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Everything posted by vicx
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Can we have more Map (NDB, ILS, TACAN) Info in F10 view?
vicx replied to uboats's topic in DCS Wishlist
Unified map features might be coming in DCS 2.0. I would agree that the kneeboard is extremely useful and powerful which is why I want it available to players in ground units. It only works for aircraft. -
The technique seems to be send msg to everyone and then delete it quickly for non-CA players.
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ORLY :smoke: Game began as Flanker. Did the developers stop and say we do not wish to simulate anything other than a Flanker. No, thankfully the developers had more vision and the opportunity to pursue it. ED has created a World client that can host many different third-party modules. It would be short sighted to think that opportunities for module developers won't increase and all sorts of modules may one day become possible. Perhaps DCS: Kamaz would be better off bundled into DCS: Logistics where the module is all about keeping airfields, air defence and airwings operational. Managing logistics would expand the possibilities of modelling air campaigns. Why have warehouses in the game now? Some people want a game and some people want more simulation.
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You could install DCS World and buy ONLY Combined Arms. Is that what the OP meant by CA for SP?
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Beaglebone is total overkill for a pit but gee let your mind wander. Load the Bone up with a linux based UAV controller, script an interface to take DCS exports as input and see if the Bone can fly a jet autonomously in DCS. Once you can do that it starts to get real interesting.
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I mean whatever this prototype can carry.
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Invisible cruise missiles from heaven will beat everything.
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Nice.
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The SA-3 has also TV optical tracking which is just added in the last update. My observation here. 9Sh33A Karat 2 television telescope Many of the Russian SAM TRs and LNs have this TV optical tracking or a more powerful version of it. SAM complexes are more stealthy IRL than in the game but ED fixes this and makes your job more dangerous. Enjoy.
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Я хотел бы движущейся карте . Цели и огневые задачи , чтобы появиться на карте. Как планшете . с помощью Google Translate.
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I use it as a sandbox; building what-if scenarios and testing unit capabilities. I will be building missions eventually but right now I am seeing how the pieces work. IMO, if you use CA to help you build missions - you will make better missions. When I played CA as a game I realised that all the elements are there but a lot more work is required to get everything working properly. It makes me want to mod and script it into a better shape BUT the API is just not extensive enough for that. So what should be in CA 2.0? That is a huge subject. While aircraft modules are easy to discuss, discussions about CA always devolve into a dozens/hundreds of piecemeal feature requests and dozens of grand and impossible wishes. It would actually be useful to split CA into separate modules just to make discussions easier ED could split CA into a CMANO (Command: Modern Air/Naval Operations) type module a Ground Units module (FC3 for ground units). The CMANO interface could be a base for all sorts of commanding and managing sub-modules including carriers and air-wings and the GU module would be a base for sub-modules for individual ground units and groups of ground units up to the battery level.
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Sorry :music_whistling: It is what it is. I only swapped out the chaff in the last two days. I was wondering I could use the chaff class as the basis for a blimp target - answer seems to be that it won't work out.
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Chaff looks so poor in DCS that I did this. Delete chaff.edm. Rename Suidae.edm to Chaff.edm Drop flying pigs. It looks cool.
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I noticed the missing trees in IR when I was testing some stuff the other day. Same day I started driving from Batumi to Kerch via Minvody. I put a BTR in autopilot, set a waypoint and left DCs running in side window while I did some other stuff. I've never gone through a tunnel in vehicle in DCS before. There was some funky behavior in first person so went into F7 view to pass through it and get a view. I stopped outside Minvody. I'll have to continue from there at some point.
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If you want to try driving around with a TIR/RIFT view in CA you can use the JTAC Bino view. I found the file to modify to remove the shadowmask. C:\Program Files\Eagle Dynamics\DCS World\FUI\Common\MELIOS.tga Modify the Bino shadowmask (delete the black parts to leave transparent regions). You can do this in paint.net or other photoshop type program. You can drive and fire from this view. Although aiming from here makes not much sense, firing while you are in this view is pretty good. It kind of gives you a commander view. The way that you can look around in this view with the TIR/RIFT is exactly how I would like the GT.driverview to work. Also it would be great if you could get the AI to control the gunnery and just give fire commands. You could sight something with the bino and ask the gunner to fire on your target.
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Vyrt, I am testing some logging ideas which will use the scripting environment instead of the export environment. The export environment is good for aircraft but hopeless for logging anything else. Right at this moment I am trying to visualize ground and search radar activity and I thought I would use the AdvancedTelemetry=RadarLock0,ID feature because the dotted line effect is suitable for the task. One thing I noticed is that you only see the dotted line for units which are selected. From my perspective there will be other target tracking happening that I might like to see beyond just the currently selected unit and a single designated target. What are your thoughts on this? Second thing. I know that you aren't exporting mulitple radar locks currently but I was hoping that Tacview would be ready to support it. What syntax would you be using in the logs for multiple targets in the logs? This shows what works BUT I do want the red box to have red dotted lines going to BOTH the A-10 AND the UAV. What syntax in the log for this?
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Damn I don't seem to manage setting up the controls: I just want to use my mouse for the turret and my arrow keys You have an x55! You should use it. Yes you could drive vehicles with the mouse and keyboard but WHY? you don't drive planes with mouse and keyboard? It is time to move with the times. You have proper controls for tanks now, just bind them and enjoy.
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There is also a model OR a engine based shortcut called V_lom.edm that is perhaps also problematic.
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Don't have a Stinger in front of me but if I was making a missile of convenience like the Stinger, I might add some sensors and some code to my benefit. Tell me the last time a US aircraft was shot down by a Stinger. I think never. As for other manpads, I read that the US has operated a buyback scheme for manpads in active theaters. According to that text (some US newspaper) the buybacks have been quite successful. So then what do you do with a bunch of untraceable manpads. Who says the US DOD isn't interested in the environment, they probably recycled them
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How long until missiles have their own liveries - I am only half joking. By the way are there credits anywhere for models. I would love to know the name/s of the peeps who build my favourites.
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I just did some more testing and I noticed that 6dof tracking works in the Bino view quite well. I'm going to look for a way to kill the bino mask so that I can use that view and then try driving with the Rift. I WAS able to get some tracking motion into the CA driver and Weapon Station views BUT it was by replacing the new headtracker definitions with OLD trackir definitions that I found in \DCS World\Config\Input\Aircrafts\Default\trackir\default.lua So I replaced these iCommandViewVerticalAbs iCommandViewHorizontalAbs iCommandViewHorTransAbs iCommandViewVertTransAbs iCommandViewLongitudeTransAbs iCommandViewRollAbs with these iCommandPlaneViewHorizontal iCommandPlaneViewVertical iCommandPlaneZoomView iCommandViewRoll iCommandViewHorTrans iCommandViewVertTrans and I got movement but it wasn't the kind you will like. It looks like the trackir is emulating a mouse which is emulating a joystick. It's pretty wack. I think ED are probably doing some kind of axis emulation mode with the mouse in CA. It works for the most basic keyboard and mouse control, BUT it's a terrible idea going forward. It will really hold CA back. They should make the mouse in CA work just like in the aircraft.
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It would be so great if we could mod some of this stuff.
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Shorter than I was expecting. I'll let this do the talking. It might be dogfighting but NOT as you know it. From this
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OP, I think you are wrong. I honestly think that the more you use the system the more you will see why it was done the way it was done. All the configurations are saved in text files so have at it anyway you like. Realise that anyone can write their own configuration utility for controllers but noone has done this. The reason is that it's a thankless task and ED has already done a good job of it.
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Vyrt, I probably will make some fake screenshots. It will probably take me a few days to post one or two here. I hope other people will take the opportunity to make some mocks of what they would like to see as well. NATO icons :suspect: I admit that I only use Russian icons now because they rotate on the map to show the heading of a unit. Yes, the poor usability of NATO icons is all it took for me to defect. Aegi, I think it will require a bit of work in Tacview and in the exporter to get radar locks working. I am finding that there are ways you can be a LOT more creative with exports out of DCS but getting unique entities rendered in in Tacview wasn't supported the last time I tried to get tricky. I'm using Tacview with CA so lets say I want to visualise in Tacview all destroyed ground units as persistent black meshes. I don't want destroyed tanks to just disappear in Tacview anymore. I would like for tanks to go from a red or blue mesh to a black mesh and to stay rendered. Well this is an interesting example for me to pick just now, because with some cursory reading I think this is something I can do right now. I can give coalitions specific color {Red, Green, Blue, Grey, Orange, Yellow, Brown, White, Black, Purple} ... so I can make a coalition for DEAD units (black) and then I can edit the Tacview ACMI exporter to spawn a DEAD/black unit when a RED or BLUE coalition unit is destroyed. So this is a case where Tacview, ACMI and DCS are flexible enough to support what I want to do. So what about something harder? Say I want to visualise the performance of an integrated air defense network I am scripting in a mission and I want to watch the individual radars going hot and cold in response to central command and control. This is harder because I need a visualization element in Tacview that will change color or turn on and off in response to events in the ACMI log. My main problem is that Tacview does not support rendering and moving around arbitrarily named "things". It likes things to be known "types" but there is no way for me to add my own "types". I have to stick to known NATO units and ordinance but this is a little bit restricting. At the most basic level I just want to reference a new "thing" in the log and and add my own mesh for it. I guess this is where I'm hoping that Tacview can become more of a visualisation sandbox in addition to being an ACMI playback tool. AceRevo, it isn't impossible that you coud get this working, BUT after all the custom export scripts are written, you will still have to rely on the server to do the recording and then for that server to make the log available. When ED release a dedicated server this stuff might get easier to do as more people start running servers.