Jump to content

nemises

Members
  • Posts

    1552
  • Joined

  • Last visited

Everything posted by nemises

  1. Just wanted to post this older WIP vid here, incase people hadn't seen it.. some insight into the systems level cockpit buttonology beeing put in: http://www.youtube.com/watch?feature=player_embedded&v=kiuuVKTyt7Q ..look forward to seeing a similar vid with the new UI
  2. Might have better luck with GiantBomb ... him and his cronies seem to have a penchant for hardcore sims
  3. from FB: cant wait to see the campaign, really hope this succeeds...will be pleging
  4. I cant see why that is necessarily the case...the F35 (for eg) certainly does not start up with 1 button press.. I think the Dev has gone the route of "keep the pilot in the aircraft" ....the systems are deep, but highly redundant. Chances are there will be automation available...it's when the systems are damaged / degraded that the manual systems become crucial (again, just like in even the most modern current fighters)..
  5. I agree... It's like the Dev is reaching into my brain and extracting exactly what I want from a space sim!! This is a science fiction project, so I think the dev is well within his mandate to keep the pilot as busy/involved as he can...after all, isn't pilot workload the real draw card to the DCS series? (answer: it is for me!) He's come up with some really nice science-fiction systems that ground it in the "believable" My fav space game Iwar has some complex cockpit play, and systems management..I'll be very interested in how these guys deal with it. ima gonna bullett point the features I think are cool: - the SPU (APU) system also allows for an "emergency control" limited function set, much like Manual Reversion mode in the A10, ie if the primary flight control system is damaged (or before the primary systems are online yet!) - The ship(s) have an inertial dampening system (called the Friction Induction System)...which can allow for a more "flight" like feel (turning , stopping etc), but it can be scaled and / or turned off which results in a Newtonian frictionless space. - There's no magic jumpgates ...its point the ship and accelerate hard to navigate anywhere outside of local space (there is a Suspended Animation feature) ... Anyway, one to check out if your into buttonology for sure!
  6. Hi mate, Same thing happened to me here more or less here: http://forums.eagle.ru/showthread.php?t=95911 The answer: Run this reg key: http://www.digitalcombatsimulator.com/delete_all_activation_data.reg (original thread here so you know I'm not just posting a dodgy reg key: http://forums.eagle.ru/showthread.php?t=94531) Then, After you start DCSW again, first time you run any of the sims it will ask you to register each one. Bare in mind, even if you run BS2 (say for eg) , the first key it'll ask for is the A10 key, then the BS2 key then the P51 key).. Should be good to go after that
  7. No, all modules are installed in your DCS World directory.. however modules (ie BS2, A10c, P51) are only about 350MB in size, as the bulk of the assetts are now stored in DCS:World and are shared between all modules. DCS:World + Modules does not rely on any of the stand alone products,, so they can be removed.. The one exception to this is needing an activated BS1 + upgrade key to be able to install the BS2 Upgrade version (as opposed to BS2 "full")..they are both exactly the same end result, just different starforce product leys that allowed ED to sell the Upgrade at a reduced cost (for BS1 owners). ..annoyingly, the same will apply for FC3, which will need LOMAC 1.2 (FC1) installed ....so retarded, but there you go...
  8. Yes. Explosions are just falloff tables (through I think with some random distribution), but intersection is with specific sections of the aircraft, and with cascading system impact / events....I remember seeing Coff or someone talking about modelling shrapnel distribution, though I'm not sure if that applies in A2A explosion... ..ie, explosion near left wing causes damage to left wing, and therefore also fuel loss and hydrolic pressure loss (A10 has redundant fuel and hydrolics but...)... it might also cause electrical faults in the area, enough to break some systems over time (fuel pumps etc). Bullet damage is similar...the actual visual model will not show the exact impact point of a bullet, though the damage calculated from it will be relevant to systems in the area. There is a VERY detailed systems and damage model in the A10, and it is not table based, it is mostly flow based (ie damage to one system may cause damage to another system further down the flow line as a result) as opposed to a table that says "ok, now Hydrolics are -%35 and the DC Bus is out" No Canopy damage is modelled (internally anyway)
  9. in the small amount of cockpit time I've ever had in a real Heli, I remember that about 20mm of stick deflection is the MAXIMUM input you would ever make.. Small heli's are very very sensitive....allthough I agree that TOH is a PITA to fly, I think part of it is that controler input is too innacurate.. at least ion the Shark we have dampners and mass to smooth out our curves
  10. never mind, I think I see what's happened...duh!!! When I ran the reg cleaner it removed all 3 product reg entries.. It's actually asking for my A10 key there not the BS2 one...duh x 100000 *edit* Yes confirmed..the Reg cleaner did solve my original problem (invalid hardware code for BS2 activation), and then I was too stupid to nitice it tried to re-activate A10 then BS2 then P51 as son as I ran up teh first mission from either of them)
  11. Hi Folks, Just did full uninstall / reinstall of DCSW to go to 1121, and now cannot get the BS2 module to run (P51 and A10c run fine) I have a valid , and infact still activated BS2 key (as verified on Starforces key verifier site (attached). But, when I enter the ey when running Bs2 for first time it says the key is "wrong or mistyped" I have tried this for both the BS2 full and BS2 upgrade versions (as I couldn't remember which type of key I had, and cannot track down my original key notifications on the DCS product download site any more..thanks for that :/) I have run the reg cleaner and tried again to re-activate, same result. Bit miffed, but not overly so...just want to get it all running, but don't really have time to play. Would appreciate any thoughts on the matter before I raise a support ticket ...I have slightly more faith in the cleverness of folk on hee than I do of the support systeam ;) Thanks! Nem
  12. Justifiably angry Sixto..the activation and key process is overly complicated and prone to failure. Unfortunately, it is the system that they are using, and we just have to do our best to navigate around it. Which product are you getting invalid serial number for? , BS2 ?...all of them (a10, P51, BS2?)
  13. on mission start the game will synchronize the in cockpit switch settings with the current HOTAS warthog switch settings.. ..I assume that would be useful to select if you own a warthog :)
  14. swaray..love it... I think , personally, CA will come into it's own in multiplayer PVE type setups.. Picture this: Your squad get together on a sat morning for briefing... mission starts, and people start flying their routes / roles / missions Squad leader is also CA gamesmaster, and is controlling the opfor RE ACTIVELY to the situation He can set off triggers than spawn in new (pre placed admittedly) enemies, and set them on their way.. CA enables an "ad hoc" flexibility that was never truly possible before (except with very very complicated trigger setups) .. check out the types of scenarios Arma 2 folks are getting up to with this type of control:
  15. yeah, it's not perfect, but it is how all of the modules do it.. Mustang will ask you for a key the first time you load a /miz with a mustang in it... A10c the same BS2 the same ...if you had have modified a regular SP mission to have CA roles in it and loaded that, you also would have got the prompt.. It's not really caused issues in the past as far as I am aware...
  16. ....mmm...meat grinder
  17. I don't think CA is really aimed at being a big seller...it seems to have come about as an offshoot to the jtac stuff that was left in (semi by accident) during the early A10c beta.. ...it's more of a "flourish" for the multi player community...a way of integrating player control over previously AI / scripted only tasks..with a neat by-product of being able to shoot stuff from tanks / sams..... Obviously , this is huge for those of us who play DCS in MP, as the scope of large events just got seriously cool.... but for average-Joe, the guy who wants to play a SP campaign in his F15?...not really so much.. Will you see a boxed CA on shelves?..dunno, but I doubt it.. Will you see DCS T72 on shelves?..ah, maybe maybe (just to clarify, I understand the OP was saying CA should be F2p, to be used as a gateway drug for potential payers....I don't think it would fit this well... another module perhaps (say the mustang) would be a much better gateway drug IMHO)
  18. I bought a £20 program the other day ...it was a 200k .exe and all it does is graph out bandwidth utilization over time in a small semi transparent window... ...so yeah...jees, get over it
  19. hmm..tempting..was going to wait till my son was a bit older till I head up, but even at just over 1 y/o he seems obsessed with planes! (it "helps" we live under the heathrow south landing approach)
  20. ...guess he means gold.. at any rate......HOLY F***n S**t that trailer was absolutely awesome!
  21. ...yeah they tend to offload incidental optional bits and pieces...particle system collisions and that sort of thing. not really much in the way of collision based accuracy needed in a flight sim...bounding box collision seems to be sufficient. ...I guess it'd be neat for the movie makers (close ups of explosions etc)
  22. theres this awesome american game you might have heard of called HAWX! ... you get to do all that shit AND save the world..
  23. the IP and Bullseye are pre-briefed points in the airspace.... The Inital Point of an attack is normally aligned in such a way as to minimize any danger / exposure to the attack , but also increase the odds of a successful engagement. The other advantage to knowing and using the IP (IRL AFAIK) is so the JTAC can visially pick the attack up before, during and after the attack. Anyway, long story short,it is a shorthand pre-brifed point (often but not allways set up as a waypoint in your avionics) The Bullseye is another pre briefed and arbitrary point in space, however, the location of the Bullseye is known to all friendly forces , and calls are made relative to it. The advantage is easy alignment of friendly forces despite their location, and also not using Map co-ordinates over the radio net anyways, please see this excellent tutorial on using Bullseye in Lockon (still completely relevant to DCS )
  24. ^^ I think that was meant as a joke / sarcasm
  25. flight sims......somewhere between a Movie and a Car
×
×
  • Create New...