

iLOVEwindmills
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Everything posted by iLOVEwindmills
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Right but you still need the coordinates to actually tell the CCRP when to release the bomb in order to get it close to the laser aimpoint. But I take it this post was specifically related to Maverick targeting, not for LGBs and JDAM.
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When you say the 'tgp is not used as a direct target designator', what do you mean exactly? Does that mean it can't automatically produce a targeting solution for LGBs or JDAM like it works in the A10C?
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I feel the main issue is that the reflectivity goes from extremely high on the canopy to zero on the skin of the plane itself. Yeah planes aren't highly reflective but there is a degree of light reflecting back when the sun hits it at the right angle. So what makes the https://forums.eagle.ru/showpost.php?p=3165209&postcount=1391 pictures look a little bit jarring is imo mostly due to that. https://forums.eagle.ru/showthread.php?t=188744 Here you see the reflections on the canopy continue onto the skin of the plane as well, giving a more natural impression. It's probably not perfectly indicative of real life material reflectivity but its likely closer. I know its all wip but just wanted to add that into the discussion. Some RL pictures of light reflecting from Bulldogs paintscheme I suppose once you guys get your hands on the PBR stuff you'll get more options right?
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Just a thought, are moving ground units possible? For instance a small convoy hauling fuel from the depots to the airfield? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
How many actual rounds did you play where side switching was allowed every 3 hours? -
Considering its an entire thread of praise and 1 post that I can only call constructive criticism I don't really see the big deal here. Razbam can say yeah we'll look at it, or no my computer can't handle better graphics or whatever. Either one would be perfectly fine.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
F5 and 21 should have enough reason to be picked now with separate lives+more targets+spawning at captured fields. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Just want to add that performance is extremely good atm, even when the server was almost full I did not see a single stutter or warp. Now a lot of 'stuff' is still missing but if it can stay like this it would be amazing. -
MYSE1234's Realistic HUD mod
iLOVEwindmills replied to MYSE1234's topic in Utility/Program Mods for DCS World
Great mod, really liking it. One thing though, with the M2K there's the gun snake and the ground attack sight that are unchanged. Are these unchangeable? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Why would people switch sides every 3 hours? And there is not much achievement in rolling up base after base because it's 30 to 5. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Any of that would be better than what we have now, it's just not working because the numbers fluctuate so much depending on time of day. You can't seem to draw any kind of conclusions from the total numbers, which are actually fairly balanced. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
That's =RvE=Windmills, =RvE=Sirscorpion and =RvE=Cisco Switch to red if you have a moment. -
I know a lot of axes have precision issues though, Saitek stuff comes to mind, which would mean your nozzles constantly jumping a bit. I'd imagine that's not ideal, so having it able to push the axis beyond the desired point but hotkey limited to something before that would be helpful.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
When the airfield is swarming with hostiles then that is the only reason to need the radar immediately. Besides if you turn it immediately it will be pretty much ready by the time you take off. Assuming the extra minute for no fuel it should be ready. It's not like the vast majority of the time you have your field swarming with hostiles, if it is you would usually pick 1 base further up anyway. This is an extreme example that rarely applies. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
So remove the mirage from the game because according to your logic it's ruining it already? You think being on the internet entitles you to argue in bad faith? Interesting. Because I am indeed getting the feeling that you aren't interested in an actual discussion. Let's put an end to this here then. The thing is it will barely make it any more even. An F15C takes 7 minutes to get ready with a full tank. An M2k takes 3 minutes according to the people here. Once you change the fuel to zero it now takes 4 minutes to get it ready. How does it not make sense to give the Su27 and M2K the same time to get ready? Make the m2k start empty and give the FC3 planes enough fuel that they can get ready in 4 minutes as well. You realize that the endurance of the M2K and FC3 planes is very similar right? Flying with 60% fuel in an FC3 fighter gives you massively reduced endurance compared to the Mirage, it's not really an option unless you want to airquake only. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Likely? I don't care about what's likely, I want to see what's most sensible. Most sensible is to bring the FC3 fighters up to the level of the M2k, as bringing the m2k as far down as the FC3 fighters is not possible. Even without fuel the M2k will be faster to get read than the FC3 machines. A solution that actually brings them in line rather than making it just a bit less uneven. We went over the 'why' of this a hundred times. Including in the post right above it, I'm getting tired of going around in circles. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
If you manage to die often enough that these 5 minute timers actually matter more than your flight time towards the target then you would be out of lives before half a round is over anyway. Anyway, I don't really care if people agree with you or not, I care about your arguments. If we're doing it like that there's not much to discuss about. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
If you kill any plane he needs to make the journey again towards whatever base he was pushing. That's usually way more significant than either the fuel time on the FC3 planes or an empty mirage. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Because there is a better solution. I care about the dynamic nature of it, the deeper longer term positioning/strategy/planning that is offered by blue flag and no other server. An environment that enables making all machines viable, not just the ones that fling the most of the best missiles and encourages them to cooperate to achieve the best results. If penalties do not contribute to improving the gameplay/immersion in an observable, concrete way then I see no value in retaining it. As I explained I see these things as hurting variety and choice, actually detracting from the experience. The fuel issues with the mirage and the imbalance have little to do with realism, the fact that the FC3 planes can't fuel/arm while engines running/starting has nothing to do with realism. These are completely arbitrary mechanics but unfortunately they have an impact on the game. These are compensated with arbitrary mechanics to try and improve the situation. That airbases have limited slots, that different bases have different planes, that helis have more lives, that the live count is 4 and not 6 or 2. These are all gameplay factors that are not really realistic, but are there to guide things towards becoming more realistic even though they are wholly arbitrary numbers. Just saying that 'more' refuel/rearm time leads to things being more realistic is not really true. It's not real life and whether you want it or not we are working within tons of constrictions. For instance, would 2 life cap lead to people behaving more realistic and thus improving the experience? Or 1 life every 6 hours? Probably not. This is a long winded way of saying that you can't just look at 'is this realistic or not', you have judge these things by how they will actually play out in the game and what consequences they have. Often times a 'realistic' measure can lead less realism and worse gameplay to boot. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
There is an issue, it's that the FC3 planes need to fuel for so long that you can be airborne and a good deal underway to the target in the m2k by the time they start taxiing. Not to mention staring at your fuel gauge going up for 7/8 mins is the definition of boring. If they don't have to do that, there will at least be a reason to take the 15 or the 27 over the m2k. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Turned out not to be a real issue with the m2k so might as well give the FC3 planes some more fuel so they don't have to wait so ridiculously long. At least to the point they can compare to the M2k time to get into the air. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
It already doesn't really do this with the 27 at 20% something fuel and the 15C with externals. Only reason you need to take off that quick is when spamming point defense, and there the low fuel is actually an advantage. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
Take it easy. And for the 100th time, removing fuel from the M2k will barely change anything as it can fuel during start up and needs way less than the FC3 planes. By the time start up is done you're almost good to go. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
iLOVEwindmills replied to gregzagk's topic in Multiplayer
So you'd have about the same time it would take as the M2K for refuel/rearm? Refuelling is mostly relevant for forward captured airfields anyway, where you can't respawn even if you wanted to.