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Wolf8312

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Everything posted by Wolf8312

  1. Okay sounds like a plan. Don't think its working properly because I put swarms of AI onto them and they shot down alot of planes but no course change. Will put some messages on as you say. I'll see if I can get it working myself and if not will upload the mission file.
  2. Realized my mistake now, action triggers are not controlled in the same place as the waypoint options. Thank's Leon (you have my sons name :)). Does this look correct? All of the no event triggers are the same but for different units (group 2 bomber 2). So every time the condition is met, the flag will increase to 1000, and when this happens 4 times (4 bombers are downed) the action way point will be triggered (bombers will switch way points)? One possible thing that may be wrong is that my bombers are all following the leaders waypoints not their own, so I'm not sure what happens if he gets downed lol! I guess I will have to exclude him! Another question I just tried to test it out by exploding 4 planes on mission start but they wouldn't explode for some reason. Will the first triggers overide, the subsquent ones? Never known this to be the case so no doubt I was doing something wrong!
  3. Thanks man. One question when I go to the trigger list and select AI task push, there is nothing there to select. What do I need to do to make it like this- AI TASK PUSH (Bomber 1, waypoint switch). I need to add this as an option for the planes themselves. Can't seem to find the option anywhere for waypoint switch.
  4. All across the board the game and nasty FPS drops have been massively improved. I found out today that the Viggens bombs no longer lag the game, when exploding in among targets. That is great news for me. But I still in VR notice FPS drops on the initial playthrough when an AC takes damage or explodes. This is not a huge problem, as like I say on the second playthrough its not a problem, but just want to report it as I'm sure it can be fixed. It's no longer happening when a pilot ejects, I think its more to do with the damage model.
  5. Thanks man will take a look!
  6. Think I can just use a trigger/flag and reaction to threat mission abort, dependation upon the condition that the bombers are damaged to a certain degree. Checking it out now...
  7. I don't quite know how to set this up. Ideally I think if I shot down even 1 bomber in real life, that would be enough to warrant an escape, but obviously stopping the bombers from bombing should be my main goal. Right now they are set to NO REACTION to any threat so they will just keep going. Should I maybe change this? Is there a way I can make it so that if I specifically shoot a few down then the bombers will break and make haste their escape? Will welcome any other suggestions on how to make these intercept missions more exciting/challenging and true to life. Many thanks... I know it's not really needed but it's nice to have mission goals to attain otherwise the mission has little replayability.
  8. Isn't foveated rendering supposed to include big performance gains as well? That article didn't seem to mention them.
  9. I can take off. But not witout some toe brake input. I just find it much easier. My right rudder doesent seem to do anything at all, unless I am going fast enough. It does work sometimes so I guess I just need to practice, but it seems much easier with a little toe brake action tbh!
  10. Harsh words! Not sure about that man. I know a guy who has flown spitfires was supposed to be very impressed with the DCS spitfire, and I think alot of work has gone into getting it right. Real spitfire pilots used to say that you only had to 'blow on her' as she was so incredibly sensitive to stick input. So although I've obviously never flown a real spitfire, and can't say for sure, it seems pretty realistic from what I have heard. Are spits not more manouverable than heavy jets due to being much lighter, in the same way world war 1 planes were more manouverable than WW2?
  11. And some people like a little blur! Conceals poor textures!
  12. Isn't that quite true to real life though? IRL if the 109's didn't take the spitfires by surprise they had a terrible time nailing a good spitfire pilot as a 109's dive is very much commited, and it would indeed be difficult to control the AC at high speed in a dive. I know people don't really want to dogfight on such limited terms, but I'm not sure its inaccurate, though I'm no expert. The problem with the AI is that he can not be taken by surprise like a human can, so if you can nail the AI, I see no reason why you could not also nail a human player...
  13. Yeah this is a problem I'm having with my Mi8 MOH campaign. I have alot of waypoints to remember the details of which, and the navigational coordinates, need to be remembered such as how many degrees and the distance to my target. Navigation is important in flight sims to keep the long flights interesting but I need to be prepared as going in and out of the game to look at the mission breifing all the time is too immersion breaking in VR or out. I could just try to remember the co-ordinates, but I think I am going to try and record the details on my mobile phone audio recorder, and when I am flying listen to them in one ear!
  14. Strange thing is for me I have more trouble taking off in the BF109 than I do landing recently! Toe brakes on my rudder pedals would be nice. Kinda makes me thing eventually I'm gonna have to get the old cross winds. Gotta move house and countries though soon, so can't really commit.
  15. Beatable but if in an energy fighter like the FW190, and on, or at, equal energy and altitude, you'll have a hell of a time escaping from one of the allied planes. Keep that in mind when designing missions and give German planes an altitude advantage. I've started up with the mission editor again because of this, and will fly my missions with an objective in mind in future. With DCS WW2, if you want any content, you will need to design it yourself and to keep things interesting, learn how to randomize what will happen in each mission. I think the historical accuracy thing prevents the community from creating any content for it. The AI is at least for me, more challenging than in the other sim, and gives me a greater sense of satisfaction when I shoot something down. Took me much longer to get some success in DCS than that sim, especially with the energy fighters (although to tell the truth the 109's murdered me in the P51 and I haven't flown that module very much). In the other sim, against the AI (at least the last time I played) the enemy always seemed to fly downwards in circles. I think I prefer a UFO, OP AI, that is more challenging, than one that is too easy. Although at least early war, if I am Germany against a hopeless soviet AI it's actually quite realistic when you think about it! If a bit of a noob like me, and still practicing, diving B and Z marksmanship and deflection shots, you will still have plenty to do and learn. I think its the hardened flight sim veterans who have more frustration with both sims to be honest in SP, as no doubt for them it will all be too easy. I personally dont have a problem with it, at least for now! Just need someone who isn't me to design a campaign or two!
  16. I guess its too much of a dream to hope they have fixed the propeller in VR with ASW/MS?
  17. I love the 109, though spitfire is still my favorite, 109 is gaining. 190 I find very difficult at the moment, so heavy and lacking in any agility, though as with the mustang I haven’t had much time in it, so probably have to learn how to swoop in better. Difficult to keep steady in a dive too! Compared to the other sim, I find them all to be much more distinctive moduels and much more realistic simulations. A jetseat, mongoose and VR greatly contribute as well though.
  18. Thanks this is way better just what I needed and exactly the kind of solution I was looking for.
  19. [REPORTED] Spitfire propeller with motion smoothing/ASW Gonna copy and paste this into the bug section in the hope that devs will see and fix the problem. Motion smoothing for me is the best thing that has happened to VR and DCS since getting it. Almost all of the modules are perfectly smooth with only a few artifacts here and there, that are more than compensated for by the fluid gameplay, and ability to increase graphics settings. With MS planes such as the 190 and 109 are not affected by propeller artifacts in VR at all, and the mustang is to a much lesser, more playable extent. This is I think because the propellers in those modules, once they get going are practically invisible anyway. The only trouble is my favorite module the spitfire, with a very heavy handed propeller is quite badly affected by motion smoothing artifacts. I know asking for the propeller to be changed so it works more like the 109's, might be impossible, but do you think devs that it might be possible to provide an option for VR users to tune it down, or try to optimize the spit so it can work better with motion smoothing/ASW? I know, probably not, due to how it would upset the rest of the DCS community not using VR who like the propeller as it is, but I just thought I would ask! I honestly think for DCS performance its things like this that will improve the VR experience, perhaps even more than the coming VR optimizations and Vulkan. With MS on I find the game runs as well as a normal game.
  20. I prefer 2.5 and think it looks beautiful, though it does have problems with lighting. Normandy cartoon trees are atrocious when flying with ones back to the sun and night lighting was better in 1.5. But in VR the new colors help a lot, as it all used to look so washed out before!
  21. Nah they really ain’t that bad. From one side I find them acceptable, what I meant was when the sun is behind you as oppose to flying into it.
  22. DCS spitfire is the best WW2 module I have ever flown in any flightsim. You know how all the old spitfire pilots used to say how they fell in love with the plane? It happened to me to!
  23. That's the main problem though. They look fine on one side when there is no light, and terrible when the sun hits them! Honestly I think it would be better if the devs could just make it so that light didn't affect their color as much as in the caucasus. I find it hard to believe anyone could have looked at those colors and thought yep that's realistic. I do hope Normandy will receive some visual improvements, as at the moment it's not a finished map imo. Don't get me wrong it's a great map. Flying across the channel in the big show campaign in a spitfire is fantastic. When I arrived in france and dived into a swarm of 109's I think its the closest I have ever been to comprehending the shit storm such pilots would have found themselves in, and how difficult it would have been to win and survive (I didn't). The atmosphere from high altitude is incredible and the map from that height looks beautiful! But in the interest of the sim itself, those colors when the trees are bathed in sunlight are incredibly jarring, and need to be of a darker tone and color.
  24. Even in 2D they look very cartoonish when the light hits them, and I can't imagine there is anyone who thinks they look right, and realistic under such conditions, so how come they have they never been altered after all this time? Is it something to do with deffered shading perhaps and simply being unable to fix them? I'm sure normandy after the latest update is looking alot better, but gah those trees are annoying. In perfect conditions when there is no light, the map looks so much better! Even more than performance (or maybe not more than performance) if theres one thing that is off with normandy it's the trees/light. Is there no way to just change them so that they are darker when the light hits them? Is this something being worked on, or am I the only one who has a problem with them?
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