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AngelAtTheTomb

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  1. I don't think it's derailing the thread to discuss the topic of the thread. Paying your team is obvious. Nobody is suggesting you don't do that. As a consumer, however, I believe it behooves ED to take stock of the attitudes of their customers. Many on this forum seem eager to support paid asset packs; that's fine. Many others find it distasteful at best, and dishonest at worst, when such assets were advertised for years as being part of core sim updates, withheld at the last minute, and suddenly there are expanded plans to split content across multiple asset packs. We are not naive to the costs of software development. But I, for one, am very disappointed that the core sim is being monetized in this fashion.
  2. 4000 lbs is a lot, and will requires 4000 more lbs of lift. This means you need more AoA for that lift, and you get more induced drag. Top speed - at least in the real word - is not just a factor of drag, but of weight. This whole thread highlights some of the problems of parametric simulation, especially with a paucity of data like military aircraft. I would assume ED has drag index factors for all available stores, but that's mostly an estimation for fuel planning purposes and the rest is going to involve some guestimation.
  3. So...does this mean we can tone down the wing breaking some more? Because it's still very much possible.
  4. Yeah, I played the mission four times (don't ask). Three times Olive worked fine. One time she didn't. Who knows.
  5. It also seems like the model update priorities are pretty illogical. B-1, a unit most players are never going to see, except maybe taxiing past on the tarmac? High priority, internal weapons modeling, 110% effort. SH-60, a unit that every carrier mission will have several of, right next to the player? Nope, the Minecraft model from 1993 is fine. The pace of full-fidelity pilotable models is faster than AI aircraft. What? If I could wave a magic wand, the priority would be: 1. AI "adversary" aircraft. Su-17/22, MiG-23/27 (RAZBAM's won't be out for another five years at this pace), MiG-25. JH-7, J-11. 2. Realistic 2000s/2010s NATO AI and carrier models. AI SH/MH-60, Viking, Super Hornet, EA-6B, CH-53, V-22. We would see these up-close all the time and their inclusions would allow much more realistic missions. 3. AI Cold War. No shortage of choices. With F-4 and Vietnam coming, it's going to need a ton of AI models to make it remotely realistic. So will Kfir/Sinai. 4. Ground equipment. Always more ground equipment. 5. Airlift. C-17, A-400M, C-5, C-141. 6. Bombers.
  6. They're beautiful models, sure. Making them work properly is a lot of work, sure. But it's also fair to be frustrated with the pace of development. ED has got to find a way to direct more resources to the core sim OR to make acceptable compromises on quality. A pretty good B-52 five years ago would have been better than a beautiful B-52...someday? A thriving sim ecosystem requires an ecosystem. The AI part of the game has been neglected for a very, very long time, after being the source of some sketchy business decisions (WW2 Unit Pack anyone?), and that memory is going to take more than three (again, very pretty) models to overcome.
  7. Same issue. I was flying this last night and when Olive was detached (when Clementine goes feet dry), she just peaced out, flew straight back to the boat, and landed. The radio calls still worked, but needless to say she did not attack and the mission got gummed up. Trying again tonight.
  8. FWIW, I tried editing M06 myself, by switching the Tomcats to use Mk-84s and switching the Bombing task to use "Bombs" instead of "Guided Bombs." No joy. They still just bug out after hitting their IP. Near as I can tell they don't even fly over the airport, they just head out to sea and fly around in circles.
  9. Damn. Any chance of uploading updated M06 and M12 versions here for the time being? I know it's janky, but with this month's OB already out....
  10. It was reported years ago and has yet to be fixed. There's a mod somewhere in user files, one of the cockpit texture mods, that includes some very nice textures for these canopy rockets, complete with detailed warning stickers. I can't remember what it's called, but there are only a few F18 cockpit mods, so you should be able to find it.
  11. Fantastic news, ChillNG. Cerberus North is up there at the apex of campaign quality for me. It's the closest I've come in DCS to feeling like part of a larger war, instead of each side having five aircraft in total. That the politics were so nuanced and well-written, the missions so thrillingly designed, and the details so finely honed - very impressive stuff. Can't wait for your new campaign.
  12. Man. I had gotten all the way through M12 right after release...waited a couple months and started from the beginning, after glancing at patch notes and seeing this campaign mentioned. M06 still no comms after warning about civ traffic. M12 apparently still broken. ED, come on. Either fix the attendant AI issues or tell BD they won't be fixed so he can make changes. This is your flagship campaign maker for one of your flagship modules. This is the kind of thing that gets people burned out on DCS altogether.
  13. Yaga, as an academic (and a nerd) I certainly appreciate the sources you're finding. Alas, I suspect BN is referring to something more precise - a document showing "F/A-18C Lot 20 FCR detects helicopters at X range". ED doesn't seem to have the appetite or the budget for a full radar simulation, so they'd need something they can build a radar script around, instead of "this is how radar works". You're right that the radars are becoming a bit scattershot across all the modules. Some - M2000C, making everyone else look bad - are approaching a quasi-simulation. Some - F15C - are magic. The F/A-18's radar is a troublesome animal, and in my experience it performs well 90% of the time. I don't know enough about the real aircraft to know whether the other 10% is a simulator shortcoming or a real-world shortcoming. I do find it hard to believe that helicopters would be essentially invisible to a modern FCR.
  14. Might also want to check in settings (I think Sound settings) and make sure "Hear like in helmet" isn't the culprit. That option makes a huge difference to the soundscape.
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