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Everything posted by Mistermann
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I definitely have my personal list of things I'd like to see addressed. Sound and immersion is definitely at the top of that list.
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I think a lot of us feel the same way here, @Gunfreak. Based on feedback from Mag3 themselves, the list of "known issues" at launch paled in comparison to the ED "list" accompanying the release into EA. A buddy and I were just discussing this very topic today and postulated starting an online tracker for all the bugs that have been reported by the community. Alas, I think such an endeavor becomes an immediate ban by ED CMs as well as having unintended consequences of jabbing more at mag3 than providing visibility into the issues. I don't have any idea how big mag3 is, but certainly judging from their presence here, they appear to be mostly a one-person band. We can hope for some clarity on some of these more egregious issues - I just don't expect movement anytime soon. If mag3 is as small as I suspect, I'd rather them spend time fixing/testing than administering to community management.
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I'll add some video references here as to what the real Corsair sounds like. For those who've never felt the visceral sound of the engine startup, high speed pass, low throaty fly-by, or the whistling death signature sound - well, words just can't describe the sensations one feels being in the presence of such an iconic warbird. Some may feel the mag3 sounds are okay - or even good. That's subjective and your opinion that of course you're entitled to. My opinion, however, is mag3 missed the mark on the corsair massively. Hearing Echo19 ( @I_Gamer ) chime in above suggesting mag3 ghosted them years ago was a real kick in the stomach - especially given the state these sounds are in at EA. @-Rudel- - are you considering making a change to the sounds to bring the Corsair up to what many expect from the Corsair? If this is/was a cash saving decision, I'd suggest there are enough of us that would invest in making the Corsair sound as authentic as possible and encourage you to explore funding options that push the sound environment to the best quality possible within DCS. Even if you have no desire to leverage Echo19, please take a listen to the videos below and honestly evaluate how your rendition sounds against the real thing. The Corsair still flies (although fewer and fewer these days) - get yourself to an airshow and take in firsthand how its supposed to sound.
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@-Rudel- Can we get an official statement on the conjecture above please. You've now got a wildfire of YouTube videos, online posts here and "elsewhere" claiming you can't trap when the carrier is headed in the direction outlined in the linked post above. This would greatly assist the community in differentiating fact from fiction. Thanks.
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Absolutely agree with you. My post above was poorly worded. To me, it's clear that ED can't be bothered to correct/fix/enhance the experience. An absolute shame as far as I'm concerned.
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Okay, I have this working now. A big shout out to @Rudel_chw who helped me with this a few years ago. I saved the information and put it to good use here. The Mag3 developer can correct this in all of 30 seconds and have it in the next patch should he have time. You have to edit the BASE GAME default joystick lua file to patch this. Make a backup of the original if you make this small change. Steps 1) Open Notepad++ (or whatever text editor you use) 2) Open up ..\DCS World\Mods\aircraft\F4U-1D\Input\joystick\default.lua 3) Add the following line of code as shown in the image below {down = iCommandCockpitShowPilotOnOff, name = _('Show pilot body'), category = _('General')}, 4) Save the file Note, you have now added a show pilot body option to the general category of your joystick mapping. Any patch to the Corsair will overwrite this file so keep it around until Mag3 gets around to "fixing" this. I have tested this on my machine and it works great. For original thread where Rudel helped me, it's here - https://forum.dcs.world/topic/336367-29-object-camera-with-position-inheritance-rshftrctrlf2/
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This guy's a pilot and has an informed opinion.
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There's some Lua magic required here. I have a how to buried somewhere that I'll try and dig out and see if I can get working. Unfortunately mag3 didn't do us any real favors in the early access keybinds area, did they?
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Are you going to add a 1st person pilot body with animations?
Mistermann replied to westr's topic in F4U-1D
Can we please get a keybind for this? Not everyone plays in pancake mode (2D). -
Nice work, Reflected. Thanks!
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Same for me. Problem was the cockpit jockey! Reports of the Essex being bugged because people can't trap the Corsair like a Hornet/Tomcat are simply pilot error. Watch reflected's video. It will help tremendously.
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Yup. Alas, I seem to recall it being an ED shortcoming that's not worth addressing.
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Will you consider partnering with Echo 19 for improved sounds?
Mistermann replied to dsc106's topic in Wish List
100% Please consider this. Tyler (E19) even commented about this topic in another thread. -
Here's hoping, Tyler! You do great work. Thanks for chiming in
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What a shame.... We have a supremely talented community. Hopefully someone can fix this. Echo19 would do a great job for sure, but not for free (nor should it be). Pretty bummed to see the early adopters disappointed in one of the most iconic aspects of the Corsair. Once I get home next week I'll see what I think firsthand.
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FAQ Q: I am not a MP pilot, can I play this solo? A: Yes, most of the missions scale to the number of players. I solo'd all the content myself during playtesting. There are some challenging missions that will probably be hard to complete, but there are ways around that if you want to change the mission in the ME (invulnerable?) Q: Whenever there's spoken dialog, there's no on screen text. Is this a bug? A: This is a personal choice I've made. As a VR player, I try and make missions as immersive as possible. One of the ways I do this is by NOT displaying the dialog on screen. This is especially important for longer dialog transmissions. Walls of text are easily one of the things that ruins immersion for me. Whenever there's something ultra critical for the player(s) to comprehend, an abbreviated dialog will display on screen. Q: During a mission, when there's a radio call, do all players have to respond or interact with the radio? A: No, only one of the players needs to respond to trigger events. As soon as one player responds, the radio menu is updated accordingly. Q: I'm a SP, how do I start the mission in MP mode? A: The entire campaign is designed for MP Coop so every mission expects to run in a multiplayer server session. Make sure you start each mission from the "Launch Multiplayer Server" option in order to spawn in the intended spot(s). NOTE: Ensure your multiplayer Advanced Settings have "Resume on load" selected.
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Overview Thanks for checking this out. Constructive feedback is absolutely welcome as I’m always looking to improve upon the content I share. Thanks in advance. I make these mini-campaigns for my small group of friends. What started out as a single mission for the Hornet (search Jupiter’s Javelin in files section) turned into several MP campaigns and countless hours of fun for the group. If you haven’t experienced DCS in a fully COOP (PvE) environment, I’d suggest you’re missing out on some real magic. I’d be remiss if I didn’t credit 2 content creators as “spiritual influencers” to my initiatives. They’d be @Dagobert666 and @Jenson. These guys paved the way for my initiatives over the years with MP campaigns themselves. Both are outstanding (one for Hornet, the other the Apache). Thanks to both for their hard work! Download Get the first mission here [https://www.digitalcombatsimulator.com/en/files/3345275/] Details First and foremost, this is designed for Multi-Player. Yes, you can play this solo if you want. The storyline follows a fictional set of events taking place in Afghanistan in 2012. As a member of VFMA-323, you’ll fly “realistic” sorties from Kandahar in the Hornet. I take liberties with some of the story elements in an attempt to keep missions fun, immersive, yet not completely impossible to complete. Most missions take 60-90 minutes to complete. They aren’t overly milsim and are approachable by most intermediate Hornet pilots. Mods and Scripts I abhor mods. For years I wouldn’t even download a mission that had a mod required. Its really a shame, because there are many hugely talented mod makers out there. Alas, I find the juice is rarely worth the squeeze when it comes to mods as many struggle finding/installing/maintaining. IF I choose to include a mod in a mission, it’ll be for a darn good reason. I pledge to keep this campaign as mod-free as possible. I do deploy the splash damage script from @stevey666 in these missions. I like the eye candy and have configured his script to my tastes. If you want to change the settings, or simply remove, it’s the first line of the “initialization” trigger at the top of the triggers list in the ME. Missions Mission 01: Guardian Angel [v1.02 -- June 16, 2025] - https://www.digitalcombatsimulator.com/en/files/3345275/ Mission 02: High Noon Scramble [v1.xx – ] under MP testing/development Maintenance I'll keep this OP updated with new missions. I'll also maintain a FAQ post below. Enjoy!
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@stevey666 - you're doing an awesome job advancing this script! Thanks for picking it up and not only improving it, but adding some nice additional features around eye candy. I have a small request - degrading smoke effects over time. This isn't likely for everyone, but something I'd like you to consider via configurations if possible. Example Initial Target hit and explosion = Medium Smoke & Fire (don't recall the numeric for this) 2 minutes later the effect turns into Small Smoke & Fire 2 minutes later the effect turns into Medium Smoke 2 minutes later the effect turns into Small Smoke which remains on indefinitely Lots of configurable options here, I suppose. Your call on the progression of where to start and how to degrade. Thanks for considering.
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Into the Jungle - Next Gen
Mistermann replied to Mistermann's topic in User Created Missions General
June 15, 2025 - New Release Announcement The new version (v2.017g) is now available for download in the files section here https://www.digitalcombatsimulator.com/en/files/3342301/ Highlights Triggered Air Attack - Air Attack of Andersen when Alpha/Bunker/South Island destroyed. Hopping in fighters to intercept is the only way to prevent Andersen's bombing. Activated sitting ducks script - Any stopgap client destroyed prevents client spawning for 30 minutes. Thanks cfrag. This matches up with the Triggered Air Attack. If bombers reach Andersen and take out stopgap clients, players cannot spawn into those spots for 30 minutes. The Slot Select won't allow you to select the slot. Removed C-130 Hercules - There were a variety of reasons for this decision. In my group, we simply had trouble with performance. It was also a very niche unit that we all agreed didn't bring enough value to overlook our perceived shortcomings. Not a dig at the mod at all. We just opted to remove it. If you want it back, simply change the MIZ to add client slots for the HERC. Pilot death voiceovers - added several additional voiceovers whenever Player pilots eject. There was only one VO before and it got old pretty quick. Tactical Changes : Replaced insurgent AAA ZSU with VAP VC Zis 150AAA : Reduced explosion size on Alpha/Bunker/Cocos : Updated splash damage script to v3.1 : Further reduced initial fog settings : Added SPAAA ZSU23 Shilkas to several random groups : "Named" several additional prominent places on the map : o South Island is now "Cocos Island" RL name of that small island off of Guam : o Flatlands between the South FARP and Jungle FARP bordered on West by Diamondback and Copperhead is now called "Serengeti" : o The "nub" peak that sticks out on the Southwest of Diamondback is called "Bunion" : o Properly named the lake as "Fena Lake" as it is IRL On a personal note Devil referenced this back in May. I won't go into details, but I will share that I was unexpectedly rushed to the Emergency Room and spent 3 weeks in intensive care. I am very fortunate to be sitting here typing this today. Life is fragile and none of us knows when our ticket for the next chapter gets punched. While I am now back home, I still battle symptoms on a daily basis. I2J Future I share this because it gives some perspective on why I2J went "dark" for so long. It also is a big reason for me to call this mission "done". From this point on, I won't be adding anything to the mission. Whenever the cobra arrives, I'm sure I'll update for everyone but nothing more. When I set out to create this originally, it was for my small group of friends. A way to simulate a jungle coop experience that was different each time played. Over the past couple years, it went from concept to a pretty solid offering considering all the limitations of the ME, base units, state of AI, etc. Hopefully nothing comes out of ED that breaks this mission. Regardless, it was fun bringing this experience to the community. I hope people keep enjoying this for quite some time. Thanks! -Kandy -
Clearly you care, @cfrag. Thanks for spending considerable time and energy making suggestions in a nonthreatening and constructive manner.
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Kiowa needs map grids for Germany added
Mistermann replied to MatzWarhog's topic in DCS: OH-58 Kiowa
Absolutely spot on. No amount of ED/PC gaslighting will convince me this module has a future until an update comes, and we can all see for ourselves.