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REDEYE_CVW-66

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Everything posted by REDEYE_CVW-66

  1. Think about it like this: In real life, the pilot could talk Jester on to the target "A bit more to the left... right" "Come left.." etc. So it is not that far fetched actually. Also; in real life, a competent RIO would do all this stuff by himself and tell the pilot what to do- so don't think any of these features gives an unrealistic/unfair advantage at all. Overall I am really impressed (and looking forward to a hopefully quick Voiceattack/AIRIO implementation).
  2. The grass on the airfield is so high, that it in fact clips through the Spitfire wings when it sits on the ground. It seems close to knee height. The grass of airbases should not be this long, and a third of its current lenght would be plenty.
  3. Barthek; if you are around, check your PMs when able:)
  4. Hmmm.. I see what you mean. I zoomed all the way in and they appeared to be bare. But I agree- they do indeed look like they have (brown) leaves in certain zoom levels.
  5. Nope. One thing they did get right.
  6. How I know it? Well I don't KNOW it but; 1: They have not announced any intention to do so. 2: They have specifically said that they are unable to combine that map with Normandy due to size. (Keep in mind that the object count is far higher than on some of the other, larger maps) Is it possible: Yeah, sure- but I sure would not expect it. I would consider it a positive surprise if they did. I have plenty of stuff I would like changed with the map- both in terms of scope and graphics (There is a far older competitor who has a better looking and much larger map of the same region). But I am not holding my breath.
  7. Very happy to see the winter/snowy version included! Would hope to see other seasons as well:) Realize that these might be WIP, but pointing it out nonetheless: -Given that the map is covered with snow, there really should be snow of the roofs of buildings as well. This stands out like a sore thumb. -The winter trees have a strange 'light brown' look when viewed from altitude that looks somewhat un-natural. A darker hue would like more natural. Thanks and keep up the good work!
  8. None. Don't expect it.
  9. Yup. Just noticed this too. Never noticed it before on this map until very recently.
  10. There was something related to this in last night's patch. Haven't tested it yet tough. But I can confirm the issue.
  11. Much obliged Flappie! Thank you!
  12. +1
  13. Alright- nice:) Keep up the good work!
  14. This has probably been asked to death, but I'll the thread is monstrous, so I'll try; is there a Syria version upcoming in the near timeframe? Enyoing PG right now- appreciate all the fantastic effort and support put into this wonderful system.
  15. Recruitment status: F-14 Pilots and RIOs: OPEN F/A-18 Hornet: OPEN
  16. The darker shades is only part of it. The Barthek version breaks up the agricultural fields much more with different types and shades, and creates a more believable 'european palette' and texture. His first Channel repaint 'vivid Channel' goes a long way towards doing the same for that map. For some reason, the map creators have an idea that western Europe is predominantly a light green palette broken by the occasional wheat field, when it is indeed looks more like a 'chess board' of various crops and random field shapes. It does not take long to prove this point. Watch some youtube vids (both historical combat footage and modern- including google earth) and it is easy to see. For some reason few people seem to care about this, but for me map repaints is the only way.
  17. Hi Barthek! I assume you feel silent due to being busy elsewhere, but if you are around you have a PM (Just in case your inbox should be full or whatever). Still loving the mod:)
  18. Alright. Did some initial testing and here are my thoughts. I am no expert, but I have some ideas and inputs that you can do with as you like: The good: 1. The break-up of the different fields colours finally give it the classic western european 'patchwork'/jigsaw look. All other things aside, I can say without a doubt that this is a much closer representation of the Channel in that respect. 2. The colour tone of the new fields: A lot of the fields that you tweaked now have a very natural, 'sun-died' look do them, giving them the feel of late summer which looks very realistic. What can be better/tuned: 1:Personally; I do not enjoy the 'noise' added as I assume "wild grass". It is to spotty/noisy to me and does not blend as well as it could into the general scenery. The texture is outlined below. https://imgur.com/gPVvaQp 2: The balance of colour of some of the fields feel a little off. Like I said, some of the new textures you added gives a more 'worn' late summer look, while some (I think of the classic) textures, has a very 'spring green/light green' vibe to them, making them stand out a little. 3: Some of the new textures you added might (I don't know) be wheat fields, which is nice, but they break in colour with the original wheat (yellow) textures- also suggesting different seasons. Those points aside; a huge step in the right direction to giving this map a more realistic vibe (At least, I think so). https://imgur.com/MiT0Lsx Cheers!
  19. Stunning! Can't wait to test this!
  20. I had some trouble with the 'far noise' being very repetitive over desert at some altitude. For me, the solution was simply to disable those and keep the towns and field textures, which was a nice tuning. Thanks!
  21. I saw a similiar thread to this that was moved to the mods section. However, I feel the post is relevant and should be here. The issue: All missions on all maps of DCS allows for you to add custom kneeboard pages (You need to open the mission as a zip file etc) for that specific mission. This is typical for servers and ofc for all who wish to make content, missionmakers etc. However, Marianas as the only map has a problem here; When adding a kneeboard image, the kneeboard simply does not show when you are in pit. It is blank. Void. It works on ALL other maps and is not AC specific.
  22. Thank you! Btw- Barthek; I sent you a PM some time ago. Might be worth your while to have a look when you are able:) You might be surprised.
  23. As has been known for a very long time- the AI wingman has fuel management problems. There are countless of examples by users stated over the years, but just to give a recent one: Flew CAP over the CSG in F-14, an aircraft famous for it's long legs and playtime. The wingman goes "Bingo" after some 30 mins (Of CAPing, no combat)at which point I have 95+(!) % left on my main tanks. Enough to fly for an age. Of course- bingo not enough either. I tell him to RTB right away- the boat is some 50 NM away and he proceeds to eject over the boat. I never used my burners, never exceeded 350 IAS and always turned INTO my wingman. While I realize that creating an AI smart enough to manage his fuel is difficult (This has been a problem for many, many years), I beg you to consider giving us options here as a stop-gap measure. We have waited long enough for a fix I would say. Here are some humble suggestions. Options: 1: Wingman unlimited fuel (Set in options). Have the wingman at 50% fuel constantly (So he is able to land and maybe even light enough to keep up). 2: AC unlimited fuel (set in ME. Not ideal- as many people would like to fly missions without going through it) 3: Half the wingmans fuel burn rate (Set in options). 4: Limit wingmans power to 80% percent and no burner unless in combat/or the LEAD uses burner (More tricky to implement)
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  24. Just started experimenting with this. For some reason, moving ground unit "glow" with the same lighting effect as a burning vehicle (Except there is no fire- only the low). Is this an option from the campaign (To make units easier to spot?) or is it a DCS bug in the current OB build?
  25. Could it be related to this? From a squadmate: "To all Cat drivers: As you might have already noticed, the awg-9 sometimes fails to pick up targets dead ahead of you since the last patch . This is due to the TARGET ASPECT switch in the RIO pit now affecting PD search modes. This switch sets a closure gate, anything outside that gate will be filtered out. By default, the switch is in BEAM. In this mode, any contacts with a closure rate above 1200kts will be filtered out. This limit is easily exceeded in head on engagements against fast targets. In such situations, the switch must be set to NOSE. There is no Jester command for doing that (yet), but I believe you can edit the input config to include the command to the pilot's list of commands and than bind keys to that."
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