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Everything posted by HILOK
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Recommended spec for dedicated server?
HILOK replied to Lace's topic in Multiplayer Server Administration
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Recommended spec for dedicated server?
HILOK replied to Lace's topic in Multiplayer Server Administration
quick question, is there any difference during runtime in using an SSD vs a HDD on a dedicated server? i mean could that produce any latencies during mission due to access times on a HDD, or would it just mean longer loading/server start times? thanks -
seems to have been like this for almost 3 years. i wish things like that could be addressed within a shorter timeframe...
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you have to change frq (manually or switch presets)
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hi, just recently (finally) got into the harrier that i purchased a looong time ago. not sure, if i could recommend it even in its current state, although it seems not "broken due to razbam situation" yet. generally speaking, i would place it somewhere between flaming cliffs modules and study-level. maybe 60-70% towards study-level. depending on your siming preferences, essential features are broken, such as TOT, AWLS (although apparently rarely used IRL). a lot of the avionics "logic" is bugged or just incorrect, such as missing colons on the option display unit... if flying and dropping bombs is sufficient to you, you could give it a go, but at the risk that the whole razbam situation will ruin the module totally eventually
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Fuel efficiency nomogram (kilometerförbrukning)
HILOK replied to Pyrocumulous's topic in DCS: AJS37 Viggen
thanks. hmm interesting, i wonder how the wind effect is accounted for? but maybe wind is not really relevant in case of the viggen's flight profile? -i assume relative short distances low-level flying? -
Fuel efficiency nomogram (kilometerförbrukning)
HILOK replied to Pyrocumulous's topic in DCS: AJS37 Viggen
hi and happy new year ! just out of curiosity, what would "B/V %Km" mean ? -
the issue, as far as i understand, is not so much having to rely on external mods, but that the weather can't be changed during mission time. and THAT would really be a game changer, as you could f.ex. run an attack in VFR, but by the time you get home the wx would change to IFR. of course mods could then also inject realtime wx, if you wish so...
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does that mean it's coming soon?
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i wonder, if better AI -the way ED envisions- would currently even be feasible performance-wise. in that case the roadmap could go: better performance (vulcan or whatever) -> better AI / ATC (i wish) -> dynamic campaign
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OVGME No Longer Working After Latest DCS Update? (with the fog) Any fix?
HILOK replied to CommandT's topic in DCS Modding
same here. thanks to @Rudel_chw's kind advice i sticked to OVGME. i am sure the dev did a wonderful job with OMM, and it's probably very powerful, but it seems too complex and not accessible enough to me. and the thing is, when you mess with mods, you wanna make sure you dont mess up -
i think we're talking about the last 10~15% to perfection here (if there is such thing in a sim), and i don't see any contradiction to SME's statements saying that the FM is "not perfect, but fine" and "good enough"... this sim could really benefit from discussing such topics in a less emotional manner.
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thanks for the initiative. exactly my observations! my assumption is that atmospheric effects aren't simulated, therefore a FM matching real a/c dynamics would indeed appear to be on rails. that's why they have to make it a tad inherently unstable. this is also noticeable in approved professional flight training sims up to FFS-grade (the moving ones). they're usually much more finicky on the pitch axis than the real plane. one thing i find all DCS airplanes have in common is yaw dampening seems a bit weak, or wobbly. the OP as i take it only mentioned AAR as an example, but is talking about the DCS FM in general, so maybe more constructive not to focus on the refueling aspect of FMs.
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Tired of being spoilered in 100% of my missions.
HILOK replied to theIRIEone's topic in Mission Editor
i am surprised nobody suggested briefing room or liberation campaign. briefing room is probably exactly what you are looking for: you decide the aircraft, type of mission and other conditions, and BR randomly does the rest incl briefing. liberation campaign simulates a dynamic campaign, and it does that really beautifully. you can find both on github (and youtube) -
hi @engines very impressive stuff. looks awesome and high quality, really. i am trying to mod my winwing orion base for the harrier, as my simpit setup doesnt allow an easy integration of such a deep base. otherwise i would have ordered it already : ) not having to design the throttle grip would save me a lot of time. would you consider sharing the 3d file, or can i purchase it from you? thanks
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and i totally agree with you. this option was a suggestion for the hardcore MP fraction, in case they would dislike an emergency landing feature...
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totally agree, and i'd like to add that "ATC issues", aka dinner's ready, would only come into play, when there actually is other traffic around. a SP "airquake" scenario typically takes place in an almost empty dcs world. as there is no dynamic traffic, there's always an idle airport around. and for the remote case that after a hard day of professionally airquaking, you are running on fumes and the only runway that you can reach is the one the mission designer put traffic on, one could still use that old trick from THE viper sim: call for emergency landing, and the airport is yours. now for MP scenarios, i would argue that decent air traffic control would actually be needed and really useful (tools are already available to prevent players from messing around, and more tools could be created to prevent abusing ATC, i.e. call emergency for no reason)
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wow, good observation! maybe adjusting the mesh just underneath the papi objects would be easier... thanks
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Update scheduling and Bandwidth Restriction
HILOK replied to Spinfx's topic in Installation Problems
if i may extend your list 4. allow selecting a download location other than the install drive (download sizes have become so huge that lots of users get out of drive space during the update process, although the updated version of DCS would easily fit on their drive) -
this only happens, when using the generic comms menu shortcut, not mike shortcut [ALT+\] (easy comms off, not using VAICOM PRO): after clicking a comms menu option, the INTERCOM sel snaps to '2' (UHF) uh1-atc-interphone.trk
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yeah, that viper sim's ATC system and its implementation with voice recognition is the best i've ever seen in any sim beyond ATC (pun intended)
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for me ATC is undoubtedly the most eagerly awaited missing feature to fill DCS world with "life". i understand this is a significant undertaking, but i believe in the meantime ED could easily improve what's already there using very little resources. just a few thoughts (focusing on western modern era): o replace QFE by QNH o wind from (iso blowing to direction), rounded to 10 degrees, speed in knots o provide QNH with startup clearance (iso take-off CLR) and after "inbound" call o correct take-off CLR: <callsign><runway>"cleared for take-off, wind"<w/v> o fix the "unable to clear for take-off" followed by take-off CLR issue o fix request azimuth/nav assistance all these points although mostly cosmetic (no proper traffic vectoring, separation or deconfliction service provided) would already add a lot to immersion in my view
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well, there is now it's called standalone radar control (src) https://github.com/Wizxrd/SRC
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8. PLAYER TOTALS i.e. overall (not avatar specific) cumulated stats, flight hours etc, per player (login) this would allow one player to have several avatars/characters in different careers, e.g. a british WW2 guy, a norwegian F-16 pilot etc, while still cumulating their own player stats, flight hours etc. also: avatars could be set to vulnerable without their records getting lost for overall player stats, when they die