PYRO23) |OBJECTIVE| Your objective is to destroy the vehicle depot (North West building). Study the mission briefing slides carefully, to make sure you know your fragged target and your final attack heading*. (*player may choose a different attack heading as desired) |INTEL| Intel shows that ISIL in Raqqa city has a relatively dense air defense system set up. Containing moving AAA units, MANPADS and they even got their hands on old Russian mobile SAM systems. Mission creator notes: - Semi-automated COMMS (you'll have to tune to the correct radio channels to hear the audio, just like irl)(for AAR and landing, regular DCS comms are still needed) - Player selectable difficulty (easy, medium, or hard) at mission start - Player selectable mission aids (ON/OFF) at mission start - Real life chatter (once cleared by departure and only if you tune to CH10 on PRI) - Incirlik ATIS (CH20 on AUX) - Mission specific kneeboard - Free to change time of day and weather as desired (daytime by default, but the Mudhen loves the night) - Free to change loadout and/or attack type as desired. Unguided, guided (by TPOD and/or radar), kamikaze (although not advised), or just watch your wingman do everything. - Proper fourship AAR procedure (left wing, connect, right wing). Not required and can be skipped by the player (only added because AAR is awesome) - Mission duration ~1,5 to 2 hours (without time acceleration) Although not tested, this mission should work in MP (pilot + WSO). No "press spacebar" triggers are used. Don't hesitate to give feedback Edit: Apparently, AI/mission behavior in MP is different from AI behavior in SP. Multiplayer AI unfortunately breaks the taxi and take off sequence in my mission and is therefore not advised
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301 REDSKINS - Apache mini campaign Syria
sirrah replied to sirrah's topic in Missions and Campaigns
Update to version 1.2 Fixed problem on mission 1 where AI flight lead didn't take off properly https://www.digitalcombatsimulator.com/en/files/3328249/ -
Well, nothing is "crucial" if you look at it like that (pretty much anything is possible with scripting). For something as basic as static object late (de)activation, having this added to the ingame ME trigger actions would be a huge QOL improvement though. (I would probably use it in all my missions)
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I think we need a (former) SE pilot to properly answer whether this is "realistic" or not, but fwiw: I'm pretty sure I've read somewhere that this actually was/is a thing irl (my memory failed me before , but I think I read it in William L. Smallwood's Strike Eagle). Also, knowing how much attention to detail is put into all DCS modules, I can't imagine Razbam (nor ED, for the KC135), got the dimensions of their models wrong.
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Same here The replica stuff of course is really cool and nice to have, but I expect that the price tag will hold me off from upgrading from my Alpha-L (which is really great btw. I even still have some buttons on the grip that I do not use when in the Apache).
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Oh yes it is Using a TM Warthog here and take-off is indeed quite a weird experience. As others mentioned, no smooth transition from weight on wheels to weight off wheels, but a sudden oscillating behavior. Even when not touching the stick when the aircraft starts rotating (basically ruling out PIO). Personally, I only experience this behavior on take-off. After that, when airborne, all is back to normal (slightly twitchy pitch, but just a matter of getting used to) So, did anyone at all manage a smooth take-off in the F-15E? Because if so, I must be doing something wrong (if I only knew what though )
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Kinda cheesy "some people have a 9 to 5 job behind a desk, but this is what I do" comment and the title is a bold statement, but one has to admit: This is some pretty awesome footage
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I assume that was sarcasm talking there (should be part of module release imho) Anyways, thanks BN
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@BIGNEWY and/or @NineLine, as the wishlist sub-forum tends to have (understandable) lower priority; Please add the F-15E as unit to the user files section a.s.a.p.
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This wish really shouldn't be necessary ED. C'mon @BIGNEWY and/or @NineLine, could either of you please make this happen a.s.a.p? (For the Mirage F1 this really took much too long) Updating the user file section should be a standard part of releasing a new module. Isn't there something like a "New release" checklist? (shouldn't be too much work to add an extra user file category, I reckon).
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Did you perhaps forgot to add a screenshot? And which carrier? (Maybe you're looking at a poorly placed static object?) If you have "proof" something is off, you can better post it here in the Supercarrier bugs forum (assuming your report is about the SC): https://forum.dcs.world/forum/616-bugs-and-problems/ (it'll probably get picked up by ED sooner over there, than here in the wishlist sub-forum)
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DCS World 2023 Screenshots and Video Thread
sirrah replied to walker450's topic in Screenshots and Videos
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AMEN to that!! Razbam is truly leading the way on this feature imo. My eyes may have deceived me as I only had about 10min so far to check out this new machine, but I think I even saw the WSO actually letting go of the throttle with his left hand/arm, when looking far to the right.
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Forgive my ignorance, as perhaps I didn't understand your OP correctly, but if you place a static object on sloped terrain, isn't it logical that parts of the object get buried? I mean, for instance, I imagine one doesn't want a diagonally positioned building because it was placed on sloped terrain. Can you maybe share screenshots to indicate what you mean exactly (again, maybe it's just me not understanding, but your post got me intrigued)
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Any news on this would indeed be highly appreciated Also, for me personally far more important, the status on "static object deactivation" option. (By the way; The "activate static object" function was added to the ME trigger actions over a year ago, but have never actually been functional. You can select it in the ME, but it doesn't work)