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This third party mod is really cool, but it still isn't as slick, simple, or well integrated into DCS as the CFM generator was. My suggestion to folks who'd like to get ED to reconsider bringing back their "not planned" Create Fast Mission Generator, would be to let your voice be heard here in this thread. Again, this is not about getting rid of the new QAG, necessarily.
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Can I still get to the old "easy mission creator" screen?
wilbur81 replied to RodentMaster's topic in Mission Editor
It's not, unfortunately. -
Malfunction: Utility Battery Fail not working
wilbur81 replied to Droggelkelch's topic in Bugs and Problems
Afraid to say that we have very little at present in the Hornet along the lines of realistic system failures. I'm sure they'll come eventually, but it's pretty far behind modules like Heatblur's Tomcat in this regard. In seven years of flying the DCS Hornet (with well over 1000 hours in it), I've still yet to hear Betty say "bleed air," "Engine Fire," "APU Fire," or any other of the like, beyond the standard test procedure. Nor have I ever seen a fire light. I'm sure we'll get there, though. I'd LOVE to see Heatblur-Levels of systems simulation and failures in the Hornet. We'll keep being patient.- 1 reply
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Here's my QAG feedback: Here's what's needed from the new Quick Action Generator in order to replace DCS capability that has recently been lost: The ability to, in approximately 60 to 90 seconds, with essentially one click (because it saved your previous settings like "Blue Air Units - MAX") create a battle field that has 200+ units that are not where I knowingly placed them. The option in DCS to create a fast, high unit count mission that is RANDOM in placement and nature. With the QAG, after one or two clicks, we should be able to create a small world populated mission for a given unit (say, the A-10 or F-16) a mission of 200+ units. These changes would bridge the gap quite nicely between the ME and what the QAG currently, clearly, isn't. Please.
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"[For BFM], I would want to be in an F-18" Some more Hornet (BFM performance) praise from "Proton" of TOP GUN and PBS' "Carrier" fame. He flew Hornets in the USN and the mighty F-16N BFM machine as a Top Gun instructor. He's asked which jet he'd rather be in for a BFM set, Viper or Hornet? And he's not biased at all...
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Agreed on all points! I'd SO MUCH rather have the old CFM generator with a more randomized/diverse set of units than the new QAG. Simple dogfights are just as quick to set up in the ME as the QAG.
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Fair enough. I'm not sure there was an appreciation by the devs for how the CFM generator bridged the ME and something like they what the want the QAG to be. Regarding your desire for working WWII mission generation, would you have liked/enjoyed using the CFM generator in the way I mentioned in a previous post (pasted below), if it had supported WWII ops and units? Again, the QAG isn't even in the same league as the old CFM generator regarding the quick functionality I've outlined below. But if I were a big WWII user, I'd certainly want it to support WWII generation. What's been lost with the introduction of the new QAG is this: The ability to, in approximately 60 to 90 seconds, with essentially one click (because it saved your previous settings like "Blue Air Units - MAX") create a battle field that had 200+ units that were not where I knowingly placed them... and that is key. We now no longer have an option in DCS to create a fast, high unit count mission that is RANDOM in nature. This is a huge single-player feature loss for me... I'm assuming it is missed by others, too. I also constantly used the CFM generator to create a base mission for, say, the A-10. After one or two clicks, I now had a mission of 270+ units and an a-10 group poised for CAS. Then, in the ME... I just dropped in a Hornet and made it "PLAYER." VOILÀ! I had a single player Hornet mission that was close to random in nature... and a populated world in order to enter into.
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Don't think we'll get it back unless enough people complain and offer constructive ideas for going forward... mine is: Keep QAG if you like, but bring back the CFM generator for those that found it useful per my previous post above...
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It was called the "Create Fast Mission" generator. What's been lost with the introduction of the new QAG is this: The ability to, in approximately 60 to 90 seconds, with essentially one click (because it saved your previous settings like "Blue Air Units - MAX") create a battle field that had 200+ units that were not where I knowingly placed them... and that is key. We now no longer have an option in DCS to create a fast, high unit count mission that is RANDOM in nature. This is a huge single-player feature loss for me... I'm assuming it is missed by others, too. I also constantly used the CFM generator to create a base mission for, say, the A-10. After one or two clicks, I now had a mission of 270+ units and an a-10 group poised for CAS. Then, in the ME... I just dropped in a Hornet and made it "PLAYER." VOILÀ! I had a single player Hornet mission that was close to random in nature... and a populated world in order to enter into. This whole creation process took me less than 3 minutes. If someone at ED or in the community can suggest a simple, just-as-good-if-not-better way to continue to accomplish this without a third-party mod or bringing back the old CFM generator, then I'm all ears. If not, please bring the CFM generator back.
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Quick Action Generator | DCS Summary | Virpil 1v1 Dogfights
wilbur81 replied to Graphics's topic in Official Newsletters
Maybe I'm misunderstanding, but the old CFM generator also remembered your last parameters the first time you started it as well. (i.e. - it remembered the last map, mission, Red/Blue force unit numbers, weather, time, aircraft, wingman number, etc...) -
I think a fair number of faithful DCS'ers would love to see the CFM generator restored. It doesn't have to be in place of the new QAG...only in addition to. I think I speak for at least a few in the community who miss the CFM generator. (Yes, I know it had bugs and I'm aware of the WW2 limitations...all of which can be squashed).
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Indeed.
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I've yet to see a sub-five minute load of the new QAG...and, as said above, I could generate a 200+ unit (randomized) mission that could be saved and manipulated further in the ME, in less than 2 minutes. With the old "CFM" generator, I used to take a minute to generate a 250 unit scenario...then go into the ME and create your 4v4 dogfight in a more chaotic/busy/unpredictable environment, and click "FLY", all in about 3-4 minutes. I'm not alone in my criticism of the new tool. I know it will improve over time, I'd just like to have the old CFM generator back.