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xaoslaad

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Everything posted by xaoslaad

  1. I installed it and the sig was set to off. The default was,something like the above...
  2. Right, but the point remains an object can have rockets blow up VERY close to it in the game and it still doesn't get destroyed or disabled. And the damage models for ground vehicles is of the functional or dead variety. There is no chance of destroying tracks, tires, turrets, killing gunners, etc. Anyway, as I pointed out this debate has gone round and round in circles many times. I do not expect it will stop with this thread. My OP was to request a feature that I thought would allow us to employ an apparently real life tactic and at the same time alleviate some of the frustration with regards to rockets, whether real or perceived. If it's too much it's too much. I realize it would probably require changes to the rearm screen and mission editor for loading the chopper with extra rockets, some logic to track those stores, a comm entry to initiate the reload while on the ground, etc. To me it seems not terribly difficult, though also not free of work of course. If it's doable, they have the cycles as it approaches release, and it's not too much effort, why not?
  3. Field self-reload http://forums.eagle.ru/showthread.php?t=114521
  4. That is not a realistic solution. Sure I could limit myself to xx number and make myself land somewhere over a hill in between ~20 x launchers, but why force me to do that when implementing it would probably not be 'too hard'. Add internal rocket ammo to the reload screen and add something via the comm menu to reload as long as your landed. If it's an amazing hurdle to clear for some reason never mind. I just thought it would be an interesting idea. Never know. An opposing A-10 may catch someone in such a reload and bomb them out of the sky with an LGB just as they're taking off someday. :thumbup: For the record I have managed to kill all 14 vehicles in the convoy mission without dying once or twice, but I'm usually counting bullets to the bitter end.
  5. Is there any chance we can get self-reload of rockets in the field as a feature? It seems there is precedence for this.[1] Rockets seem way way underpowered to me. When a volley of 5 or 6 blow up next to a HMMWV and barely damage it the 'small' number we can carry can be frustrating, since despite being an artillery type weapon they pretty much require pinpoint precision. Since there have already been at least a few threads[2] about rockets on these forums over the years and nothing has changed (and indeed the debate even seems unresolved as to whether they are really underpowered or not), this would be a nice touch to help. Standing off a little, reloading, and returning to the fight, rather than having to fly all the way back to the airport would be pretty great. It also seems like a completely legitimate tactic. [1] http://en.wikipedia.org/wiki/Mil_Mi-24 "The Mi-24's favoured munition was the 80-millimetre (3.1 in) S-8 rocket, the 57 mm (2.2 in) S-5 having proven too light to be effective. The 23 mm (0.91 in) gun pod was also popular. Extra rounds of rocket ammunition were often carried internally so that the crew could land and self-reload in the field." [2] http://forums.eagle.ru/showthread.php?t=41824 http://forums.eagle.ru/showthread.php?t=54470 http://forums.eagle.ru/showthread.php?t=71005
  6. Where is the kickstarter? My F5 key is wearing out refreshing kickstarter :D
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  8. I'm sort of not surprised they aren't going to make it. I want to see them succeed. To that end I dontated $250. But I don't feel like I'm getting much for a $250 backing. My constructive criticism is that they could use a lesson in marketing. They start out OK. $10 gets Forums access, $28 gets a copy of the game. $50 gets a copy of the game and beta access. $68 gets a boxed package. $80 a flight manual. Those are OK, but then they go off the deep end. $150 gets you 2 versions of the aircraft. $250 3 versions. If they were going to give 1 aircraft for $28, why not two for $56 digital. Three for $84 digital. Make two with Beta access $75, three with beta access $100. Other projects do early bird specials. If $28 is a really discount price and they plan to sell the final product for $49.99, first 20 get it at $28 then. Next $20 for $33, next $20 for $38, etc. I'd also make the physical stuff, which is going to cost them more, addons that people can put in addition to the digital media and PDF's. Make the flight manual an add on for X number of dollars for for a physica copy. Physical copy of F-35A install so many dollars and so on. Hell, show concept art for a nice t-shirt design as an add-on. Remember those cards you used to get back in the day for flight sims that show what every key on the keyboard does for shift, alt, regular, etc. press. Do those in PDF and hard copy as add ons. Others give previous products/games away as incentives, like Torment: Tides of Numenara did (a pretty successful kickstarter project). I don't know what KI has to offer here, if anything, but they should be looking in the give away drawer. I mean the CoC kickstarter had so many rewards in so many combinations, plus addons, that they had to make a frikkan' huge chart, just to help people understand what they got at what levels. Plus addons to cover every other combination.
  9. What thread are you reading? The conversation is about KI and the F-35. Drink and moderate much? There are 161 pages of comments and your comment is the most off topic thing in the thread.
  10. I wish the whole 'hardcore' simmer thing would die in fire. I doubt most of us started with anything more than a joystick to crash our jets and choppers into the ground in new and interesting ways. And yet at times it seems as though the flight sim community goes out of its way to be as uninviting as possible to newbies. It is as if you don't have a cockpit in your house, a 7 monitor setup, track-ir, pedals, a 400 dollar hotas, and adhere to realistic comms your opinion doesn't count and there is no place for you. But those same people will insist on doing SEAD against SA-11's in the A-10C while carrying 6 mavericks, 6 GBU-12's, 2 GBU-38's and whatever else they can stuff under the wings, so go figure. As much as I love flight sims it does not really surprise me that it is such a niche market. Last I checked my enlistment is up, I was never commissioned in any branch of the military to fly jets or choppers, and so I'm not a hardcore simmer. And if my friends want to fly with labels on, that's cool with me. I'll just try to find targets with the tgp from even further out, before the dots start showing up.
  11. So, unless they get $75,000 they can't afford to make the game. How much is it worth for you to help ensure an F-35 module gets made? $0? $28? $50? $100? $150? $250? $500. More? Some people want to see the project a little and some a lot. Offer what you're willing to pay. That's the premise behind kickstarter...
  12. I've pledged. More than I probably should have. My wife is gonna kill me when she sees the bill. What are the chances of an LHD instead of an LHA? She was stationed on the Bataan so maybe I can get some leeway by telling her now I can take off and land on her old ship. :D
  13. Ummm Seriously confused. You're only saying you're going to build the F-35A for sure and the B and C as reach goals for $155k and $220k. On the other hand you're promising them to the people at the higher level pledges. How exactly does that work if you only reach $75k? Edit: David responded to me on kickstarter about this question: "Hi Jason, we will be building all three F-35s, we may not be able to start on the C until the A is released if we do not get fully funded, but we a committed to building all three models. Your contribution guarantees all three... David" and: "By that I mean Jason, if you have contributed and are entitled to ether the C or B or both - you will receive them if we at least reach our goal of $75,000 David." Thanks for the clarification!
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