

AbortedMan
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Pilot stats? Uh oh. People are going to get mean. -
Also getting this texture bug on the wings and nose of the P51 at some angles of lighting. Haven't tested with other aircraft.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
The Viggen is available on both sides already...do you mean objectives specific to the Viggen's capabilities? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Where or to whom can one report ill moral behavior on the Blue Flag server? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
I see the stats in the ED forum post for each round, but not anything that shows stats for population of the testing phase...mind providing a link if I'm missing something? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Then stop responding. This is an Internet forum...circles is all we do. FC3 fighters (any fighter) being able to get up in the air in less than 2 minutes shouldn't be a thing in Blue Flag. Every measure possible should be taken to prevent it. What you're asking will promote airquake and less value in virtual lives. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
I think a lot of people are trying to join the team that needs more people to balance the scale, more so because they want to have people to fly against, but without anyone coordinating everyone's efforts and no central place to see where the team populations are on an average night they find themselves in a lopsided situation. A web-based roster or registration to display how many chose which team for a mission cycle would fix a lot of problems, but that may be asking a lot. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Mission needs resetting...there's one Blue airfield left and I think it's safe to say Red won. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
What's more likely to happen:? 1. All fighters start with fuel. or 2.The Mirage falls in line with the rest of them and gets fuel removed. Why do you think this option is set this way in the first place? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
But not significant enough, otherwise I wouldn't be on this thread and have people agreeing with me. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
You're the only one talking about realism. I want a kill on a Mirage opponent to have more of an impact than delaying their push for ~3 minutes. This is coming from me, mainly Mirage player, mind you. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Of course there is a gameplay and balance reason for having to refuel when shot down...it's your punishment for dying. It's simulating to whoever shot you down the absence of opposition because they established air superiority for a stage of the ongoing fight. Negate your absence with a 2 minute Mirage take-off and it makes the fact that you got killed almost null and void. Why does it make sense that someone would have to shoot you down 4 times in a 6 hour period to REALLY gain air superiority enough to open a window for their team to achieve something? Strict penalties for death makes for much more interesting gameplay. That's why I imagine most play on Blue Flag. If getting shot down didn't suck or sucked less on this server, we'd be playing a clone of 104th or OpenConflict (not that those servers are bad, it's just a different type of gameplay). Maybe you're just not into what Blue Flag is trying to simulate? Also, I don't understand the logic regarding adding fueling to the Mirage...it doesn't take as long as the F15/Su27 so don't even try? How is that a better solution than at least doing something? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Is there a reason that the Mirage doesn't have to refuel when spawned? Seems weird that this is the only fighter that can get in the air in less than two minutes. I feel cheap getting shot down and coming right back up so quickly. Can you make it even with the other aircraft or is there a special reason it starts with a full tank? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Server is hung on reset. Needs fixin'. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
People need to remember that this is the Internet/online gamers we're dealing with...a universal channel/lobby would be a horrible idea given the track record of humanity coupled with anonymity. Don't say trolling in DCS doesn't exist...had a run-in with someone the other night that wanted to fill freq 264 with requests for everyone to forcefully perform oral sex on him because the 8 of us weren't jumping in GCI slots and moving his JTAC. -
CCRP always overshoots in my tests using Mk82 @10k ft ~500knots in shallow dive less than 10 degrees. 15-20 degrees drop angle is accurate within 15m, but defeats the purpose of what I understand CCRP is by forcing you to get extremely close to a target and exposing yourself to threats. Should I be expecting a fix eventually that allows me to level bomb from altitude in the Mirage using CCRP?
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I'm pretty sure reloading the data cartridge will achieve what you want. Make sure card is inserted, REF/LOLA and enter 9099, press LS button (or whatever that lowest button on the left column of waypoint buttons is labeled).
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** AJS-37 Changelog / Update Master List **
AbortedMan replied to Cobra847's topic in DCS: AJS37 Viggen
Add my name in the hat for votes to implement a different solution for the BK90 in MP. I was on the fence about buying this aircraft until I read what the BK90 was...I immediately purchased it after getting a description and seeing how cool it could be. Was deeply saddened to see it neutered in MP (Where I solely play). I've recreated and compared scenario after scenario in SP mission editor that are identical to my MP experiences (Blue Flag, 104th, OpenConflict) and deploying BK90s in MP is exponentially less effective at taking out ground targets than in SP. I've noticed recently that a BK90 in close proximity to another BK90 that is in flight to a different waypoint will be detonated in the giant daisy cutter blast of the first, negating any of my effort to fire each of them at different calculated waypoints. That creates some pretty significant limitations in engagement area and approach timing. The giant bomb fix works well to simulate the coverage and devastation of the cluster munitions, but there are other critical functionalities of the BK90 that are hindered by this solution. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
I was using personal experience with the IL2:BoS mission editor using percentage based timers and unit virtualization, as I stated in my post, and there it is not as simple as allowing LUA to do the work...but what you're explaining sounds like you can implement pretty easily and quickly. Maybe you should get in contact with the Blue Flag guys and start working on this? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
Nice. Now apply that about 400 more times to each unit group in the mission and make sure it's bug-free and works as intended within the margins of available system resources and we should be good to go. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
AbortedMan replied to gregzagk's topic in Multiplayer
The logic that realizes that someone has to do a lot of work to change all of those spawn locations to fulfill aforementioned request. I personally chalk it up to this being a game and things spawning in the same location is a gameplay function limitation only influenced by extra work by the mission creator put in to rectify that discrepancy. Of course it would be nice, but the scope of work in Blue Flag mission editing is probably already huge. If mission editing in DCS is anything like IL2:BoS, one could create units that have a user-set percentage-based chance of spawning in various user-set locations based on the units that are already established, but that means the mission creator would have to apply this logic to every single unit already in the mission...which means they'd have to basically rebuild the mission twice, three, four, or five times over based on how many variations of locations and units being spawned were wanted. That's hours and hours of work. It's not as simply done as many would think. -
BK90s are a bit of an enigma for me right now due to the different performance of the MJ2 and mix (MJ1 & MJ2 mixed supposedly?) variants and I'm concerned about what is the proper behavior of the BK90... The MIX variant dispenses anti-vehicle munitions in its first dispense cycle and they seem to home in and track vehicles/buildings that are near their deployment area. See this example below: Meanwhile, the MJ2s, the variant dedicated to anti-vehicle munitions dispensing, is exponentially less effective at destroying vehicles. It seems the MJ2 munitions do not have the homing capabilities of the mix dispenser and just explode (ineffectively) wherever they land...example: My first thought was that the mixed dispenser was simulating carrying a different munition that had sensor fused bomblets on them a la CBUs: https://youtu.be/PDMe_eT9aMA?t=60 ...but I'm not sure that's the case. I'm hoping for some info on what to expect. Is the mixed dispenser over performing or is the MJ2 just broken and will be fixed to match the mixed functionality? Also...when will we see a proper implementation of the BK90 in multiplayer? The "big bomb" fix isn't doing it for me.
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SeaQuark presents: KOREA! (F-86 vs MiG-15 PvP)
AbortedMan replied to SeaQuark's topic in Multiplayer
Changing the model size to the largest setting in the options menu solves a lot of the visibility issues in DCS for me (and still looks plausible). Used to need the labels speck, but not any more...which is good because the labels thing is a poor solution since they are rendered through the cockpit. -
Getting real tired of extreme FOVs in different modules
AbortedMan replied to AbortedMan's topic in DCS 2.9
I have three monitors and still don't use the default extremely wide FOV. It's like novelty joke wide! Thanks for the axis tip. -
Getting real tired of extreme FOVs in different modules
AbortedMan replied to AbortedMan's topic in DCS 2.9
I'm using exactly this already. After zooming in it surprisingly takes a lot of cycles to get back to the normal FOV in the heat of flying. In any case, there should be a FOV option slider for DCS as a whole or at least for each module.