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Everything posted by sirrah
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You forgot to mention, that currently you will only start to receive "cleared for takeoff" (or rather "unable to clear for takeoff" ) responses, once you've already entered the active runway. (As opposed to what should be: getting instructions prior to entering the active rwy)
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Yes, as I said; it would cripple performance. No matter if "simulated" with the tools we have now in DCS, or implemented by ED (with all visuals, pressure waves, emp, etc), such a devastating effect would not run on any current hardware.
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Back on topic of nukes in DCS: Although we know this is not planned by ED, I suppose one could to some extent "simulate" a nuclear explosion, by making use of a scenery destruction zone trigger. Perhaps when overlapping multiple circular destruction zones, from small to wide, and setting them to activate in very short order from eachother, could give some sort of a massive shock wave effect. (Obviously without the condensate and dust effects) Maybe adding some wisely placed and timely triggered explosions to it, could enhance the effect a bit. All in all, it'll probably cripple performance (just like a nuke would do if ED would add one)
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Any skins out there with 00- or 01- tail numbers?
sirrah replied to Vampyr's topic in DCS: F-16C Viper
I'm pretty sure the three digit tail numbers are just DCS legacy. I could be wrong here (please correct me if so), but as far as I can remember we've always just been limited to these 3 digit numbers, for all modules ever since DCS was brought to life. -
I hope so too, especially with the upcoming update. After all this time, there's still hardly any content for SA
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Any news to share perhaps on A-10C II pilot body progress @BIGNEWY? Or could you maybe ask the team if something can be shared soon? The updated module has been out for quite a while now and I'd really like to start immerse myself in the Warthog again (empty cockpit is a no go for me)
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"Chevy1 unable to clear for takeoff"-instantly followed by-"Chevy1 cleared for takeoff" No offence meant and please don't take this personal, but how can one consider current ATC state to be "quite fine"? It's a mess and imho at the moment, in terms of immersion, we're better of without it. *Glass half full mode on again* From here on, ATC can only improve
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My vote (hope) goes to a "Dynamic Campaign" release teaser
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How to fix/workaround TPOD not working after rearm?
sirrah replied to sirrah's topic in DCS: F-16C Viper
Ah ok I was sure I'd tried that, but I'm starting to have doubts now Tnx! (hopefully it gets fixed anyways) -
Looking good @Nightdare So, I'm curious: With the knowledge you have now, building all this stuff (time and costs invested), do you still consider button boxes available on the market, to be too expensive? Again, not judging, just honestly curious
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I'm sure I've seen a thread about this somewhere (possibly in the bug section) but I can't find it anywhere now Yesterday I was doing some online flying and had that issue where the TPOD just didn't want to activate after rearming my jet on the ground. I did read a workaround for this issue somewhere, but I can't remember what it was. Can anyone please point me in the right direction? (I assume this bug was already reported)
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Just to make sure: Are you sure you're not just experiencing "drift" due to an asymmetric loadout? (e.g. having the tpod loaded on station 5R)
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SuperCarrier - static objects safe zones in Editor
sirrah replied to ghashpl's topic in DCS Core Wish List
Good luck with AI pathing, when placing static objects on, or too close to taxiways in your missions -
All very much personal preferences of course (there is no right or wrong here) and it depends on what you're looking for: pew pew, or transporting beer. While I own and love all DCS helo modules, the Apache is (by far) my personal favorite. It is nimble, there's lots of stuff to learn (I see that as a plus) and it's weapon systems are extremely effective. The cockpit view is awesome, textures are spot on and the pilot body makes it very immersive. Also, using the gun in the Apache (especially in VR), might just be the best thing to experience in all that DCS has to offer (again, my opinion ). If you want more of a mix, (slingload) cargo and firepower, you might want to go for the Hind.
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Ben Gurion: Impossible to put heavy liners on parkings
sirrah replied to jef32's topic in Bugs and Problems
Hi mate Those are community mods you're mentioning. You can't expect ED and 3rd party devs to accommodate for user made mods. Now if you also can't place any "heavies" from the core game (KC-135, Il-76, B-52 etc.), that would be something to report here as a bug. (oh, and by the way, Syria is from Ugra Media. So if something needs fixing on this map, it's up to Ugra, not ED) -
AH-64D - Exclamation mark on Collective binding (Mi-24P as well)
sirrah replied to DubDub's topic in DCS: AH-64D
Check the UI-layer controls for double bindings -
requested The 'static activate' trigger help wanted
sirrah replied to MEDIC - v312's topic in DCS Core Wish List
Why create a new thread while there's one (in fact many) already? You even replied to it -
Tired of being spoilered in 100% of my missions.
sirrah replied to theIRIEone's topic in Mission Editor
You are right, creating random event is possible without scripting, but I've used this feature in some of my missions and from my experience it can get seriously tricky and complicated quite quickly. It would help a lot (especially to those with less ME skills) if we for instance at least had a "spawn probability" percentage field, for late activation units. -
SuperCarrier - static objects safe zones in Editor
sirrah replied to ghashpl's topic in DCS Core Wish List
Such a little feature would indeed be handy. (Eventually also for airflieds) -
Yes, that's what I said in my previous post. It will however be more cumbersome for mission editor (involves triggers and anticipating on what players might or might not do). Also, I'm very curious on what the sudden and quickly "emerging fog" will look like from the air. Imagine trying to simulate a fogged up situation only at the players homeplate: Looking at current implementation, a trigger would have to initiate high density fog to suddenly appear over the homeplate, when the player comes near. This will mean that the player will effectively see the fog appear out of nowhere. While in real life, you'd see the high density fog layer from a long distance away, like a "cloud" blanket over your homeplate. But hey, I'm probably just getting ahead of things here . Let's see how it turns out. It would at some point just be cool if we could easily change the weather/fog type completely and have it kinda area bound (take-off in foggy overcast conditions and have the target area 100nm away, with lightly scattered clouds)