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Black_Dynamite

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Everything posted by Black_Dynamite

  1. Rooting for this to become an official module! I'd buy this over another high-speed sky-rocket any day. Please ED work with this guy to make it happen.
  2. P-61 Black Widow. Systems simulation is one of DCS' strong points. It would be a war bird with a cool radar. Would love to do WWII aera night intercepts with first generation radar tech. P-61 can also do ground pounding.
  3. I am happy to read that I am not alone with my gripes on aircraft spotting in DCS. I have a real life PPL and things, both air and ground, are much easier to spot in real life. In the game, spotting things is unrealistically difficult and I really hope that we can have an elegant solution to this problem implemented sooner rather than later.
  4. Hello All, I have been playing with MOOSE and MIST recently with varying success. MIST has been working better for me than MOOSE. Anyhow, what I ultimately want to do is set up a CAP rotation of a CAP Zone between two fighter groups (can be one or more plane(s) per group). Essentially what I want is: - Two individual CAP groups (let's call them CAP1, CAP2 for this example) spawned at same airfield. No spawning or de-spawning of units intended for this mission. - CAP zone defined in mission editor. - CAP1 spools up, takes off, flies to CAP zone to conduct CAP. - CAP1 is in CAP and reaches certain fuel level. - CAP2 spools up, takes off, flies to CAP zone to conduct CAP. - CAP1 returns to base for re-fuel and re-arm. - CAP2 is in CAP and reaches certain fuel level. - CAP1 spools up, takes off, flies to CAP zone to conduct CAP. - CAP2 returns to base for re-fuel and re-arm. - ... and so on. Essentially, I want continuous CAP coverage by two groups which continually exist in the mission (until if destroyed) without any spawning, de-spawning, respawning. Any ideas on how best to achieve this? Thank you all in advance and, Cheers, Dynamite
  5. This would be a godsend for me, especially for multiplayer missions. When I hop onto a server, it would be awesome to see the map with known threats, targets and be able to set waypoints to plan the flight. I often find myself on a server trying to avoid SAM and find targets literally "on the fly". It would be nice to be able to set up your route beforehand.
  6. @Enigma89 Can you, or someone else, point me towards a resource that explains the punishment mechanic and how punishment points work please?
  7. Another thing I just noticed. When failing a mission and clicking "Fly Again" it will take me to the previous play's "Watch Track" rather than let me re-play the mission. Is my DCS installation just bugged? Anyone else have this happen to them? This used to work well for me...
  8. Hey All, I am working on my second campaign and I am running into some problems finalizing it. I have all the missions set up and tested individually. Went to put them together into a campaign last night. The first mission plays fine and ends with "Results: 100" as it is supposed to. When I click "End Mission" it puts me back to the campaign screen. So far so good. However, the campaign did not advance at all. What could I be missing here? Any help appreciated. Cheers, Black Dynamite
  9. Guys, after some short wikipedia research, may I present to you the "T-41 Mescalero": https://en.wikipedia.org/wiki/Cessna_T-41_Mescalero Is now everyone happy?
  10. What I meant was the conclusion derived from this. I think it is an opinion that this gives the TF-51 a place in DCS where other non combat aircraft don't have one.
  11. Not the part that it is a trainer version of a combat aircraft. But rather the part that this gives it a place in DCS where other non-combat planes don't. That is an opinion.
  12. No offense, but that sounds more like an opinion rather than a fact.
  13. Why has the CEII been in early access for 4 years?
  14. It makes as much sense as the TF-51, with which I have great fun in between playing with the jets by the way.
  15. Honestly, I almost think that a 172 with clickable pit would be perfect as part of the free, base DCS download. Easy to learn, a good introduction into DCS but with full features. Such a module would go a long way at getting new users and users transferring over from the civ sims started. Also, a 172 should be comparatively low resource for ED to implement and maintain.
  16. General aviation plane + jerry rigged mounted machine guns + dropping hand grenades from windows + Latin America map + drug lord and police vehicles pack + VR = profit ?
  17. Rudel, I understand. Will not be discouraged. Just thought I had missed something. If it is working as intended then I am fine with it! Cheers
  18. Got it. Hmmm. So it seems that, really, there is no way to prevent skipping. The only thing that can be done is to assign a lower score which can carry over to any mission assignment within the next stage. I just tried loading the Su-25T campaign and did it there. Was able to click "skip" all the way to the campaign success screen. Is this just the way it is set up? Campaign missions are skippable by design? Or is there something I am missing here? Cheers
  19. Rudel, thanks for your input. This isn't working, though. Set all the skip scores to "0", saved the campaign. Tried it out and it still lets me skip all the missions to the end. Re-confirmed that skip scores set to "0" via campaign builder afterwards... ? Any help appreciated! Cheers
  20. Hi All, I am currently trying to put the final polish on a short, little campaign I have built for fun and, perhaps, to share. I have all the missions set up in the campaign builder and can play the campaign. It seems to be working as intended for the most part. However, when I open the campaign to play it, I can skip every mission without even playing them at all and get straight to the victory screen that way. Is there any way or setting I can find to prevent missions from being skippable? Appreciate any help. Cheers!
  21. Not entirely true. Dialing down overall resolution works wonders. But I see your point. Anyhow, thanks for the input. Hopefully we can have a better solution regarding this item one day. Really, it is on ED to work something out.
  22. Tippis, thank you for elaborating. I gave this another go tonight. Is it possible that this will only work with labels turned on? I am asking as my "gripe" is really with the dots that the game will show which are not part of the labeling system. Cheers, Black_Dynamite
  23. Hello Sirrah, the higher res helps me see things better up close for sure. However, I think we perhaps mean two different things. After the models fade out then the dot feature comes into play. These dots are a certain amount of pixel(s) in size. Higher res displays will show them smaller, which makes them harder to see. While users who run lower resolutions see them much easier. Let's not get into each others hair over this. This thread is a simple DCS wishlist contribution.
  24. LeCuvier, thank you very much for posting your fix. I just tried to implement this, however, I ran into some problems. It seems that my files are structured differently (other version?) and that, also, there is some copy/pasting to do from primary game directory to USERNAME directory. Truth be told, I don't want to go down the rabbit trail of text edits and copy/pasting config files. I just don't have the time. I am in the middle of a career job and just moved in with the girl. ED, please implement a solution.
  25. Using the Reverb here myself. I can tell you for a fact that spotting in DCS is just very different from real life. In real life, regardless of what display solution you use for the game, you get a much higher quality image. Your Eye will see it's environment at a much higher resolution in all regards, be that lighting dynamic range, "pixels" or color contrast. Spotting things from a cockpit in real life is, while a skill and sometimes tricky, not as much of a problem as it is in this sim. To account for this, ED and other simulators have introduced dots. These exist to visualize targets that would possibly be viewable in real life and after they become hard to see due to the hardware limitations of our electronics. This is all fine and good. The problem I have is that lowering my display resolution makes these dots much larger while, at high resolutions, they are harder to see. I suggest that we are meant to be able to see these dots, else they would not exist in the game. I think it would make sense to give the user an option to adjust the size of these dots to more than one pixel. That way people with high resolution displays can enjoy good graphics and still have well visible dots. We can then implement realism by making them fade out at distance. But I definitely want to be able to see them at all while enjoying cranked up resolution settings. Currently I can't.
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