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Aginor

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Everything posted by Aginor

  1. I usually avoid VRS by moving in some direction. Sideways is often a good option.
  2. Ah, that's an interesting information, I wondered about that as well.
  3. That reminds me of the Topgun Christmas Card incident I read about: They had - among other things - a picture of Santa on a sled, and the caption read (IIRC) "only an a**hole would shoot down Santa" and in the back it was another picture, of Santa and the reindeers hanging on chutes, the sled burning and going down, and the caption read something like "merry christmas from the a**holes at Topgun" It caused an incident because a superior officer disliked a - slightly less tasteful and NSFW - picture they had also attached. I LOL'd hard reading that story, in two different books IIRC. EDIT: Also we are drifting dangerously Off-topic.... So yeah, voice comms are cool, and we should totally have them soon. :)
  4. @Poly_Roie: Haha, if you post a video of yourself, flying around with the DK2, laughing like a maniac and vomiting into a bag at some point during the experience, that would go viral! :D
  5. Yeah, it really does!
  6. I think that's the way they are triggered. Look at this video, you can see the dispenser boxes: [ame] [/ame] those have to contain either chaffs or flares because the small packages of chaffs (or single) flares don't have their own triggers. The whole box has the trigger. So they are mounted in boxes of 30, like this: http://media.defense.gov/2006/Oct/31/2000537659/-1/-1/0/061028-F-5167G-084.JPG EDIT: So basically you could load fewer boxes, and maybe partially load such a box, but not load one box mixed because the dispenser doesn't know which chambers are chaffs and which are flares. EDIT: And since they come pre-packed as boxes you would probably - although theoretically possible - not get half-filled boxes, now that I think about it.
  7. Love that argument. While technically true it is hard to explain to guys who just know the HUD is never wrong in the sim except when you were hit. But yeah... Working TrackIR is kind of necessary, and (at least in my short testing session) it seemed to work OK in 1.5.4
  8. Hints for others that come here, because it happened to me as well: If you use JSGME to install your mods you might still forget a mod or two you installed manually. That happened to me. I deactivated mods by using JSGME but I forgot one. In that case the repair will tell you it worked, but DCSW still won't start. So check your mods folder and delete everything in mods/tech that isn't CA. In my case the reason was one of upuaut's mods, the 1.5.3 version. In doubt do what ebabil wrote.
  9. Given my track record I'd even buy that module from ED. :D
  10. I think we might have a slight misunderstanding here: A third party software is not necessarily worse, it is just more likely it is less integrated. As long as it gets integrated into the game I don't care if the plugin is developed by ED or by a third party. Just like the 3rd party planes, compared to mods. Mods also can be (and some really are) awesome, but the desirable quality is only achieved by those that are really integrated into the game. Should ED do that with Ciribob's or a similar software module I'd be as happy as if they did it themselves. Until then something like Ciribob's solution is much better than nothing of course. But integrated into the game would be even better.
  11. Oh, then I misread one of your installation procedures. I apologize. That's pretty great. :)
  12. You guys rock so much.
  13. On sunday I also tried it the first time since the patch (just for a few minutes, had to watch football), and the first thing I really had to do was removing the curves from the axes. And wow, what a difference! I can now hover it decently without looking like having a seizure. Looking forward to try it some more. She is still twitchy, and that's ok! She isn't a Huey and reacts very lightly to control inputs. But now it is manageable. Now the only thing putting me off is the lack of FFB. At least a center force would be nice.
  14. I also think that the term "very wrong" isn't quite right, Pitot. A third party plugin can do the job, but it is much harder to make it non-obtrusive. I do agree though that some of the existing solutions for that are a huge pain in the behind to setup, so I'd love to have a more simple solution. Even Ciribobs (awesome because relatively simple to set up) project has the "problem" of - installing a software - opening two additional ports in a firewall - having some additional popup-window thingie to handle Some people can't (or don't want to, in case of the ports) handle that. An integrated voice comm software part would be better IMO. I still applaud the people who try (and in many parts succeed) to bring this functionality into DCSW in the meantime, and I hope ED will some day make the step to implement it into the stock game. No additional programs or stuff, just hop in and use the radios. :) EDIT: And the example of certain FPS games shows: People will use TS3 anyway if they want to, so everyone can still choose to ignore radio settings and just have an open channel.
  15. yeah, me too! :D EDIT: And yes, SmallShit has been there for quite a while. I remember laughing hard when I first read it, because as a developer I can SO picture the guys sitting in their office, saying "we'll call it smallShit for now, we just have to remember to change it for the release version" (and of course that never happened) :D
  16. That's funny. I am using a 770 since shortly after release, with the same arguments basically. :D At the moment I am contemplating the 1070, but I think I'll wait until those driver issues I hear about from some people are sorted out.
  17. thanks, I'll try that!
  18. Something in this mod (or at least in the version I have for 1.5.3) breaks DCSW 1.5.4 Any idea yet what might cause that?
  19. That bug has been around for a long time. :( I think it is already reported. EDIT: Sorry, somehow this thread popped up as new and I didn't read the date...
  20. I meant the dark brown dust effect kicked up by the bullets when they hit. The white defensive clouds from vehicles are ok for me (although they don't look too good and I think they don't affect the AI's accuracy.)
  21. I'd even go so far to say that a x80 from Nvidia was never really worth it compared to the x70 Yes, it was always a bit faster, but for THAT much more money? In most games you wouldn't even notice a difference without looking at the numbers. Fine if you can afford it, but not really necessary. I always sticked to the x70
  22. Now that you mention it, I also think that - depending on weapons/ammo type and surface the effects seems a bit over the top sometimes. I have fired 7.62 machine guns in real life and while they sometimes kick a lot of dust they quite often don't. Of course a 30mm explosive shell kicks up more, it is like throwing a hand grenade somewhere. I'd say the effect looks appropriate for a 30mm or for a 20mm firing grenades. For armor-piercing ammo it is maybe a tad too much, but still OK I guess. For the cal.50 or smaller it is really a bit too much dust IMO. It does look really cool though, I have to admit that. :D Any other opinions on that?
  23. Yeah, just to be clear: we often mention effects that are already there, I think we are aware of that (although I admit I really forgot one or two already existed, position lights reflecting on wet surfaces for example). In that case it is meant to discuss those effects concerning a possible improvement, either of their visual appearance or (my main point most of the time) how they affect gameplay. That's why I think both of you have good points here. As you said, it isn't only about the eye candy.
  24. Yeah, I checked some sources again and there are almost no mentions of missiles ever causeing vapor. Those who do probably confused it with rocket engine exhaust smoke. Case closed for now I guess. :) As for the sparks, chunks and muzzle flashes, smoke, liquids and so on that Solty mentioned: If I am not mistaken we have some already, but we could discuss whether those are appropriate. I think that is a good thing to look up. Again, I am not a huge sucker for graphics, but I see it from a gameplay perspective. - if plane shoots at you, you can see tracers and muzzle flashes. Thats kinda important. - if you hit a plane your indication might be sparks and chunks and whatnot, flying around. There are other games who overdo it of course, like with every effect. But there are pretty impressive examples for those effects in real life videos as well, so yeah, why not. But then both of those are particle effects, and if something is more annoying than not to see whether you hit, it is a lag spike everytime you fire because of particle effects. I still have nightmares from that P-51 gun smoke problem we had a while ago. :D
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