

Capn kamikaze
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Everything posted by Capn kamikaze
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A slider to scale back the number of unimportant buildings
Capn kamikaze replied to Capn kamikaze's topic in Wish List
I don't think you understand how this will work, it wouldn't just remove them visually, it would remove them in sim, so if you don't see it, it isn't there, so no collision, and in MP it would be determined by the server settings, and if you DL the mission and it would then reference your slider, I'm sure the AI would avoid a building if it's in their path if the slider makes it appear in mission, since they already do avoid obstacles. I really don't get all the negativity to something you can CHOOSE to use or not. -
The static ships are a mistake, they should be removed, or at least automatically move away from user inserted ships, at the moment you can have a moving carrier group run right through a tanker, that'd never happen IRL.
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A slider to scale back the number of unimportant buildings
Capn kamikaze replied to Capn kamikaze's topic in Wish List
Simple, the server settings are enforced on everyones computer, if that means that I can't go on that server, then I find/host another one with more reasonable system demands, and servers can always put an indication of what they've set it to in their description or even have it visible in the lobby so you know what you're joining before you hit join. -
A slider to scale back the number of unimportant buildings
Capn kamikaze replied to Capn kamikaze's topic in Wish List
Not all of us have a budget that allows us to just do that, so making a request to scale back something like that is not unreasonable, and again, if you don't want/need to do it then don't, also MP servers can enforce rules so if they want everything shown then it is, so MP is not an excuse to not do it. -
A slider to scale back the number of unimportant buildings
Capn kamikaze replied to Capn kamikaze's topic in Wish List
Sorry but how can giving the user the ability to change something be a bad thing...... you don't have to use it.... If a building is specifically an important building, ie you've made it a target in the ME then it could be excluded from it so it shows up regardless of setting. -
A slider to scale back the number of unimportant buildings
Capn kamikaze posted a topic in Wish List
In the interests of performance if we could scale back the building density of small buildings such as houses to reduce the memory burden on systems. -
Best advice I can give is DONT CHASE THE BASKET, if you miss, throttle back, line up again and try again.
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Just wondering what systems/features/fixes are slated to be released in what kind of order, I'm not asking for specifics for everything, just a general idea of what ED is aiming for?
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Lower the Hg setting, by default it is 29.92, reduce it to about 28.9 and you will see a change.
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MK-20 vs CBU-99 and Tank Busting
Capn kamikaze replied to Wallace_Actual's topic in Military and Aviation
Which isn't relevant to civilians, if they're stupid enough to go wandering about on an airbase that's been bombed.... Also modern CBU bomblets are designed to automatically detonate after a set delay so that they don't remain a threat. It only seems to be an issue with old ones that are deliberately used against civilians that's the problem, kind of like the argument it's not the gun that kills but the gun nut wielding it. -
If you go into air to air mode and select the AIM-7, and then go into air to ground mode and try to select what ever is on the same button as the "size" button (top left button) on the AIM-7 page, the button no longer works, you have to cycle through air to air weapons to say the AIM-9, then go back to A-G mode to be able to select what ever A-G weapon is on that button.
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I ask because I'm still using them for support roles such as escort and SEAD, and their weapons load outs are now missing, I can make new ones, but they don't seem to get saved, is anyone else seeing this?
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With a working explosive bolt to release the tank, or is that only on the release version?:D
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MK-20 vs CBU-99 and Tank Busting
Capn kamikaze replied to Wallace_Actual's topic in Military and Aviation
I've never really understood what the problem with cluster bombs is, if you're using them against civilians that's not really the bomb that's the problem, that's another issue entirely. If it's that you may have unexploded ones, again, that happens with other bombs too, so what's the difference? -
MK-20 vs CBU-99 and Tank Busting
Capn kamikaze replied to Wallace_Actual's topic in Military and Aviation
It could I suppose damage sensors and light mounted weapons on a tank, if it did damage sensors that could render the tank useless even if it's otherwise intact. -
AIM-7 Performance
Capn kamikaze replied to HawkDCS's topic in Release Version Bugs and Problems (Read only)
Well get ready to get murdered, because the F-14 never had the AIM-120, it was tested on the F-14, but it was never approved for service, and I don't think that any F-14's other than the one/s that it was tested on were ever modified to fire it... -
AI parking spots on the Stennis
Capn kamikaze posted a topic in Aircraft AI Bugs (Non-Combined Arms)
A couple of AI F/A-18's landed before me and decided to park up right next to the stern causing an obstruction for landing aircraft, barely enough room to get on deck, after landing if there is nothing waiting in the mission to take off can they park near the tower, or use an elevator if the catapults are in use and clear off the deck? -
Would it be possible to add the ability to see via a text box when things like user flags are triggered so that mission builders can more easily test things? Also could we add a couple of things to the logical tests, such as if an aircraft has taken off or landed, so we can set a flag by it?
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The stutters and pauses are just killing this game
Capn kamikaze replied to Capn kamikaze's topic in Game Performance Bugs
... and at those altitudes the thing to do would be reduce the visible distance, so maybe the best thing to do is have it scale the detail level in conjunction with the altitude of the player, at near ground level you'd only need maybe 10 miles in detail, and actually at ground level only 2-3 miles, and at high altitude you don't need to be seeing individual houses for tens of miles. I'd much rather have reliable performance than detail I'm never going to see, or if I am going to see it limit its scope to what I actually can possibly see. -
The stutters and pauses are just killing this game
Capn kamikaze replied to Capn kamikaze's topic in Game Performance Bugs
No, you're absolutely wrong, adding detail in that you will only ever see and appreciate with one of the least used modules in the game (Combined Arms) is wasteful of resources, having the ability to scale it back for performance is a good idea. -
+1 for built in VOIP, but there should be two modes, easy and one linked to aircraft radio frequencies.
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Would it be possible to have an LSO ability for players, so when not actually flying if someone is confident and skilled at landing on the carrier they can do that, all it would need is a viewpoint on the carrier at the LSO position, and an ability to trigger the wave off lights. Combined with VOIP it would be awesome, maybe add boxes that the player can fly through but only the LSO can see if they're new at it and need them.