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Vandal71

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Everything posted by Vandal71

  1. It's a toggle switch on your forward, right hand panel. Two switches below your battery switch.
  2. I agree the colors are to washed out, it looks unnatural.
  3. That's not exactly the drifting I was talking about that is merely sliding in the mud being an idiot. Is that really your challenge to my critique? How many tanks have you driven? That's what I thought.... none.
  4. Now that we are getting proper ballistic calculations for moving tanks there is still one thing that DCS CA lacks. The vehicles (especially tanks) have no feeling of weight. I am a former Abrams crewman, so I have some frame of reference on what tanks feel like (I was a driver actually). In DCS you can do burnouts in tanks and actually drift them a little as well. It's completely unrealistic. I have compensated by using my HOTAS twist to steer my tank and setting the curve to smooth out the input, but sometimes I just want to use the keyboard to steer and it just jerks the tank all over the place. I think ED is getting there with the ground vehicles, they just need to feel like the big heavy behemoths that they are, to get that much closer to a satisfying armor simulation. Yeah, I misspelled vehicles in the title :)
  5. This would also allow the use of a buttkicker bass shaker and headphones at the same time. +1
  6. That's a great step. Now we just need a proper gun stabilization system and we will be set!! Also, glad to see that the T72 and T90 are getting upgraded sights!!
  7. Yay!!
  8. I guess that means no September for 1.5 :(
  9. I've always mean to ask, but does disabling modules, that you may not use for awhile, make game loading faster? What is the benefit?
  10. There is no dynamic lead simulated. The arcade "locking" thing is not a substitute as I don't use it. Hopefully we will get some updates in DCS 2.0 and that will be one of them. They aren't far from being able to make a decent armor semi-simulator, they just need to put in some more work.
  11. I did not try it with aircraft, so you maybe right that the tree blocking only works with ground vehicles.
  12. I got your PM vicx, but I don't think I can send a reply. This forum is acting weird today. But thanks :) BTW: Check out this thread and what I discovered about the AI line of sight. http://forums.eagle.ru/showthread.php?t=126161&page=2
  13. Thanks for the reference. I own SBPro, but I don't have it installed since I reloaded everything on my new system. I think I can make the reticle toggle like the Abrams. I'll look into that later. It seems that my transparent backing for the range may need to go back to opaque since that is what SBPro is showing. I also managed to change the drivers position to more of a commanders unbuttoned position. The best thing is that you can rotate 360 degrees and use your binoculars!! Why have a driver and gunner when you can have a commander/driver and gunner? :clap_2: I would like to rework the binoculars but I cannot seem to find the files associated with it or it's graphics.
  14. They have one right now :)
  15. I've never looked through a Bradley sight either (I was an Abrams driver at one time.), so I don't know what they look like either. I just know I didn't like the default, it looked too cartoonish. I started with the Bradley first since it's range finder section needed fixing. I'll probably separate these into two different mods. One for the general HUD changes and one for the specific reticle mods.
  16. First off, if it is an issue with this being in the general forum, feel free to move it. I just wasn't sure about putting it in the modding forum since it seems like most people interested in CA would come here first. With DCS 1.5 and 2.0 coming soon I wanted to try and work on the ground vehicle HUD, since it is kinda low quality looking and needs some work. Not sure what we will get for CA in DCS 1.5, but I thought I'd work on it anyway. The first thing I did was fixed up the Bradley sights as you can see from the image below. The range text was about to fall out the bottom and the weapons designation was being cutoff at the bottom too. I also reworked the TOW reticle (which is used by other vehicles with ATGM's as well). I gave it just a little bit of glow to make it look more believable looking. For the main HUD, which all vehicles inherit, I toned down the tank compass in the top right and removed the bearing indicator up top (for now). I'm not sure how much I actually need the bearing indicator in SP. What do you guys think about bringing it back, just a little less in your face? I think I can tone it down a bit. I just wanted to see if anyone was interested in this kind of mod. :v:
  17. OK I've done some testing and it seems that ED did create a system to block the AI sight thru buildings and trees. While creating a mod to re-work the HUD I came across a script called "Detection.lua" and it's located in the " \DCS World\Scripts\AI " folder. There are entry's at lines 20 and 21 that are as follows. objects_LOS_test = false, trees_LOS_test = false, I think ED turned these off, by default, because there are some issues with the system. Simply change them to true and see them work. After some testing I can report that the AI sight line is blocked by trees and buildings, but there seems to be some bugging as the exact path blocked. For instance, the map has a lot of thin tree lines between fields that will completely block the AI's line of sight even though there are substantial gaps between the trees. Also vehicles may be visually outside of a treeline (say 50 feet) and still remain invisible to other AI. Personally I like the system ON since it makes the AI more human and fallible and they don't shoot from positions you can't see. The trade off is that they might appear more stupid when near tree lines. Try it for yourself and see which way you like it. :thumbup:
  18. I think I've stumbled on a fix for the AI x-ray vision. I'm still testing to make sure it works properly and doesn't cause any stability issues. It's such a stupid and easy fix, its laughable. I'm testing it in single player btw.
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