-
Posts
568 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by JG13Wulf
-
You watch to much the Black Sheep Squadron TV serie ! :megalol: Would be a good challenge for carrier landing with the F4U ! :pilotfly:
-
This would make some people angry. But it would be more realist to have random bomb failure. If this would be aded, I think it would need a realism option to choose to activate it or not. (Always on for me but I can understand people who don't want this kind of realism) :joystick: Ps: If you read Rudel book and remember when he talk about the bombs that could explode when arming them in flight, this kind of failure would make formation flight more ... spectacular :music_whistling:
-
Hello, Is it possible to add for each plane a layer such as the decal one ? A texture that just past over the paint like the bort number in the screenshot above that allow us to place a decal everywhere we want on the plane ? And is it possible to describe several skin with only one description.lua ? I ask this for virtual squadron skin use. As we are forced to duplicate the same skin for each pilots to only change some details (noseart, name, ...), it can quickly take some place on hardrive for so little modification (little but important for lot of people). It would be great to be able to create a generic skin like the one in the picture. And then to be able to set some noseart files in the skin folder that can be placed over the generic skin with the description.lua (just like how the bort number work for now). So we would have in one folder : - One generic skin - One files for each pilots of a squadron - The description.lua with all those skin described in it (generic, pilot1, pilot2, ...) This would give 1 skin folder for all the skin of a squadron. That would take less HDD space. And this could be really interresting for warbirds as WW2 planes from one squadron are quite similar. Some have almost just noseart and bort number difference. Thanks. Ps: I know a decal is not as nice as a noseart placed directly in the main skin file (but it is still quite good quality). I ask this to limit the size of the skin files. By using a method like this, to add one skin in your squadron, you would just need to add one file and replace the description.lua with an updated one. You wouldn't need to download a complete skin. Same if the squadron want to update some personnal skin. You just need to download few files and a description.lua. Not complete skins.
-
Maybe already asked (sorry if it is the case). But with the F4U1D, are we going to have the British version with the short wing ? As those version of Corsair were used in the Royal Navy in the Pacific and in Europe (most of them in Norway, but some of them were used over Normandy), it could be really nice to have this version of the F4U1D as we are going to have both Normandy and Mariana maps.
-
P38 was one the most used plane in Europe as it was, with the P47, the only plane that could escort bomber to germany before P51 was avaible. I think this plane will come as soon as possible as it is one of the most well known plane and as it was used on every front (except in Russia). US and Britih pilots use it during war. Even French pilots fly some of them (like Saint-Exupéry).
-
Maybe because it's a twin engine and it's more complex. I think the reason the first twin engine warbird ED is creating is Mosquito is because it's the same engine (or almost the same) as we have in the spitfire. Would buy the P38 as first day when released. But I imagine it's something that will come later. This is my favorite Us warbird :D
-
+1
-
F8 is exactly the same as A8. But it was modified in factory to be used as ground attack plane as a first role. But it's the same engine and same system. The MW50 was more a modification you could find on field. I won't say all of the 190 A8 had it because that's not true. But lot of them were converted to use Mw 50 and not the original WEP that was placed in factory. If I remember correctly, GM1 was the most common factory boost. But as it was only usefull at high altitude, it was completely useless for F8 and lot of A8 didn't fly high enough regurlarly to use it (so it was weight aded for nothing). Difference betewwen G and F is the fact F use 2 bomb rack on each wings in standard configuration. Those were used for little bombs. The G had 1 big rack for 250kg bomb under each wings. But those could be used to place droptank too. A8 and F8 could only use 1 droptank under the fuselage if I remember correctly.
-
Tried against a F15 (for fun) ... Spoiler Alert : Crew chief was a bit mad at me ^^ But as you can only fire flare one by one and slowly, I don't think it would work. And more, I think modern flare are made to get high temperature. WW2 flares are maybe not as hot as the modern one (don't know about them but I imagine). The real interest for my request is that we use flare to recover groups after a fight. So In 109, leader can fire a flare to recover his wingmen. But it's a bit tricky since : "I'm the green one ... you see me now ... no?" "Okay now I'm the red one ... Now I'm the yellow ... And now finally I'm the White one" ^^ Would be nice to choose color of all flares or to have more of each color for this application.
-
Don't know if it is a bug but when 109 was release we had some flare of each color. Now we have 1 flare for each color. Is it possible to get some flare for each color or (at least) the choice to have 4 of one color ? Thanks :)
-
Maybe for the Mustang too When looking at the plane, you see the tire black. Then when the plane get close, they become white. Then when really close, black again :
-
Hello I made some anti-straffing shelter for AAA. Those protect AAA from low level attack and allow enemy planes to have some protection when trying make low level attack. But as my shelter are made with weak objects, AAA blow them up by trying to shoot low enemy planes. Only a few shoot are stopped. Then AAA is able to shoot just over the tree. Is it possible to set those object to non destructible ? Thanks.
-
When placing plane under a hangar in Argentan, I get the plane over the hangar. Don't know if this happen to other hangar on other base. I get this with hanger on spot 23. This is not a flyable, this is a ground object.
-
Hello, I think you talk about this bug. I reported in Bf 109 section. But it is common to all German Warbirds. https://forums.eagle.ru/showthread.php?t=252955 Hop to see a fix soon :p
-
Here are a video where you can see some of the P47 that Take off from carrier to go on the Mariana Island. Some of them make some attack before landing on the island. Even if it's a bubble top, it will be nice for Mariana map. Maybe later we will have the 1940's map and the Razorback :)
-
Thanks for the informations. It's more clear when yu uderstand how it work. I will look at those video
-
You mean Ugra-media make the texture and 3D of the ground. Then ED create objects. And finally Ugra or ED place those objects on Normandy. So objects are from ED and are part of asset pack. By "To expand the mission editor content, that need build added to the last" you mean that we don't have the last build of editor but when it will be released, all those objects will be in it as part of an asset pack update (maybe not this one) ?
-
Those are maybe not new. But airport were modified. There are more ground object on them. Hangar, maintenance object, ... Those are great but I don't think a mission creator can put some more on the map as they are not in the object list. Would be nice to have the ability to place a hangar or a house where we need it for a mission. If I understand correctly you have object created in a format that is not compatible to use in mission editor. Would be nice to change that. I agree that 3D models should be as nice as module and that's why I understand creating content like planes, tanks and ships is long. But there are lot of things that could be created easily : sandbags, houses, factory, oil tank, hangar ... Those could be created faster than a battleship or a plane module and are really needed. I don't want my post be deleted so I will not compare game. But to point out some use of those static objects, please check that link. It's a campaign we just finished weeks ago. This post contain picture of only 4 missions but check the picture of the ground page 1 and 2 : http://www.checksix-forums.com/viewtopic.php?f=307&t=205600#p1739072 imagine that at first the ground was completely flat. No tree and almost no object. The addition of them add lot of life to the mission. And more, the addition of tree and anti-straffing protection forced pilot to make dive attack instead of low level attack. This make us more vulnerable to AAA. those objects are decorative but have a real impact on gameplay. And I don't talk about the target I have created and secret objective I have hidden in the map. Being able to add house, sandbags, oil tanks, hangar, ... is something really important but missing in DCS now. Hope to see more planes, tanks and ships. But I hope to see those objects too.
-
Nobody can say those campaign are bad. Good scenario of mission, nice work on skins, voice recording, ... The biggest problem for those campaign is that you find always the same little group of object. You will find 4 / 5 different type of plane, 5 different tank (that you can't destroy except with perfect direct hit), 2 ships, lot of german flak and Allied bofor ... The worst case was for the Big Show campaign I think. There was only D9 and K4 to place against Spit. Now it's better with A8. But the D9 in this campaign was the reason I didn't wanted to buy it. I know it takes time to devellop models and things. But AI and decorative content should be a priority. I'm not disapointed with what is coming. Those will help to create more diversity to mission that's great. But this is not enough to make a real diversity in flight and on the ground. I saw lot of new object on Normandy map with the update. Those objects should be accessible in the mission editor to be placed on map too. This would be a nice addition to the asset pack content.
-
When something nice is there I comment to tell that I think it's great. But DCS WW2 have a so slow developpment that lot of people I meet just quit the game because of that. They prefer to have less simulation but the possibility to construct mission and play. We have waited years for Normandy update and asset pack. Normandy update is fine. But asset will not give the possibility to create great mission ... We need more ground object such as house, sandbags, factory, ... We need to be able to populate the map. Now we have almost nothing (and we paid for that) and we will add only 4 tanks, 2 little ships, 2 more german Flak and only 2 poor target ... sorry AI planes ... They will be usefull yes. But if we have to wait 2 more years to have 10 more objects ... Let's hope for this update that there will be no bugs and AI will be able to use their torpedo ... Lot of people don't comment when they are happy ... But lot of people left DCS WW2 without comment because all of this ...
-
That explain a bit why there is so few content announced. But I hope after Dm is out that ww2 content update will be more important. I think there would be less people angry about the slow development speed if there was more communications...
-
A-20 Boston AI aircraft Ju-88A-4 AI Aircraft 8.8cm Flak Gun 41 Siemens Flakscheinwerfer 37 projector plus Generator E-boat Schnellboot type S-100 U-boat type 7 Stug III Tank Destroyer M10 Tank Destroyer Mk VIII Centaur IV Tank Elefant self-propelled artillery Mk IV Churchill VII Tank Torpedoes for aircraft and sea vessels This is the complete list ? And the feature making us to wait is torpedo ? That all for so much delay ? If that is the complete list it's really disapointing ... At least I hope we can damage light ship with gun ...
-
Would be awesommmmmme if this feature is a vehicule damage system :music_whistling:
-
Should be nice to have the option to have AAA shooting everything or to have AAA taking care about friendly. German Nightfighter had some kind of compromise with some local Flak. At night it was impossible to make the difference between allies and ennemy. So fighter ask for some Flak to not shoot above some altitude. Could be nice to have those kind of option :)
-
DCS: de Havilland DH.98 Mosquito FB Mk VI Discussion
JG13Wulf replied to msalama's topic in DCS: Mosquito FB VI
Only use one lever in both. RPM are on un up/down control (like in Bf 109) for me so I'm fine :) But I hope There will be the possibility to select/deselect engine and have an axis to control all the selected engine. (Or ask thrustmaster to make a Grip and a throttle for warbirds ^^ )