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Everything posted by SeraphimGray
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Today at 97 Chuck Yeager passed away.
SeraphimGray replied to VIKBELL's topic in Military and Aviation
True legend. I mean he broke sound barrier with broken rib ... What a great life! -
I wanna make sure I understand what this game is. . .
SeraphimGray replied to Lupus4's topic in New User Briefing Room
I suggest you simply download the game ...sorry simulator :) and try learning free SU-25T module and play campaign. If you have right approach to simulators, you'll be 50+ hours into the learning before you learn to do anything right... by that time you'll also understand what I mean when I say "to do it right". Yes, we're sim enthusiasts and armchair pilots, but there's certain pride in learning and trying to do it to best of what simulator can offer, respecting at least some real world procedures in air combat. Trust me that by that time, you'll understand if it's worth investing into additional modules and campaigns. So give it a try because no one can really explain you the experience, unless you give it a try... also once you do your "homework" you should consider multiplayer... either open servers running missions, or joining a clan that is open minded about new players and does not mind training them. I should note that I learned about DCS by chance from friend that saw me flying Microsoft Flight Simulator... and I was like "yeah sure, I'll check it out.. once I finish remaining 150 games on Steam that I never started... "... but he insisted it was great (according to his friends)... so I did try it... I ended up flying it daily, accumulating over 1000 flight hours and probably as much making missions, learning procedures and organizing events in clans. :D Not something I intended, but I just could not get away from it...and not one other single game (simulator) has ever kept me so engaged into it... both into the game itself and into community around it -
Why are the most unrealistic servers the most popular?
SeraphimGray replied to Boris's topic in Multiplayer
Nothing wrong with getting most out of your free time. There are servers that don't do great job in that department, but this are usually 24/7 servers ran by a clan that has it open for it's members and public. If there's no public briefing, members have it. So partially "join to get full experience" catch. However, more often than not, servers that are intended primarily for general DCS public usually have very detailed briefings. People often simply fail to see that briefing within the mission has link to website with full briefing. Even if it does not, usually you'll get result if you google for their web-page. There's nothing wrong with keeping it simple, just like it's not a problem when you have a group of people that want and go full hardcore nerd it out. :D It's that middle ground that becomes an "issue" of threads like this. And there's no sweet spot, as there's no one homogeneous group in the middle. So taking into account that all servers are ran by enthusiast, that take their free time to do it, it's kinda difficult for me to understand questions like this thread has, which come from certain position of entitlement, i.e. "I want...". While what is required is to understand that it would benefit community in general if you simply go and do it and offer it to public, especially if you're not one that can keep it simple, but you're also not quite one that will go full hardcore and nerd it out... i.e. you're somewhere in the middle, but can't find your sweet spot in current offer. Bottom line, community expands offer and things get learned. :D -
Why are the most unrealistic servers the most popular?
SeraphimGray replied to Boris's topic in Multiplayer
When people speak of realism, they usually complain about 1 aspect that bothers them (lack of realistic airframe distribution between coalitions, realistic threats, realistic planning, realistic comms, execution, odds, .... you name it) So when put together they them selves could not agree what is right level of realism. Community members that are capable to do everything (i.e. complete package)... willing to spend almost equal time preparing for mission as flying are extremely rare... max. 5% of total community base. I'm talking that from perspective of person that spent on average 15-20 hours per week making missions and organizing events in last 4 years. It's always best to do what you want to see happen, wanting things does not really help much and usually there's bunch of things you don't even consider as limiting factor when you just "want". So from my end, big respect and thanks to people that run 24/7 servers, especially guys from BuddySpike / BlueFlag, but just as well to all other creators that orgnize events within clans. There's nothing better for community overall, than going out and doing things you want to see happen -
Inter-group cooperation and event organisation
SeraphimGray replied to SeraphimGray's topic in Multiplayer
Short status update for all fans of DCS multiplayer. Above mentioned initiative has had very decent spin up (and I was organizing up to 2 events per month. This means that for every single mission there was planning meeting that enabled all participants to co-design campaign development in terms of campaign story, tactics, etc. Attendance was steadily growing and before summer peaked between 20-25 pilots flying. Discord server as aprox. 100 members. I'm looking to attract new mission makers, and as incentive and method to sustain perpetual activity in the group, I'm opening the group to everyone that is willing to support mission makers via patreon. So all interested, as well as all pilots looking for "no strings attached" relationship with mission makers, join discord below. https://discord.gg/stkTEJb I know I would (and will) pay 1 € for mission slot in 1 event. Considering time invested, it wouldn't be significant sum... but at least you buy a beer to the guy. Or he can buy flowers for his wife, so she let's him continue to entertain the DCS public. :D In case ide to support creators via patreon gets decent spin up, I may take all new members for free ride for 2 missions and then let other take the batton while being supported via patreon. -
[05JUL2019] DCS INTERCOMMUNITY EVENT: Real War - Operation Neptune
SeraphimGray replied to Satarosa's topic in Multiplayer
P-51D for me please. Callsign: SeraphimGray -
Thanks a lot! :thumbup: Very useful quick calculation method. I always knew ME sets speed in GS, but was not really aware how big differences can occur in weather and different alt.
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In case that you: are a member of DCS community for longer time,you have been organizing events that lean from mid to higher realism in terms of planning and flying, then you know how hard, at times, it can be to gather enough dedicated pilots to fly an event. I've been working for some time, on initiative that has aim to consolidate small and fragmented DCS groups, which no doubt have a good chunk of their members being die hard DCS fans, however you struggle to gather adequate number of pilots for an event that would provide enough flights to organize more complex teamwork. I call it "Intergroup Multiplayer Cooperation" or "MP CO-OP" for short and have organised discord server to facilitate this cooperation. In case I have your attention, you will find more details in attached brochure. To join discord server click here: JOIN DISCORD SERVER You probably ask yourself what are requirements to join? 1) As a Group you are willing to give back what you take, i.e. you are willing to organize events and make some missions in return. - this is key point that will sustain cooperation going forward 2) As a pilot you are willing to actively participate in a planning meeting to ensure your slot on the mission roster - this is filter that separates dedicated virtual pilots apart from casual 3) You speak English 4) Your Group / Clan is either EU, or Middle-East and near Middle-East based - for ping reasons So if you decided to join efforts with other Groups via this initiative please make sure that: you identify your Group Leader for server permission purposes join this initiative as if you own it (don't shy away from taking charge) I'm currently running a Failed State campaign and will offer 10 initial missions for everyone that joins (and secures their slot in the mission). We're currently gearing up for 2nd sortie of the campaign. There are already 4 groups in the initiative and about 20-30 active pilots partaking, but I consider it still a ramp up phase. I hope I have you really interested now and be seeing you in the MP CO-OP server! :pilotfly: Intergroup MP Cooperation - Discord Server.pdf
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11 TACTICAL STRIKE GROUP - RECRUITMENT BOARD
SeraphimGray replied to 11TSG_Official's topic in Squadron News
4 SQN RED DEVILS of 11 Tactical Strike Group Looking to recruit for 2-4 experienced pilots, as outlined in brochure. Fill out the form to apply, send PM or comment below for questions. APPLY NOW -
DCS 2.5.2.18736.400 I'm experiencing shadow changes or what it would seam sunshine brightness changes on areas. It looks as if rendering can't decide if area is behind mountain and in shadow, or is sun shining directly to specific area without obstacles so there should be no shadow. It's visible from cockpit, but also it seams that looking from external view makes problem worse when changing angle of view.
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Stuck at "Deployment - Mission 2 / Escort" (DCS 2.5)
SeraphimGray replied to rge75's topic in DCS: Ka-50 Black Shark
Since I'm actually at home now and not at work, I can give precise mission trigger data. Unit that triggers mission end is 1st unit of 9 units of convoy. Group name: "Transport Leska-12" Unit name: "Transport Leska-12 head" Trigger is = Unit dead: "Transport Leska-12 head", sets FLAG 4 to ON Once FLAG 4 is ON, in 15 seconds, mission is failed Also there is trigger "Explosion1" which is activated once transport leska-12 is in zone and beside explosion, it activates all enemy ambush unit groups. Total about 48 infantry, excellent skill and all armed with AK-47. RPG's in mission are actually explosion triggers. To make matter worse, unit "Transport Leska-12 head" gets exploded once 50% of convoy is dead, so it gets destroyed in trigger, thus triggering mission failed. However in all my attempts, it got killed first, thus mission end in 2 min 30 sec since "Sergey" group gets attacked. I'm sure there will be someone less sensitive about my comment that will know how to use this information -
Stuck at "Deployment - Mission 2 / Escort" (DCS 2.5)
SeraphimGray replied to rge75's topic in DCS: Ka-50 Black Shark
I don't find them silly. I find them useful reference to X Which is exactly what renders your comment as not helpful. I'm talking that it's game over after 1 unit is killed. You played the mission so you probably know which one. :huh: Well, gee... thanks. Ambush? :noexpression: You know their location only because you played it before. Thus when you failed first time, next time, it was no longer ambush and you adapted your strategy. Thus, not as mission was intended. You are really sensitive. I'm sorry if I hurt your feelings. If you can't cope with people telling you are wrong, don't try to help. -
Stuck at "Deployment - Mission 2 / Escort" (DCS 2.5)
SeraphimGray replied to rge75's topic in DCS: Ka-50 Black Shark
You need to try it in 2.5 and you may learn otherwise. I would say my 20 attempts were decent shot and I will not pretend to be best pilot there is, but also, I'm not newbie :D Not to mention, that idea of ambush is that you don't know where they are, thus second attempt is already kind of cheating if you get into position early and wait. And that is where you're wrong, because in 2.5 (either by design, or due to bug), trigger for mission failure happens when convoy lead APC gets killed (not Sergey). Thus 1 unit gets killed and it's over. I probably could get 50% of convoy through, but it's impossible not to have convoy lead APC to survive and to prevent mission failure trigger going off. It could be bug, but I have no way to verify as trigger is linked to unit name (not group name), and while in DCS versions up to 2.5 that may have been same thing, in 2.5 that is clearly not same thing. And also, yeah.... 2.5 .... forrest... hides enemy so you have no way to know exactly where they are as they run around after you shoot at them so they are no longer in same spot and in 1.2 you could see them, in 2.5 you can't see where they moved... and ammo is quite limited in that limited time, so no chance to lob nice shots directly at targets, it's more suppression attack, which... in real life would be what would happen, not sniper shots. Also not true, they all spawn at same time... 40 of them, i.e 3 groups (1, 1-1 and 1-2) Probably not as intended. -
Stuck at "Deployment - Mission 2 / Escort" (DCS 2.5)
SeraphimGray replied to rge75's topic in DCS: Ka-50 Black Shark
I too have a lot of problems finishing this mission with success. I checked mission in mission editor and I will sum up problems that I think would improve mission. (mission is working fine, but it's not balanced to be completed regardless what you do, it's simply impossible to complete) Summary: 1) Considering that after forward recon APC gets attack you have only about 2 minutes before convoy reaches ambush point, I would amend convoy to stop, until CAS support inspects and supports recon. This is crucial problem why mission is impossible to complete. 2) Enemy infantry skill = expert / Friendly APC skill - Average Basically friendly point APC is useless, while enemy infantry is going to shoot KA-50 down with couple of bullets. I would reduce enemy infantry skill to good or even average, considering there is 40 of them hidden in forest. There are nice flags that can be used to add "halt" and "go" triggers for convoy. Basically that is it, I've tried everything, even cluster munition :music_whistling: (ignoring that village near by and kids playing) Simply convoy units are too soft to continue to push after ambush. They should stop and wait signal to move (i.e. destruction of all enemy units, or at least 80% of them). -
Which full sim modules you'd like in FC3?
SeraphimGray replied to Katmandu's topic in DCS: Flaming Cliffs
It is kinda unexpected topic, as I first thought it's which FC3 you want to see in full sim. However, I can see good opportunity (probably business one as well), to make learning curve less steep and bottom line attracting more people to DCS. If such concept would ever fly, it would be necessary to have filters on multiplayer servers. - only full fidelity models - only FC3 models - no restrictions In that way, level playing field would be enabled on both ends of spectrum. -
[RESOLVED] Mig-21 after hotfix still freezing
SeraphimGray replied to Martin2487's topic in General Problems
Same problem. Both SP and MP DCS completely freezes and not responding. Tried uninstalling it through module manager and re-installing. Did not change anything. dcs.zip -
You simply need to grow up. Unlike most people here, I did not waste countless hours hyperventilating over new unknown module. :lol: And it took me less than 5 minutes to find they are using this as test-bed, so I could not care less about countless hours people spend hyperventilating over new module. Overall hype that was created actually helped me to learn there will be new WW2 modules in future. Good for 5 minutes of time invested. Since I vote with my money, not crying on forums, it was fun reading this thread. Also, since I own Mig-21 module, I remember them as jokers from training missions too... so for me, someone over there has great sense of humor. :megalol: Everyone now crying over this little bird, will buy anything they roll out afterwards, regardless you feel disappointed. If not, then you're not their customer, so who cares. There were people who got clues right and if there was more people dedicated and with attention span longer than 2 minutes, maybe, just maybe would not be disappointed now.
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I had many good laughs on this topic, mostly how easily people get totally toxic. This should be only thing in focus with this release. Why did we choose the Christen Eagle II? What started as a technology test-bed for propeller aircraft and multiple cockpit codebase, turned in the end into a full fledged aerobatics aircraft simulator. Our primary goal with the Eagle was to create a groundbreaking prop-engine flight model to be used for our WW2 aircraft. Once they start rolling out WW2 airplanes, I will buy every single one of them, and then I will probably buy even this little bird... just for kicks. Oh, and maybe I don't feel disappointed, because I don't get on board the hype trains. :D
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Mission Scale - Guidelines for multiplayer and single player
SeraphimGray replied to SeraphimGray's topic in Mission Editor
Wow, thousand is really huge number. I've read your responses in similar thread. If we presume availability of dedicated server and all clients connected to MP server having equally good quality of internet, (which I know, both is a big assumption), could user with low-end PC cause mission to have performance issues? -
I browsed a little for guidelines on recommended mission scale, but came back with nothing. I expected that something on this topic would be available from ED itself considering how much whining wrong use of ME can cause on forums :D So I've been now involved with DCS for about 2,5 years, of which 2 years I'm also making multiplayer missions for my clan and units within. In that 2 years, I really spend quite a lot of time learning mission making, scripts, etc, but I never came across such document. I think this is extremely important and it surprises a little that this is not already part of DCS manual on mission making? Fact is, that we the non-professional mission makers, probably get very playful while making missions and are most likely breaking certain boundaries on number of units, triggers, etc. that may be known to professional mission makers that need to comply with ED standards while publishing new campaigns. So, I ran mission generator for 10-15 times, both sides, and all units maxed out, hard difficulty, me+wingmen, to see what numbers I will get there. Conclusion: - mission will generate from 130 to 300 units (depends a lot on players aircraft, A-10C tends to give higher number of total units placed) - 10 once score triggers - group size is never more than 4 units And this is single player mission, so I can only imagine that multiplayer limitations would be even lower due to complexity that is added with having clients connecting from all around the certain region. Considering DCS is in constant development, and I'm really excited about things to come, I'm sure that making certain limitations / recommendations known would help a lot to community, just like guys who need to provide support to all our whining. :D If you can point me in right direction, or share experience, I would be super grateful. Personally, I'm trying to reduce numbers as much as possible and add complexity through teamwork and precision in executing mission tasking. In single player, even 100 units can make up super awesome mission with a lot of things happening and things to destroy, however when you need to prepare mission for 30-40 players, demand on unit numbers can grow quite exponentially. One would expect that if servers support up to 100 players this days, that this 100 players need to have something to do, but is it really smart to have 100 players in one mission? Hopefully, ED guys can chip in some wisdom as well, so that we can try follow this rules and at least be aware that what is "go" or "no go". It would be really great to know: - what is biggest stress for performance in different environments (SP, MP), - are there any limitations of certain units (example: recommended max # of radar SAMs 5 at any time), - max # of triggers, (by type, complexity) - moving units vs stationary, - late activated units, - AI aircraft starting cold from ground vs air started... - AI units vs same static units - group sizes (air, ground, sea) - list could go for quite some time ... Thanks to everyone for feedback.
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Not sure, I did not test on 2.0, but I would expect its exactly same file in both versions, so it should work
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Of top of my head... I remember that y_trans = makes pilot "taller" z_trans = use to shift position left or right (-50 makes you sit on right side instrument panel) you'll figure out the rest ;) I uploaded file for you in previous post.
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Check this file ...\DCS World\Config\View\SnapViewsDefault.lua Find A-10C and this part specifically [13] = {--default view viewAngle = 75.000000,--FOV hAngle = 0.000000, vAngle = -23.000000, x_trans = 0.360000, y_trans = -0.041337, z_trans = 0.000000, rollAngle = 0.000000, }, Above is default. This are my settings (needs a bit more tweaking, but much better). You can test settings and simply restart mission (no need to restart DCS) to see effects of your changes directly in files. [13] = {--default view viewAngle = 80.000000,--FOV hAngle = 0.000000, vAngle = -20.000000, x_trans = 0.360000, y_trans = -0.010000, z_trans = 0.000000, rollAngle = 0.000000, }, In any case, once this is set, you don't need to play every time you start-up A-10C SnapViewsDefault.lua