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Erforce

ED Translators
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  • Flight Simulators
    F4:AF / BMS
    DCS BS / BS2 / A10
    FC2
  • Location
    France
  • Occupation
    V.Editor

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  1. You know what, for years we, BaDcrc and Ka50 lovers ranted at ED to implement a true analog axis to drive the Shkval, in order to engage fast pesky moving targets. 10y ago I've MP a nice russian dev to push this higher, and you know what, we had it (quite recently)! Since then, designating moving targets is a painless task with a true mini axis. But you're right on very fast transversal targets, it's faster to use Igla (or hide in trees) but flare sensitve. For damage model, depending where you strike, but even a vikhr is not enough for Apache or Mi24. For cargo, unfortunately AI is extremely dumb for this task as it doesn't manage pendular effect, nor can follow a specific route (in valleys) while transporting (unlike embark command). That is a severe limiting factor to simulate deliveries in hill ou mountain environment. On a side note, adding features is always followed by smart mission designers who wants you to perfect their favorite aircraft, and removing this after a while could break entire part of campaigns, or limit these ones to extremely simple tasks like take off, shoot something, land. Same with Igla, INU spooling time, ABRIS's CALC (debugged), or ABRIS software/hardware crash (still bugged).
  2. IMHO, a single seated chopper with tremendous autonomous systems before the real computing era and a lift ratio like this, could have played a combat support role while Mi24/mi8 are platoons and tech haulers, this baby could bring their meats, ammos and spare parts, then support them after a short maintenance. But with only 24 units, I also understand that Russia wouldn't put in practice this kind of silliness. Well, You still can use an older version of DCS if you really want to transports those gas pipes and play with Electronic engine governors to squeeze 2% turbines extra power (and have a chance to kill them in the process) But I agree, this option like the iglas, should exist at least, even if it's not widely used (for Iglas, they're too flare senstives anyways, best to use vikhrs).
  3. Hello I've made some crouded bases with Helo starting from ground and/or pit stop landing. I know it worked in 2.7, but right now (2.8.7 and OB 2.9) Heli AIs (no matters the model) want to have a flat land before them in order to accelerate and climb. It's like they consider they're on the start of a runway. They ignores some objects / units or trees, but the crash when the center of the rotor collides with a mass. Anyways, it should broke many missions with this kind of depatures (not on a runway) Here is a simple track showing 3 cases, hotstart from Farp and from ground too close to a hill, and a third one with enough flat land to allow it to climb after 65kph. If any structure is making obstruction, AI will try to circle it at very low speed for a long time, worsening the case and eventually crashing in another object like a hangar. (not included) 2.9.0 OB caucasus track: 287-290_AI_HELI_TOFF_LOGIC.trk Before, they climb high enough straight up, face the first WP direction and engage. so you could make them land approximatively anywhere.
  4. Hello, just wondering if any of you received an email from ED lately telling you that your user profile was updated (without any suspicious change) As the site doesn't have a timestamp log history, and that I didn't visited the forum this week, I am concerned with a possible security flaw. Should I worry?
  5. A quite simple one! When you select the condition/action list on the trigger table, pressing a key should bring you to that key section, like on any good file system. (after win3.1) The list keeps growing since DCS World 1.2 and it's quite tedious now to seek TIME IS MORE, lost deep in the condition's mini list. Pressing "T" should get you close enough to be trivial again. But, well I'm not sure some one is reading anyways
  6. What does it brings to the real pilot skill? Would yo like a random failure like on the Ka50 after some time ? Not even sure we can set an AI a different skill without resetting it...
  7. Yes that would be neat but how to save the template ? in a template trigger section? In that case there's a chance to have dozens of combinations. This is the main cause which is pushing me to do more lua than needed. Edit : It seems it has been requested numerous times on last 6 pages here
  8. Erforce

    Pilot body

    agreed, this new cockpit deserves a body. the Ka50-III aswell
  9. Hello and sorry to resurrect this but... For me, without GPS and INU (the switch behind) the abris don't update position (freezes) so as we know it's linked in ED code, shutting both of them is ok somehow. But I would like to get ABRIS Failures back (both of them) It was working in 1.2.6 (by extent, 1.5.x but I don't have this version installed right now) A track file is useless because it's a trigger configuration in ME via flag or directly in the editable option of playable unit. Abris Hardware just shut it down once and or all. Abris software looked like this, and still pops up after a proper reboot, which was freaking cool for learning IFR in a cool way: In DCS 2.x the debriefing shows nothing. Edit : In fact, if you set all failures, you'll notice on debriefing that LASER and BOTH ABRIS failures don't work. The rest is functionning.
  10. That's what I've said. This campaign was so sexy even in 1.1.1.1 To take off in pandemic you'll have to be on the good frequency. I mainly set auto start, because something wasn't right for the script to detect my manual start. Didn't bother too long, win+home & 10x time compression for 3mn. The clearance should be granted after wingmen takeoffs No bugs detected though, if you do things the way it has been designed.
  11. I would much appreciate a change in campaign builder: Altough the scoring system for stage change is quite effective, on long sequels it is a problem. It would be nice if the "Load mission" was adapted to campaign mission. In that case if I do 5 tutorials missions then screw badly the first real one (which is the 6th in sequence) with a bad action (monitored via Mission designer, not a simple dumb crash), I can't force the next mission to jump multiples missions backward for a last chance survival before a campaign fail. So at some point, either you win, you see a score >50 so you know that you won somehow, or you see a score <50 and you know that you've done something wrong. Ok for once or maybe two if the design permits (not just replays of tutorial) but at some point, you just hit "Fly again" or CTRL R if you see such a score to basically "discard" what you've done earlier. Keeping at 50 is not receommended because you can't go back and forth with certainty 'cause the next mission is randomly chosen. With the load mission, or something like "load other branch", you could easily "fool" the player to bring him somewhere he really deserves, even if he thinks he won. Too many campaigns are win or retry. Even the KA50 Oil War has some capabilities in backward sequels (you start at stage 4) but limited near the start of the invasion which is totally unrealistic cause you can never lose in the end. Also, a specific text and image for the win or loose campaign would be fantastic, rather than a generic text. Everyone want a dynamic campaign, but scripted campaign is so much versatile, it's not a question of "bombing it or not" it's a question of true flying skills. Thanks for you time mates. Erforce
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  12. Deployment = unforgettables missions Medvedev = ok so so Republic = meh Vergeev = I don't really remember past the demo Pandemic = it's on my bottom list for a reason. I'm not expecting AAA campaign, but for 13$ I don't have fun, I'm at mission 10. Courier single mission is way more exciting, even since 13 years. Here you engage autopilot, hover, pewpew, and die mainly because of rotor intersection past 320kmh, because you want to end the mission as fast as possible. Time shifting is your friend tho. Only mission 2-3 were kinda challenging the first time, especially when you havn't fly in years.
  13. Not present in test version, but is active in OB 2.7, good spotting tho.
  14. know bug but not as annoying as old absolute axes behavior. still better than pressing keyboard which reset the speed each time you press a key
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